Mini 798 - Unreal Tournament Mafia (OVER)


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Post Post #325 (ISO) » Wed May 27, 2009 10:09 am

Post by Kairyuu »

Damn. Oh well. Isacc, you die at 11pm. I can deal 80+ damage to you in one shot, and kuribo can do similar. Unless you have more than 200 HP you're dead.
Because, no matter how you dress it up, that's what the world is. A community of idiots doing a series of things until the world explodes and we all die.
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Post Post #326 (ISO) » Wed May 27, 2009 12:27 pm

Post by Isacc »

Take: Dual Enforcers


They were better.
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Post Post #327 (ISO) » Wed May 27, 2009 1:30 pm

Post by Kairyuu »

Nothing can save you at this point Isacc. We're both immune to damage, and will be until long after you're dead.

If I thought that nothing could save Isacc, the game would already be over. It's not. There's a reason for that, though the Mafia doesn't know what it is. - Tar
Because, no matter how you dress it up, that's what the world is. A community of idiots doing a series of things until the world explodes and we all die.
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Post Post #328 (ISO) » Wed May 27, 2009 1:43 pm

Post by Tarhalindur »

Isacc has dropped the Rocket Launcher.
Isacc has picked up the Dual Enforcers.
User out of ambit.

Error 404: Sanity Not Found
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Post Post #329 (ISO) » Wed May 27, 2009 3:22 pm

Post by forbiddanlight »

Bah. I suppose I didn't have time for this anyway.
"Never have I seen anybody glorify their own lynch."
-StrangerCoug

TTGL Mafia is over. Going to mod [b]Umineko No [color=red]Na[/color]ku Koro Ni[/b] Mafia. Pre-/ins, as always, are accepted.
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Post Post #330 (ISO) » Wed May 27, 2009 4:04 pm

Post by Kairyuu »

Grr. You've just totally ruined my bluff, Tar. The mind games were designed to produce a sense of hopelessness where he would be less likely to notice anything he could use against us successfully.

@Isacc: I'm serious about the invulnerability though. Take another shot at either of us with anything if you want proof.
Because, no matter how you dress it up, that's what the world is. A community of idiots doing a series of things until the world explodes and we all die.
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Post Post #331 (ISO) » Wed May 27, 2009 4:45 pm

Post by Tarhalindur »

Mafia found an effectively unstoppable combo that I had not noticed previously (Relic of Rage + Ripper + 2x Mafiosos + player-specific recharge) and informed me of it via PM - it wouldn't be able to kill Isacc for another 24 hours or so (since he had Camouflage active with a later timestamp than Kairyuu's Camouflage), Isacc cannot possibly kill off either Mafioso before they can activate the combo) . While it's not completely impossible that Isacc could win, it's SO improbable that I'm going to go ahead and call the game. - Tar


9) Isacc, Malcolm, Serial Killer (started with Dual Enforcers and Relic of Redemption) was endgamed

2) kuribo
rep. CF Riot
, Wraith, Mafia (started with Shock Rifle and Relic of Defense), survived and won
8) Kairyuu, Damarcus, Mafia (started with Grenade Launcher and Relic of Invisibility), survived and won


The Mafia has won Unreal Tournament Mafia!
User out of ambit.

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Post Post #332 (ISO) » Wed May 27, 2009 4:46 pm

Post by forbiddanlight »

That was pathetic. I was going to shoot Kai as well, to be honest. kuribo got me though. Good game. I was indeed leaning scum on Isacc, but not SK.

I guess I should have gone with my usual strategy of shoot lots and damn the results!
"Never have I seen anybody glorify their own lynch."
-StrangerCoug

TTGL Mafia is over. Going to mod [b]Umineko No [color=red]Na[/color]ku Koro Ni[/b] Mafia. Pre-/ins, as always, are accepted.
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Post Post #333 (ISO) » Wed May 27, 2009 4:48 pm

Post by Budja »

Damn Xyl. If he wasn't SK I would be annoyed.
I wanted to fire the Redeemer but it was fun to watch :).
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Post Post #334 (ISO) » Wed May 27, 2009 4:52 pm

Post by Kairyuu »

Hells yes! That takes my total games as scum up to 3 (I don't seem to be Mafia very often at all), and keeps my scum win rate at 100%, with 2 perfect wins from each alignment now.

I found a combo that not even Tar noticed! I'm happy.

@Tar: Also, kuribo was sitting on 12 Adrenaline according to my count, and I was sitting on 14. We could each have activated Camouflage after his ran out to be able to sit unharmed for another 36 hours.
Because, no matter how you dress it up, that's what the world is. A community of idiots doing a series of things until the world explodes and we all die.
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Post Post #335 (ISO) » Wed May 27, 2009 5:03 pm

Post by kuribo »

Tarhalindur wrote: <some_noob>: Flak cannon altfire targets a location, not a person, so kuribo's altfire doesn't work.[/i]
to be fair, I never received the stats for the flak cannon, so I didn't know that and just assumed :P


anyway, gg nextmap. Kai won this for us, his endless strategy was the perfect balance to my mindless killing. I killed veerus out of invisibility because Kai and I knew he was charging up his weapon. (though we thought maybe it was the Impact Hammer)
Join me on my quest to play every NES game! Some of them are awful.

Kuribo's read is foolproof: one night he was high on NyQuil, and he's ancestors reveiled Aureal's alignment to him. - Dessew
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Post Post #336 (ISO) » Wed May 27, 2009 5:05 pm

Post by Kairyuu »

@FL: By the time you picked up the mini gun (it sucked pretty bad btw) I had already become immune to damage for 36 hours (I activated it when veerus died so his Final Fire couldn't kill me). You wouldn't have been able to do anything to me. Also, I killed you, not kuribo. I pretty much went public with my alignment as soon as I realized that veerus had killed another townie for us. By that point I knew I could outright kill 2 out of the 3 remaining townies at once with the Redeemer/Sniper Rifle combo, so I was convinced that scum had won (even though at the time I thought kuribo would be dead).

Interesting note though. Out of the 10 total deaths (I'm counting Isacc as a kill, since it was inevitable), only 2 were caused, and an additional 2 contributed to by the town.

Xyl killed Budja and Pesco
kuribo killed SC and veerus
I killed Fl and Wizcat (with the help of orto for Wizcat)
Isacc was a team effort

only the deaths of Xyl and deadduck were caused fully by townies. Wizcat and ortolan I helped you guys kill.
Because, no matter how you dress it up, that's what the world is. A community of idiots doing a series of things until the world explodes and we all die.
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Post Post #337 (ISO) » Wed May 27, 2009 5:06 pm

Post by Isacc »

I didn't even get to play for most of the game. I was kinda sad that I was away for 90% of it. I might have been able to win, otherwise.

I also had no clue it'd go this fast.
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Post Post #338 (ISO) » Wed May 27, 2009 5:15 pm

Post by kuribo »

Isacc wrote:I didn't even get to play for most of the game.
I think that was part of why you got to stick around for endgame. :)


It was funny when kai said, "yes, FL, it IS bad" and fired the 'deemer at her. He had sent me a PM that said he wasn't even gonna bother pretending to be town anymore.

I especially liked the fact that I never even had to answer for killing SC because shit just hit the fan.
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Kuribo's read is foolproof: one night he was high on NyQuil, and he's ancestors reveiled Aureal's alignment to him. - Dessew
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Post Post #339 (ISO) » Wed May 27, 2009 5:38 pm

Post by veerus »

kuribo should've died from the rocket launcher if it wasn't for that stupid relic of defense :( and if Xyl wasn't SK, i prolly would've went for kariyuu instead of duckduck
On a long enough timeline, the survival rate for everyone drops to zero.
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Post Post #340 (ISO) » Wed May 27, 2009 5:42 pm

Post by Kairyuu »

@veerus: I used my Camouflage combo as soon as Tar said you had a Final Fire. If you would have shot at me I would have taken 0 damage.
Because, no matter how you dress it up, that's what the world is. A community of idiots doing a series of things until the world explodes and we all die.
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Post Post #341 (ISO) » Wed May 27, 2009 6:31 pm

Post by Xylthixlm »

I make a lousy SK.
#mafia@irc.globalgamers.net

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"Xyl's ruthless policy lynching won the game." -Vi
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Post Post #342 (ISO) » Wed May 27, 2009 8:50 pm

Post by Tarhalindur »

Setup:


Mechanics:
Worst Idea (see Marathon Day game), Items (Relics and other things with unusual effects), Locations (effect how weapons and items work and can buff you).

Players:
12 (8 town, 2 Mafia, 1 SK-1, 1 SK-2... same as in Worst Idea, as it turns out)

Notes:


- Role PM formatting is currently ugly and incomplete. Sorry about that. All functionality should be ready, however
- I've considered making weapon carried public information (i.e, PLAYERNAME is carrying the Rocket Launcher), to help prevent moderator errors.
- I'm pretty sure after Worst Idea that balance is pretty good here.
- I have been considering one last mechanic to avoid the endgame from Worst Idea: adrenaline. The idea is that most players would gain adrenaline every so many hours (probably 2 every 24 hours - some townies wouldn't be able to use adrenaline, especially Motig, Brock, and Lauren, and most others wouldn't be able to use all combos); in addition, each player would gain an amount of adrenaline every time a player from a different faction is killed.

If I did this, the adrenaline combos would be:
Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)
Rules:


<0> I am the Mod thy God. If a dispute arises, my decision is final. That said, I am not infallible - if I make a mistake or you have a question, please inform me of the problem (preferably via PM or bold text) and I will correct it.
<1> This is a game. I hope that you have fun. In return, I ask that you not have your fun at the expense of the other players in this game (in other words, don't be a jackass). Repeated or extreme violations of this rule will result in replacement or modkill.
<1a> Attempting to use loopholes in the rules to gain an advantage in the game is considered jackassery, and will be treated as such. This applies to things like encrypted codes, invisible text, editing and deleting posts, trying to use the structure of the role PM to gain an advantage, etc. Please, use your common sense!
<2> If there is a conflict between a role and the rules, the role wins.
<3> Claiming that another player is your scumbuddy will result in a modkill.
<4> Quoting private communications (role PM, mason conversations, etc.) or pretending to do the same will result in a modkill. Paraphrasing, however, is not only acceptable but encouraged unless I explicitly say otherwise.
<5> You may not talk with other people about this game outside of the thread (but see Rule 2).
<6> This game will have both a vote count and a FoS (Finger of Suspicion) count. All players will have 1 vote and 1 FoS (but see Rule 2).
<6a> In a Normal game, the FoS count will have no effect on the game other than breaking voting ties at deadline. Theme games make no such guarantee. (Especially not this one!)
<7> To help the game run smoothly, votes and FoS'es should be made in bold text, and use the format
Vote: XXXX
and
FoS: XXXX
, respectively. An unvote and/or unFoS is required to remove a vote or FoS; to unvote or unFoS, please use the format
Unvote: XXXX
or
UnFoS: XXXX
.
<8> If a player has a majority of votes, that player is lynched and cannot be unvoted. You may talk during twilight unless I state otherwise.
<9> Each game day will begin with a negotiable deadline of 2 weeks in place. At the end of each week, if I find the activity level in the game acceptable and the week does not end with the deadline, then I will extend the deadline by one week, to a maximum of twice the original deadline (a maximum of 4 weeks); the maximum deadlines are not retractable.
<10> If deadline occurs without a full majority and a majority of voting players are voting for a player, that player will be lynched. Otherwise, No Lynch will occur.
<11> You may elect to No Lynch any number of times during the course of the game. In order to No Lynch, one of the two following conditions must be met: either a majority of living players must vote no lynch, or no player receives a majority of votes before deadline. (To vote No Lynch, please use the format
Vote: No Lynch
. FoS'es for No Lynch will not be counted.)

<12> Don't drink and post, lest ye receive Public Humilitation. (This rule is an injoke and doesn't actually do anything.)
<13> This is a Twilight setup. All actions are submitted during the day and resolve at the end of twilight.
(This effectively makes Twilight a night where all players may still talk in the thread.)

<14> When you die, stop posting. You may make a single "Bah!"/"Frak you!"/etc. post in the thread. You may not include game content in this post. In addition, once you are dead, do not discuss the game with anyone other than the Mod until the game is over.
<15> All players need to post at least once every 72 hours, or inform me if this is not possible. If you do not post for 72 hours, you will be prodded. If you are prodded, then you will need to post something (a simple "/prodded" will suffice if you're short on time) within 72 hours or you will be replaced. You will receive an Official Warning the second time you fail to post for more than 72 hours. The third time you fail to post for 72 hours, you will be replaced.
<15a> If you have limited access, you need to post to this effect, either in V/LA or in the thread. If I prod you despite you declaring V/LA status, call me on it and I will be duly embarrassed.
<15b> If you post before I get around to handing out the prod, you avoid the prod.
<16> Players may only use one special ability per day (but see Rule 2). Passive abilities and factional abilities are not counted as special abilities for purposes of this rule.
<17> This game will start after all players have confirmed (by the method specified in their role PM).
<18> Any player who is modkilled automatically loses the game. I will modkill in the fashion that I deem most damaging to the modkilled player's faction.
<19> I reserve the right to add rules if necessary (or if I really, really want to).
<20> Okay, that's enough formal-sounding stuff. Good luck, have fun!

Game-Specific Rules:

<21> This is a Worst Idea setup. There are no days, no nights and no lynches in this game, and all actions resolve at Rapid Action speed. Each player begins the game with an amount of health and a weapon with a limited number of charges. Players may also begin the game with a certain amount of shield, an item, and/or a special ability.
<22> All weapons have two abilities (Primary Fire and Alt Fire), which cost a certain number of charges and typically deal damage to a player. To use a weapon's Primary fire on someone, type
Fire: PLAYERNAME
in the thread. To use a weapon's Alt Fire on someone, type
Altfire: PLAYERNAME
in the thread.
<23> Some weapons have a Final Fire. A Final Fire triggers when the person carrying that weapon dies or drops his weapon. Final Fire abilities are MANDATORY - if a Final Fire ability triggers, you must use it immediately.
<24> Dealing damage to a player removes shield from the target player. If more damage is dealt that that player has shield, then that damage removes health from that player.
<25> If at any time a player has 0 or less health, that player dies as a state-based effect.
<26> All weapons and active abilities have a Recharge Time that triggers after use. A Recharge Time means that you cannot use any activated ability (Weapon Primary Fire, Weapon Alt Fire, Location Change, or active special ability) for that many hours after you use this ability.
<26a> Recharge rates are intrinsic to players, not items; when you use an ability, you must wait for a duration equal to that weapon's Recharge Time before using another ability, regardless of any changes in abilities (due to dropped items or rolebased) in the meantime.
<26b> Each weapon's Primary Fire and Secondary Fire have identical recharge rate. That recharge rate is shown at the bottom of each weapon's descriptive PM.
<27> Each player may drop his or her weapon at any time by posting
DROP: WEAPONNAME
in the thread at any time.
<27a> If there is a weapon dropped in the thread, each player may pick up that weapon by posting
TAKE: WEAPONNAME
in the thread, assuming he or she is not currently carrying a weapon. If two or more players attempt to pick up a weapon, the first player not currently carrying a weapon who attempted to pick that weapon up gets the weapon.
<27b> When a player is killed, that player will drop his or her weapon automatically.
<28> A player may hold only one weapon at any given time. If a player is holding more than one weapon at a time for any reason, that player must drop one of his or her weapons immediately.
<29> If a weapon has been dropped and has run out of charges, it will be removed from the game as a state-based effect.
<30> Items may or may not have a special ability. Items with a special ability may have active, passive, or triggered (passive-triggered) abilities. Items may or may not have charges, depending on the item.
<31> Each player may drop an item he or she is carrying at any time by posting
DROP: ITEMNAME
in the thread at any time.
<31a>If there is a weapon dropped in the thread, each player may pick up that weapon by posting
TAKE: ITEMNAME
in the thread, assuming he or she is not currently carrying an item. If two or more players attempt to pick up a weapon, the first player not currently carrying an item who attempted to pick that item up gets the item.
<31b> When a player is killed, that player will any item he or she is carrying automatically.
<32> A player may hold only one item at any given time. If a player is holding more than one weapon at a time for any reason, that player must drop one of his or her items immediately.
<31> When a player is killed, that player will drop any item he or she is holding automatically.
<32> This game, in addition to weapons and items, has Locations. Every location contains a special powerup. Locations are relevant to certain abilities.
<33> Powerups may be passive or consumable. The full list of possible powerups is as follows:
- 1) Shield Belt (consumable): Adds +150 shield to its consumer, to a maximum of 150 shield. This powerup regenerates every 96 hours.
- 2) Super Shield Pack (consumable): Adds +100 shield to its consumer, to a maximum of 150 shield. This powerup regenerates every 72 hours.
- 3) Shield Pack (consumable): Adds +50 shield to its consumer, to a maximum of 50 shield points. This powerup regenerates every 48 hours.
- 4) Helmet (consumable): The next time a headshot would deal damage to this powerup's consumer, instead that headshot deals normal damage. This powerup does not regenerate.
- 5) Keg of Health (consumable): Adds +100 health to its consumer, up to a maximum of 199 health. This powerup regenerates every 96 hours. And no, we're not holding an intergalactic kegger.
- 6) Health Packs (consumable): Adds +50 health to its consumer, to a maximum of 100 health. This powerup regenerates every 48 hours.
- 7) Health Vials (consumable): Adds +25 health to its consumer, to a maximum of 199 health. This powerup regenerates every 48 hours.
- 8) Double Damage (consumable): This powerup's consumer deals double damage for the next 24 hours. This powerup regenerates every 72 hours.
- 9) Invisibility (consumable): This powerup's consumer may activate abilities via PM for 48 hours (by sending a PM to the mod with
Fire: PLAYERNAME
,
Altfire: PLAYERNAME
, or
ABILITYNAME: PLAYERNAME
instead of posting the command in the thread). This powerup regenerates every 72 hours.
- 10) Boots of Jumping/Anti-Grav Boots (consumable): This powerup, while utterly cool, does nothing. It regenerates every 24 hours.
- 11) High Ground (passive): Players standing on High Ground deal will deal Headshots with any weapon with a Headshot function.
- 12a) Health Pod (passive): Any player located in a Health Pod will regenerate 25 health per 24 hours to a maximum of 100 health.
- 12b) Health Pod Trigger (passive): If a player is located on a Health Pod Trigger, the amount of damage healed by a Health Pod will be multiplied by -1 (so the Health Pod will deal 25 damage to each player in its location every 24 hours).
<34> Passive powerups are applied equally to all players in that powerup's location. Consumable powerups are distributed as follows: when that powerup regenerates, choose a player randomly from each player in that location and give that player the consumable item.
<35> Each player's location will be chosen at the start of the game. If you wish to change your location, send me a PM with
New Location: LOCATION NUMBER
. This ability has no recharge time but can only be used once every 24 hours.

Roles:


Town:
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Jacob
, a fighter in the Tournament.

Statistics:

Game of Origin:
Unreal Tournament 2004
Race:
Human
Alignment:
Townie
Starting Health:
100
Starting Shield:
0
Starting Weapon:
Redeemer
Starting Items:
Shield Gun

Special Abilities:

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Weapon: Redeemer:


Starting Charges:
1
Primary Fire (1 charge):
Redeemer deals 1,000,000 damage to target player.
Alt Fire (1 charge):
Target a location. Redeemer deals 600 damage divided evenly between each player in the target location.

Recharge Time:
Not applicable
Item: Shield Gun:


Special Ability - Reflect (passive - triggered):
As long as you are carrying Shield Gun, 50% of damage inflicted by hitscan weapons will be reflected back to its source. Headshot bonus damage is not affected by this.
Mod Note:
- Hitscan shots are Shock Rifle primary, Sniper Rifle primary, Minigun primary, Minigun secondary, Dual Enforcers primary, and Dual Enforcers secondary

Player 1 (Jacob)
Weapon: Redeemer (deals 1,000,000 damage to target player and 75 damage to each other player in that location)
Charges: 1
Special: Shield Gun (reflects 50% of hitscan damage to origin; does nothing against headshots)
Starting Health: 100

Notes: Hitscan shots are Minigun, Shock Rifle primary, and Sniper Rifle
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Motig
, a fighter in the Tournament.

Statistics:

Game of Origin:
Unreal Tournament 2003
Race:
Gen'Mokai
Alignment:
Townie
Starting Health:
75
Starting Shield:
50
Starting Weapon:
Bio Rifle
Starting Items:
none

Special Abilities:

Hunt:
Each 24 hours, you may send me a PM with the words
Hunt: PLAYERNAME
. If you do, you will be told the targeted player's race (Human, Gen'Mokai, Geneboosted Human (Juggernaut), Necris, Skaarj, Nali, Robot, etc.)
Recharge Time (Hunt):
24 hours

Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Bio Rifle


Charges:
12
Primary Fire (1 charge):
Deals 25 damage to target player. Then remove all counters from Bio Rifle and Bio Rifle deals 25 additional damage to that player for each counter removed this way.
Alt Fire (1 charge):
Put a counter on Bio Rifle
Final Fire (0 charges):
When you die, you MUST remove all counters from Bio Rifle. Then Bio Rifle deals 25 damage to target player for each counter removed in this way.

Recharge Time:
24 hours
Player 2 (Motig)
Weapon: Bio Rifle (deals 20 damage, can be charged at a rate of 1 charge per 24 hours to a maximum of 5 charges, auto-fires at target player if charged upon death)
Charges: 15
Special: Super Shield Pack (+100 non-regenerating health)
Special: Speedy (gets all items in same location barring Relic of Speed)
Starting Health: 75
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Brock
, a fighter in the Tournament and the lover/battle partner of
Lauren
.

Statistics:

Game of Origin:
Unreal Tournament
Race:
Human
Alignment:
Townie
Starting Health:
110
Starting Shield:
0
Starting Weapon:
Rocket Launcher
Starting Items:
none

Special Abilities:

Mason
- You are a Mason with
Lauren
, played by
PLAYERNAME 2
. You may talk to
PLAYERNAME 2
outside the game so long as you are both alive. You know that
PLAYERNAME 2
is not Mafia aligned.

Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Rocket Launcher


Charges:
8
Primary Fire (1 charge):
Rocket Launcher deals 35 damage to target player. Then, remove all counters from Rocket Launcher. For each counter removed in this way, Rocket Launcher deals 35 damage to target player.
(You may choose separate targets for each rocket fired.)

Alt Fire (1 charge):
Put a charge counter on Rocket Launcher.
Final Fire (0 charges):
When you DIE, you must remove all counters from Rocket Launcher. For each counter removed in this way, Rocket Launcher deals 35 damage to target player.
(You may choose separate targets for each rocket fired. This ability is not optional.)


Recharge Period:
24 hours
Player 3 (Brock)
Weapon: Rocket Launcher (deals 35 damage, can be charged at a rate of 1 charge per 24 hours to a max of 3 charges, each charge is independently targeted, auto-fires if charged on death)
Charges: 7
Special: Mason with Player 8
Starting Health: 110
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Kira
, a fighter in the Tournament.

Statistics:

Game of Origin:
Unreal Tournament
Race:
Human
Alignment:
Townie
Starting Health:
100
Starting Shield:
0
Starting Weapon:
Plasma Rifle
Starting Items:
Relic of Vengeance

Special Abilities:

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Plasma Rifle


Charges:
12
Primary Fire (1 charge):
Plasma Rifle deals 25 damage to target player. If you are in the same location as the targeted player, instead Plasma Rifle deals 50 damage to that player.
Alt Fire (1 charge):
Target a player. If you are in the same location as the targeted player, Plasma Rifle deals 100 damage to that player. Otherwise, Plasma Rifle deals 0 damage to that player.
Recharge Rate:
24 hours
Item: Relic of Vengeance


Special Ability: Unholy Vengeance (passive - triggered):
When you are killed or removed from the game, Relic of Vengance deals 600 damage divided evenly between each player that shared a location with you at the time of your death. Then remove Relic of Vengeance from the game.
Player 4 (Kira)
Weapon: Plasma Rifle (deals 20 damage, damage output is doubled if targeted player is in the same location)
Charges: 10
Special: Relic of Vengeance (when user is killed, deals 100 damage to every other player at that location. Depletes after use.)
Starting Health: 100
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Mr. Crow
, a fighter in the Tournament.

Statistics:

Game of Origin:
Unreal Tournament 2004
Race:
Necris
Alignment:
Townie
Starting Health:
90
Starting Shield:
0
Starting Weapon:
Minigun
Starting Items:
Relic of Speed

Special Abilities:

Vampire (Passive)
- Whenever you deal damage to another player, you gain Health equal to half of the damage you inflicted, up to 100 health.

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Minigun


Charges:
80
Primary Fire (1 charge):
Minigun deals 5 damage to target player
Alt Fire (X charges):
Minigun deals 5X damage to target player, where X is the number of hours since you last fired Minigun.

Recharge Rate:
1 hour
Relic of Speed


Special Ability: Speed:
You have twice the normal chance of getting a consumable powerup.
Special Ability: Dodge:
You cannot be damaged by weapons that target a location.
Special Ability: Hit and Run (passive - triggered):
When you target a player with a weapon, you will teleport to your target's location, fire your weapon, and teleport back to your previous location. This triggers effects that require that you share a location with your targets but does not cause you to be hit by area of effect damage (if applicable).
Player 5 (Mr. Crow)
Weapon: Minigun (deals 5 damage, can be fired once per hour)
Charges: 50
Special: Relic of Speed (gets first pick at dropped items, dodges Redeemer splash damage)
Special: Vampire (gains 5 life for every 10 damage inflicted)
Starting Health: 90
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
ClanLord
, an elite fighter in the Tournament.

Statistics:

Game of Origin:
Unreal Tournament 2004
Race:
Skaarj
Alignment:
Townie
Starting Health:
125
Starting Shield:
0
Starting Weapon:
Flak Cannon
Starting Items:
Relic of Regeneration

Special Abilities:

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Flak Cannon


Charges:
9
Primary Fire (1 charge):
Flak Cannon deals 80/X damage to target player, where X is the distance in locations between you and your target when fired.
(Diagonals count as 1 distance when calculating this ability.)

Alt Fire (1 charge):
Flak Cannon deals 80 damage divided evenly to each player in target location.

Recharge Time:
24 hours
Item: Relic of Regeneration


Special Ability: Regeneration (passive - triggered):
Every 24 hours, you gain 30 health (to a maximum of 150).
Player 6 (Clan Lord)
Weapon: Flak Cannon (deals 60/X damage, where X is distance in squares when fired)
Charges: 6
Special: Relic of Regeneration (adds 50 health per 24 hours to a maximum of 150)
Starting Health: 125
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Gorge
, a fighter in the Tournament and the winner of Unreal Tournament 2003.

Statistics:

Game of Origin:
Unreal Tournament 2003
Race:
Geneboosted Human (Juggernaut)
Alignment:
Townie
Starting Health:
199
Starting Shield:
0
Starting Weapon:
Ripper
Starting Items:
Relic of Rage

Special Abilities:

None

Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Ripper


Charges:
12
Primary Fire:
Ripper deals 25 damage to target player and each player with the same location as the target player. If Ripper headshots, instead Ripper deals 100 damage to target player and 25 damage to each player that shares a location with target player.
Secondary Fire:
Ripper deals 30 damage to target player. That player's next recharge period is increased by 6 hours.

Recharge Rate:
24 hours
Item: Relic of Rage


Special Ability: Berzerk (passive):
Your recharge rate is reduced by 50%.
(For example, if an ability you used had a recharge time of 12 hours, you need wait only six hours before using another ability.
Player 7 (Jorge)
Weapon: Ripper (deals 25 damage to target and all other players with same location)
Charges: 10
Special: Relic of Rage (doubles fire rate)
Starting Health: 199
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Lauren
, a fighter in the Tournament and the lover/battle buddy of
Brock
.

Statistics:

Game of Origin:
Unreal Tournament
Race:
Human
Alignment:
Townie
Starting Health:
100
Starting Shield:
0
Starting Weapon:
Link Gun
Starting Items:
none

Special Abilities:

Mason (Passive)
- You are a Mason with
Brock
, played by
PLAYERNAME 2
. You may talk to
PLAYERNAME 2
outside the game so long as you are both alive. You know that
PLAYERNAME 2
is not Mafia aligned.

Win Condition (Town):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Link Gun


Charges:
10
Primary Fire (1 charge):
Link Gun deals 30 damage to target player
Secondary Fire (1 charge):
Target player gains 30 life, up to a maximum of 100.

Recharge Rate:
24 hours
Player 8 (Lauren)
Weapon: Mine Layer (deals 30 damage after 24X hours, where X is the distance in squares when this weapon is used)
Charges: 8
Special: Mason with Player 3
Starting Health: 100
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Wraith
, a a villainous fighter seeking to overturn the Tournament to gain fame and notoriety.

Statistics:

Game of Origin:
Unreal Tournament 2004
Race:
Human
Alignment:
Mafia
Starting Health:
100
Starting Shield:
0
Starting Weapon:
Shock Rifle
Starting Items:
Relic of Defense

Special Abilities:

Mafioso (Passive)
- You are a member of the Unreal Tournament Mafia, consisting of yourself and
Damarcus
, played by
PLAYERNAME 2
. You may talk outside the thread with your partner at any time. Your Mafia does NOT have a factional kill.

Mafia Falseclaim
- At any time, you may send me a PM with a fighter name and a set of abilities. I will send you a falseclaim PM with the given name and abilities.
Recharge Time (Mafia Falseclaim):
0 sec. (no recharge time)

Mafia Safeclaim (Passive)
- You know that
Wraith
is not a villain in the game and should be safe to claim.

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Mafia):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Shock Rifle:


Charges:
12
Primary Fire (1 charge):
Shock Rifle deals 35 damage to target player.
Secondary Fire (5 charges):
Shock Rifle deals 300 damage to target player.

Recharge Rate:
24 hours
Item: Relic of Defense


Special Ability - Null Shield (passive):
You cannot use shield powerups.
Special Ability - Negate Damage (passive):
All damage dealt to you is reduced by 50%.
Mafia:

Player 9 (Wraith)
Weapon: Shock Rifle (primary: 1 charge for 20 damage, secondary: 5 charges for 200 damage)
Charges: 10
Special: Relic of Defense (reduces damage taken by 50%, cannot use shields)
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Damarcus
, a a villainous fighter seeking to overturn the Tournament to gain fame and notoriety.

Statistics:

Game of Origin:
Unreal Tournament 2004
Race:
Human
Alignment:
Mafia
Starting Health:
100
Starting Shield:
0
Starting Weapon:
Grenade Launcher
Starting Items:
Relic of Invisibility

Special Abilities:

Mafioso (Passive)
- You are a member of the Unreal Tournament Mafia, consisting of yourself and
Wraith
, played by
PLAYERNAME 2
. You may talk outside the thread with your partner at any time. Your Mafia does NOT have a factional kill.

Mafia Falseclaim
- At any time, you may send me a PM with a fighter name and a set of abilities. I will send you a falseclaim PM with the given name and abilities.
Recharge Time (Mafia Falseclaim):
0 sec. (no recharge time)

Mafia Safeclaim (Passive)
- You know that
Damarcus
is not a villain in the game and should be safe to claim.

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
You gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Mafia):
You win when all other factions have left the game, or nothing can prevent the same.

Please confirm and indicate your starting location via return PM.
Grenade Launcher


Charges:
15
Primary Fire (1 charge):
Attach a grenade to target player (this does no damage).
Alt Fire (0 charges):
Detonate all grenades that are attached to players. Each grenade detonated in this way deals 30 damage to the player it was attached to. Use of this ability does not trigger a recharge period.
Final Fire (0 charges):
Detonate all grenades that are attached to players. Each grenade detonated in this way deals 30 damage to the player it was attached to.

Recharge Rate:
24 hours
Item: Relic of Invisibility


Special Ability - Null Cloak:
You cannot use the Invisibility powerup.
Special Ability - Invisible (passive):
You may fire your weapon secretly (by sending me a PM with a fire command) instead of posting a fire command in the thread.
Player 10 (Damarcus)
Weapon: Grenade Launcher (primary: 1 charge to plant a remote-detonated grenade on a player, secondary: detonates all planted grenades. Grenades deal 30 damage per grenade and auto-detonate when Player 11 dies)
Charges: 8
Special: Relic of Invisibility (may shoot via PM instead of in thread)
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Malcolm
, the winner of Unreal Tournament 1999, and you've decided to take this opportunity to make sure that these upstarts don't challenge you again.

Statistics:

Game of Origin:
Unreal Tournament
Race:
Human
Alignment:
Self
Starting Health:
150
Starting Shield:
0
Starting Weapon:
Dual Enforcers
Starting Items:
Relic of Redemption

Special Abilities:

Scavenge:
Whenever you kill a player using your weapon, you may drop your own weapon and take theirs. You will acquire their weapon, and your dropped weapon will be added to the dropped weapons pool. I will inform you via PM when you kill a player using your weapon.

Serial Killer Falseclaim
- At any time, you may send me a PM with a fighter name and a set of abilities. I will send you a falseclaim PM with the given name and abilities.
Recharge Time (Serial Killer Falseclaim):
0 sec. (no recharge time)

Serial Safeclaim (Passive)
- You know, on the off chance that players believe that Malcolm is a villain, that
Rapier
is not a villain in the game and should be safe to claim.

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Serial Killer):
You win when all other players have left the game, or nothing can prevent the same.
(No, you don't have a factional kill. Get to work with those weapons, silly!)


Please confirm and indicate your starting location via return PM.
Dual Enforcers:


Charges:
90
Primary Fire (3 charges):
Dual Enforcers deal 10 damage to target player, 10 damage to target player, and 10 damage to target player.
(Each shot targets independently.)

Secondary Fire (3 charges):
Dual Enforcers deal 40 damage to target player.

Recharge Time:
24 hours
Item: Relic of Redemption:


Special Ability: Redemption (passive - triggered):
When you are killed, you will immediately be revived with 100 health and 0 shield. Then remove Relic of Redemption from the game.
Serial Killer 1:

Player 11 (Malcolm)
Weapon: Dual Enforcers (6 charges to deal 60 damage)
Charges: 120
Special: Relic of Redemption (revives user upon death, depletes after first use)
Starting Health: 150
Welcome to Unreal Tournament Mafia,
PLAYERNAME
. You are
Xan
, the legendary first champion of the Tournaments, the alpha and the omega, and you've decided to take this opportunity to make sure that these inferior flesh-beasts don't challenge you again.

Statistics:

Game of Origin:
Unreal Tournament
Race:
Robot
Alignment:
Self
Starting Health:
150
Starting Shield:
0
Starting Weapon:
Sniper Rifle
Starting Items:
Relic of Strength

Special Abilities:

Aimbot:
If you are using a weapon with headshot potential, you will always get the headshot.

Serial Killer Falseclaim
- At any time, you may send me a PM with a fighter name and a set of abilities. I will send you a falseclaim PM with the given name and abilities.
Recharge Time (Serial Killer Falseclaim):
0 sec. (no recharge time)

Serial Killer Safeclaim (Passive)
- You know, on the moderately high chance that players find your role name scummy, that
Cleopatra
, like all bots, is not a villain in the game and should be safe to claim.

Adrenaline Gain (Passive):
Every 24 hours, you gain 2 adrenaline. Whenever a player from a different faction is killed, you gain 2 adrenaline. You may use your adrenaline on the following special abilities:
Adrenaline Combo: Booster (10 adrenaline):
Gain 5 health per hour for 24 hours, to a maximum of 199 health.
Adrenaline Combo: Pint Size (8 adrenaline):
All damage that would be dealt to you for the next 24 hours is reduced by 25 to a minimum of 0 damage.
Adrenaline Combo: Camouflage (12 adrenaline):
Prevent all damage that would be dealt to you and increase the amount of damage you deal by 25% for 36 hours.
Adrenaline Combo: Invisible (6 adrenaline):
You may fire via PM instead of via the thread for 48 hours.
Please note that this combo cannot be used if you are using the Relic of Invisibility or the Invisibility powerup; picking up the Relic of Invisibility while this combo is in progress stops the combo, whereas you simply cannot pick up the Invisibility powerup while this combo is in progress.

Adrenaline Combo: Berserk (8 adrenaline):
Recharge times of abilities you use are decreased by 50% and damage you deal is increased by 50% for 36 hours.
(For example, if you use an ability with a recharge time of 12 hours while using this combo, you need wait only 6 hours to use another ability instead of the usual 12.)

Adrenaline Combo: Speed (6 adrenaline):
While this combo is active, you have doubled chances of picking up contested powerups, you are immune to splash damage (if splash damage would be dealt to you, instead it isn't) and you are always counted as being in the same Location as your target for the purposes of Location-dependent abilities. This combo lasts for 36 hours.
Please note that this combo cannot be used if you are using the Relic of Speed; picking up the Relic of Speed while this combo is in progress stops the combo.

Recharge Time (Adrenaline Combos):
All Adrenaline Combos have a recharge rate of 0 sec.
(In other words, no recharge time at all.)


Win Condition (Serial Killer):
You win when all other players have left the game, or nothing can prevent the same.
(No, you don't have a factional kill. Get to work with those weapons, silly!)


Please confirm and indicate your starting location via return PM.
Sniper Rifle


Charges:
4
Primary Fire (1 charge):
Sniper Rifle deals 70 damage to target player. If Sniper Rifle headshots, instead it deals 140 damage to that player.
Alt Fire (0 charges):
The next primary fire shot that Sniper Rifle makes is guaranteed to headshot.

Recharge Period:
24 hours
Relic of Strength


Special Ability - Null Strength:
You cannot use Double Damage powerups.
Special Ability - Double Damage (passive):
Double all damage that you would deal to other players. This effect applies to both regular and bonus damage.
Serial Killer 2:

Player 12 (Xan Kriegor)
Weapon: Sniper Rifle (70 damage per hit, 140 damage if player headshots*)
Charges: 3
Special: Relic of Strength (doubles damage inflicted)
Special: Aimbot (always gets the headshot)
Starting Health: 150

* - high ground or same location

Grid: 4x3 (this is the final, random.org selected grid for the game)

6 11 4 2
13b 6 3 8
11 3 10 13a

Possible grid specials:
1) Shield Belt: +150 shield (regen 96 hours)
2) Super Shield Pack: +100 shield (regen 72 hours)
3) Shield Pack: +50 shield (regen 48 hours)
4) Helmet: guards against 1 headshot (no regen)
5) Keg of Health: +100 health (max 199) (We're not holding an intergalactic kegger) (regen 96 hours)
6) Health Packs: +50 health (max 100) (regen 48 hours)
7) Health Vials: +25 health (max 199) (regen 48 hours)
8) Double Damage: Deal double damage for 24 hours (cannot be used with Relic of Strength) (regen 72 hours)
9) Invisibility: May send kills via PM for 48 hours (cannot be used with Relic of Invisibility) (regen 72 hours)
10) Boots of Jumping (Anti-Grav Boots) - they're awesome! (and do nothing) (regen 24 hours)
11) High Ground (enables headshots) (passive)
12) Relics (if dropped)
13a) Health Pod (regen 25 health per 24 hours, max 100)
13b) Health Pod trigger (kills all players in Health Pod)
User out of ambit.

Error 404: Sanity Not Found
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Post Post #343 (ISO) » Wed May 27, 2009 11:58 pm

Post by PokerFace »

Nice concept Tar. This game went epic quick, I doubt I could have kept up with it.

Kinda surprised that winning combo wasn't caught pre-game since the Relic of Rage and the Ripper did start with the same player. Relic of Speed and the Pulse rifle would be brutal together since you can jump to a location and then let loose a big 100 damage blast.

Would have liked to see the True Impact Hammer somewhere. The Shield Gun fails in comparison

Again, Nice Work Tar. Hope you make a sequel some day I actually have time for.
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
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Post Post #344 (ISO) » Thu May 28, 2009 1:21 am

Post by duckduck96 »

So Veerus did have the Rocket Launcher! I knew it...
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Post Post #345 (ISO) » Thu May 28, 2009 1:52 am

Post by ortolan »

good game
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529

Feel free to PM me to be ready in case I need a replacement.
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Post Post #346 (ISO) » Thu May 28, 2009 2:36 am

Post by forbiddanlight »

@FL: By the time you picked up the mini gun (it sucked pretty bad btw) I had already become immune to damage for 36 hours (I activated it when veerus died so his Final Fire couldn't kill me). You wouldn't have been able to do anything to me. Also, I killed you, not kuribo. I pretty much went public with my alignment as soon as I realized that veerus had killed another townie for us. By that point I knew I could outright kill 2 out of the 3 remaining townies at once with the Redeemer/Sniper Rifle combo, so I was convinced that scum had won (even though at the time I thought kuribo would be dead).
I know, I'm saying I picked up you were scum before you shot me (and I should have just shot you with the flak cannon, not that it would do much.
Either way, good game, better played when I have more time. That was unfortunate :S.
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Post Post #347 (ISO) » Thu May 28, 2009 3:58 am

Post by StrangerCoug »

Damn, this game was fast! Quickest non-RL game I've played.
STRANGERCOUG: Stranger Than You!

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What Were You Thinking XV! is in progress.
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Post Post #348 (ISO) » Thu May 28, 2009 4:29 am

Post by Vi »

This was one of the most hilarious games I've read onsite.
I can't believe I missed my chance to be an unlimited dayvig, but seeing Xyl attempt to justify killing whoever he felt like made up for it.
Everything you say and do matters. People will respond in ways you may never see. May those responses be what you intend.
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!xmafia win
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Post Post #349 (ISO) » Thu May 28, 2009 7:54 am

Post by Xylthixlm »

Vi wrote:This was one of the most hilarious games I've read onsite.
I can't believe I missed my chance to be an unlimited dayvig, but seeing Xyl attempt to justify killing whoever he felt like made up for it.
I game where I was an actual unlimited dayvig would be
very
short.
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"Xyl's ruthless policy lynching won the game." -Vi
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