—Mini 1635— Curse of the Werewolves: Game Over


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Albert B. Rampage
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Post Post #1300 (ISO) » Fri Jan 23, 2015 1:05 pm

Post by Albert B. Rampage »




In post 1299, Titus wrote:
In post 1296, Albert B. Rampage wrote:Titus, the fact that you even need to respond to that is pathetic, go see yourself out whenever you're ready.


Look, you have every right to be frustrated but don't act like I cannot scumhunt. Given the amount if bullshit I face every game, I would like people to say good job on catching me rather than insulting me.


You think you did a good job? I saved you from your own impending mislynch because I wouldn't derive any fun from it + Iecerint and farside being too clever by half and stalling, waiting, uncovering every nook and cranny of every possible way that town will unquestioningly and convincingly win the game.

I did a much better job to convince people that I was town than you give me credit for. Unfortunately, without daytalk, my scum buddies lynched FourTrouble who townread me, I tried to kill Andrius and that backfired on Pine who townread me, I mean, I picked out Iecerint as a hider and Pine and Who as masons on Day 1 in the PT, and almost decided to NK Who and it would have been a different game. I'm not saying that the mechanics were broken, but the game was swingy, and that avalanched on Day 3.

In post 1298, Who wrote:Never underestimate the chances of everyone in the town randomly turning into a total fucking idiot. I have been saved by that in several seemingly-hopeless scenarios.


I've no interest in doing that to win with teammates who don't or can't help our common cause.
Last edited by Shadowmod on Sat Jan 24, 2015 2:45 am, edited 1 time in total.
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Post Post #1301 (ISO) » Fri Jan 23, 2015 1:08 pm

Post by Albert B. Rampage »

Also a culmination of four straight games where I'm scum where we're all bad scum players, are easily caught through POE, role mechanics, etc., and I have really not any reason to repeat the same experience - extremely fed up. RNG is against me for a longer stretch than usual, okay, forfeit and hit the restart button and try again.
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Post Post #1302 (ISO) » Fri Jan 23, 2015 1:10 pm

Post by Titus »

ABR, I have gotten better than you give me credit for. I spotted you with practically zero rolerelated knowledge as I had difficulties getting into the game.

Given Iecrint did target ABR, I am pretty sure I could have convinced him I was town.

If I would have targeted you N1, it would have been a different game too. I had you pegged from that point.
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You're letting Titus win the game by herself.Good luck now I guess.You have no chance to win.~Tywin

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Post Post #1303 (ISO) » Fri Jan 23, 2015 1:11 pm

Post by Titus »

Players like you who think you are better than me make me dread role pms.
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The scum had the misfortune of Titus being absurdly accurate on day one.Really quite impressed by that.~Drixx

You're letting Titus win the game by herself.Good luck now I guess.You have no chance to win.~Tywin

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VLA Friday nights until Sunday morning.

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Post Post #1304 (ISO) » Fri Jan 23, 2015 1:12 pm

Post by Titus »

Dread town role pms sometimes.
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The scum had the misfortune of Titus being absurdly accurate on day one.Really quite impressed by that.~Drixx

You're letting Titus win the game by herself.Good luck now I guess.You have no chance to win.~Tywin

GTKTitus Part 2
Titus Academy

VLA Friday nights until Sunday morning.

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Post Post #1305 (ISO) » Fri Jan 23, 2015 1:12 pm

Post by Albert B. Rampage »

You can't prove that you can read me, because last week you tunneled me into our shared loss, where we could have won. And if I were you in this game, I would also have caught me, easily. Through POE. This was extremely easy to "read" due to how things played out.
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Post Post #1306 (ISO) » Fri Jan 23, 2015 1:16 pm

Post by Albert B. Rampage »

I welcome you to try and play a different game with me Titus, and we can see what happens when RNG has let go of me, because you're not a bad player, and I liked the player list besides for Victor, and pirate is a nice person but a huge liability and also fun sucker when she and Nacho can read each other that well, so I wouldn't play with pirate in the same game as nacho again. I had the same problem as scum in another game where like 6 people all from the same area all knew how each other played and were all town and could perfectly read each other so after 48 hours of the first day, it was a POE to lynch scum (+ heavy role mechanics to help them). RNG role allocation really affects the fun factor for me.
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Post Post #1307 (ISO) » Fri Jan 23, 2015 1:17 pm

Post by Titus »

*eyeroll* I tunnelled you and BBT in that game.

This game it was you and Andy.

I generally can catch a one scum one town pool based on analysis and PoE the scumteam to a particular group.

Yet, you just be content that Titus is guessing derpy and insane. We all have off games. It is ok.

We will rematch sometime. Just don't assume I am insane or dumb luck. If you're game now, there's a game in Central Park that has the deadline held.
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You're letting Titus win the game by herself.Good luck now I guess.You have no chance to win.~Tywin

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Post Post #1308 (ISO) » Fri Jan 23, 2015 1:21 pm

Post by Albert B. Rampage »

You saying you deserve credit for catching me in this game for me is the equivalent of if I said I deserve credit for catching you in the MTG large theme (I would never say that though).
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Post Post #1309 (ISO) » Fri Jan 23, 2015 1:23 pm

Post by farside22 »

Well my Andy read was way off and until nach talked about Mollie did things start to really click for me.
I am a bit sad to see the game end so quickly. This was the first time I got to be an inventor.
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Post Post #1310 (ISO) » Fri Jan 23, 2015 1:25 pm

Post by Albert B. Rampage »

In post 1302, Titus wrote:If I would have targeted you N1, it would have been a different game too. I had you pegged from that point.


I anticipated that someone would target me with a RB, and had a scumbuddy use an ability that deflected any actions against me to that scumbuddy.
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Post Post #1311 (ISO) » Fri Jan 23, 2015 1:26 pm

Post by Albert B. Rampage »

Well I'm really happy that you guys got your win and I don't have to watch this unfold any further. Sometimes, the more you're winning the more fun you're having, and vice versa.
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Post Post #1312 (ISO) » Fri Jan 23, 2015 1:27 pm

Post by Albert B. Rampage »

In post 1310, Albert B. Rampage wrote:
In post 1302, Titus wrote:If I would have targeted you N1, it would have been a different game too. I had you pegged from that point.


I anticipated that someone would target me with a RB, and had a scumbuddy use an ability that deflected any actions against me to that scumbuddy.


But see, if we had a bus driver instead of an ability that retargeted one scumbuddy to another scumbuddy, we'd have the tools necessary to fight the town.
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Post Post #1313 (ISO) » Fri Jan 23, 2015 1:46 pm

Post by Shadowmod »

—Roles


Spoiler: Werewolves (Southern Gothic, Albert B. Rampage, VictorDeAngelo)
Note: Two of the werewolf players disagreed to releasing their scum PT, so you cannot access it. Sorry.
Role PMYou are a
Werewolf
. You find yourself in a bit of a situation here and may get into some trouble surviving the vicious onslaught of the malicious foods. But you are here for the greater good, to stop this madness from spreading any further and fortunately you are not alone in your efforts. The rest of your pack,
[name]
and
[name]
, stands by your side to solve this problem together. At night you can talk to them in private
in your den
.

You share the following factional abilities; because there is only so much time each of you may only use
one action per night
, and because one-sidedness is boring,
each of you needs to pick a different action
:
  • Escort
    : Each night one of you may pick some one to escort and draw all attention away from, redirecting any action targeting them to yourself and thwarting most interfering effects.


  • Food Acquisition
    : Each night one of you may dismember someone to redeem them from their wretched existence as common food, and conveniently fill your pantry.


  • Harmless Visit
    : As much as you hate it to socialize with the food, being among them for some time has taught you that sometimes it is best to just pretend to be perfectly harmless and have a little chitchat in a private topic with one of you. This action must be used during the first 48h of a night phase and will take immediate effect, meaning you cannot retract it once the PT is open.


  • Intimidate
    : Each night one of you may terrorize someone to frighten them out of their mind and prevent them from doing anything but lie quivering in a corner. Targets will be informed when they are intimidated ; they would be hard-pressed to overhear the werewolf circling their house, frightening them silly.


  • Keen Senses
    : Each night one of you may use your superior senses to follow someone's trail and find out where they are going.


  • Scavenge
    : Whenever food dies, they bury it, and with it they tend to bury stuff the particular dead food liked. This is weird because normally the stuff in question is still perfectly usable and there would be lot of food around which could still use it. It is not known why they show this particular strange behavior, but it is good news for you. Each night one of you may dig up the grave of some dead food, retrieving whatever useful stuff you can find, giving you access to diminished versions of that foods abilities. You do not receive anything from dead wolves and some foods might not have any useful stuff, either.
    The target needs to be buried for this, of course, so you cannot target your current night kill.

Additionally, as embarrassing as it can be at times, shape shifting is not without its benefits, like, say, anonymity:
  • Safe Food Identity
    : You know that assuming the following identities will not meet much suspicion from the food:
    You are a
    Food Tracker
    . That means that you are food which keeps some patheticly disfigured excuse of a tame wolf to stick its nose into other people's affairs and which you call Snuggy.

    You have the following ability:
    • Let loose the hound
      : Every night you can send out your bloodhound Snuggy to follow some one's trail, learning where your target is going that night.

    Food Winning Condition
    : You win when all threats to the food are dead.

    You are a
    Food Two-Shot Tattler
    , which means that you like to meet and, too make things worse, gossip with other food a lot. Some one should have told you some time that there is nothing possibly more annoying than chatty food, trying to socialize all over the place. That is just not what food is for.

    You have the following ability:
    • Visit and talk
      : Twice during the game, at night, you can visit some one and establish private night talk with them.

    Food Winning Condition
    : You win when all threats to the food are dead.

    You are a
    Food Miller
    . That means that you spend a lot of time grinding that rather nauseating, hard stuff, that your fellow food unexplicably likes to eat a lot of ; it also means that the other food is talking badly about you behind your back. Why? No idea, probably because food is weird. But you are food, so it's probably your own fault and you should not bother real people with your problems.

    You have the following ability… well, it is not exatly an ability. To be precise it is none at all, but you seem to be pretty good at it anyway:
    • Suspicious fellow
      : For some reason people think you are not to be trusted ; the rumour is you are actually a werewolf and will appear as such to people investigating you. Just another case of typical ignorant food superstitiousness.

    Food Winning Condition
    : You win when all threats to the food are dead.

Werewolf Winning Condition
: You win when you outnumber the food or nothing can prevent the same.

Mod Notes-
Track
will return "
[Player Name] was visiting [Target]/no one tonight
" or "
no result
" in case of failure

-
Intimidate
targets will be informed that "
You are woken up in the middle of the night by some dreadful howling outside your house. Terrified to the bone, you involuntarily curl up in the farthest corner of your room, quivering all over, but unable to move a single limb. You lie awake for what seems to be eternity, only one thought perpetually circling around in your head: Will it ever stop?
When it finally does, a deathlike sleep of exhaustion overwhelms you.
" This can be varied, depending on who is targeted.

-
Escort
interactions (escorter = player using escort ; ecortee = the escorted player, i.e. the esorter's target):
  • * the escorter will act as the target for all actions performed on them and their escortee
    * if escorter is
    rbed
    , escort will fail
    * if escortee is
    rbed
    , escort will draw the rb to the escorter, but fail for any further actions
    * the escorter will not make a kill "unstopable" in an absolute sense, but technically it will be counted as a double kill, ignoring one instance of
    nightwatchman
    and the potion maker's
    Anorectic Pheromones
    protection, in this order ; The the resolving of the
    Delay Mixture
    (because, mechanically, it works on action resolution, not the actions performed themselves), the
    Paranoia Potion
    or
    Impractical Underwear
    on the escortee's target will not be affected by escort at all
    * the escorter, not the escortee, will show up as the targeting player for all investigative abilities that return player names and the target given will be the escortee
    * if the escortee encounters a
    trapper's beartrap
    , it will latch unto the escorter
    * if the escortee was
    poisoned
    the night before, escort will have no effect on their dying by the end of the night
    * likewise, if the escortee has been
    voodooed
    the night before, escort will have no effect on their returning as a zombie treestump
    *
    Spirit of Courage
    affected actions go through escort

-
Scavenge
cannot target a voodooed player (treestump), because they are not buried.
-
Scavenged powers
, as well as any item received from the
Tinkerer
, are shared between all wolves as well, can be used freely, additional to any normal night actions, and are not lost upon the death of the wolf who originally received them.
-
Scavenge
receives the following one-shot actions from a dead player:
  • * learns identity of partner from
    nightwatchmen

    *
    priest
    : finds religious scroll, effectively turns wolf into wolf priest for one day
    * nothing from the
    Apprentice's mentor
    (unless apprentice is already dead and cannot act as backup) and other
    werewolves

    * the beartrap, if it hasn't been used when the trapper dies
    * Ear-trumpet (
    1-shot Eavesdrop
    ) from
    Eavesdropper

    *
    1-shot Follow
    (learns what night action target performs) from
    Apprentice
    before becoming a backup, or whatever the role they took over would grand, after
    *
    Little Girl
    : Will be asked to leave a final message (same as report ability) upon death ; will not be informed what it is for
    *
    Tinkerer
    : Any invention that was being researched upon the
    Tinkerer
    's death
    *
    Potion Maker
    : Will be asked to leave a final potion (from the still available ones) upon death ; will not be informed what it is for
    *
    Chieftain
    : Gains sigil and signed
    Decree of Mercy
    parchment, only the name to be filled in, if it hasn't been used up by the
    Chieftain
    themselves yet.
    *
    Inventions
    : Also gets any not used up items the target may hold


Comments
: This kind of all-factional ability scum team was one of the first things I had down as scum.
Intimidate was designed to be more of a strategic role block rather than the sort of role block that scum just can throw out there blindly.
Instead they got escort, which essentially allowed scum to shield one member (most likely the killer) from almost all interferences, rendering town almost unable to effectively protect any player as long as at least two wolves were alive.
The neighbourizing power was added later and, unbeknownst to them, doubled as a framing power toward the Eavesdropper (
Gilgamesh
's slot)
Finally, scavenge added a bit of a gambling option that would have allowed scum to access almost everything town had in their arsenal, additionally to their own powers (including stuff like the Trapper's (
Titus
's slot) beartrap.

Spoiler: Nightwatch (All is Who, Pine)
All is Who's Role PMYou are a
Food Nightwatch Commander
. You are food with the pesky habit of stoicly protecting other food. And you are not alone in your pitiful efforts,
[name]
, your loyal
Food Nightwatchman
is alway by your side, you can meet and talk in the
Nightwatch House
at night. The both of you are confirmed to each other to be food.

You have the following ablity:
  • Stand Your Ground
    : Each night you may pick a target at whose door you want to stand guard. If a kill attempt is made on your
    target, you will die instead and also kill the assailant in a valiant last standoff.

Your Nightwatchman has the following ablity:
  • Stand Guard
    : Each night you may pick a target at whose door you want to stand guard. If a kill attempt is made on your
    target, you will give your life instead, protecting them.

Being the long-standing Nighwatchmen that you are, both of you have a strong
Sense of Duty
:
  • Each night either of you needs to stand guard. However, you need to take turns with your actions, because even a Nightwatchman needs sleep some time. Only one of you may use their ability per night, and you may not both act in the same night. If no action is submitted, I will decide one randomly. You also cannot target yourselves or each other unless no other townies are alive.

Food Winning Condition
: You win when all threats to the food are dead.

Pine's Role PMYou are a
Food Nightwatchman
. You are food with the pesky habit of stoicly protecting other food. And you are not alone in your pitiful efforts,
[name]
, your
Food Nightwatch Commander
is alway by your side, you can meet and talk in the
Nightwatch House
at night. The both of you are confirmed to each other to be food.

You have the following ablity:
  • Stand Guard
    : Each night you may pick a target at whose door you want to stand guard. If a kill attempt is made on your
    target, you will give your life instead, protecting them.

Your Commander has the following ablity:
  • Stand Your Ground
    : Each night you may pick a target at whose door you want to stand guard. If a kill attempt is made on your
    target, you will die instead and also kill the assailant in a valiant last standoff.

Being the long-standing Nighwatchmen that you are, both of you have a strong
Sense of Duty
:
  • Each night either of you needs to stand guard. However, you need to take turns with your actions, because even a Nightwatchman needs sleep some time. Only one of you may use their ability per night, and you may not both act in the same night. If no action is submitted, I will decide one randomly. You also cannot target yourselves or each other unless no other townies are alive.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes- a successful
Escort
thwards the protection
- if the Nightwach fails to agree on a target, the Commander can overrule the Nightwatchman, if they do not submit an action at all, the same target as the previous night will be assigned, if there was no previous night, a random target will be picked by the mod
-
Poison kills
are not affected by nightwatch protection
- For the purpose of action resolution, bodyguard abilities are treated as kill redirects rather than protections and thus take priority over normal protections (i.e.
Potion Maker's Anorectic Pheromones
)

Comments
: These roles were also in the game from the start and only needed some fine tuning in the mechanics. Of note are obviously the ability to claim targets for each other, allowing them to play more like a doctor rather than a normal bodyguard, as well as the conflicting goals of their mason and bodyguard statuses.

Spoiler: Trapper (Titus)
Link to PT
Role PMYou are a
Food Trapper
. I could tell you a long story about how you always rather wanted to become a merchant and how all you ever got is this rusty old beartrap you inherited from your father … But you are only food, and stories about food are boring.

You have the following ablity:
  • Bear Trap
    : Once during the game, you may lay your beartrap before someone's door at night. The first person to cross the doorstep will be cripled by it, i.e. roleblocked for the following two nights, while their wounds heal. If no one visits them, your target themselves will be the one who will end up crippled when they leave their house in the morning.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes- in case of multiple visitors, NAR will be used to determine the victim; when in doubt, use the following order:
NAR (only use for otherwise conflicting or unclear cases)
any pre-applied RBs (from beartrap or Impractical Underwear);any couraged actions;escort;magical magnet;intimidate;slumber drink;bludgeon;courage;motivate;delay mixture;Paranoia Potion;Voodoo Poison;hide;nightwatch;annorectic pheromones;tell'o'fon;werewolf kill;poison;aphrodisiac elixier;harmless visit;ineptizing brew;Flask of Clearvoynce;Night goggles;Inquisitive Stare;apprentice track;Childish Nosiness;eavesdrop;give invention;Secret Message;Esteem Remedy

- crippled players will not be made aware beforehand that they cannot perform actions

Comments
: This role was also in my first draft. Originally it was also planned to publicly reveal the player the trap latched on to in the morning, but this was dropped, because the role was already deemed very swingy without it.
Obviously, this role was havoc waiting to happen. That it worked so well in this game I attribute more to some crazy luck on
Titus
's part (serendipity at work at its finest!). It would have been pretty devastating if scum grabbed it via scavenge.

Spoiler: Priest (Andrius)
Link to PT
Role PMYou are a
Food Priest
. That means you are food that talks to something you call "god", according to you, some almighty food in the sky, which is contradictory, because if it is food, how can it have any might at all? And besides, apparently no one has ever actually met the guy. But some of the food seem to believe your stories, nonetheless. Must be one of your weird food things going on.

You have the following ablity:
  • Curse
    : If you are lynched, the game will enter prolonged twilight (at most 72h) during which you can publicly curse someone by typing "
    Curse: [Name]
    " in thread. The cursed player will require one less vote to lynch for the remainder of the game. If you do not specify anyone to curse, whoever placed the hammer vote will be cursed by default.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes- this is a compulsive, reflexive day action and thus effectively cannot be influenced in any way by other actions
- The vote count of the cursed player will be marked as
☠☠

-
Esteem Remedy
can cancel out a curse, but only for one day (chieftain can also pardon a cursed player, of course)
- effect persits in LyLo

Comments
: Another role that made it all the way through from my first draft to the final game. It is mostly meant as a weaker and more negative utility (no flip) vengeful townie. It has, obviously, nothing at all to do with the "Priest" role you can find in the wiki. Too bad Andrius played this role so badly and never got himself lynched ;) The fact that this was probably the worst role in the game, but he ended up being the most overprotected player imaginable and read as the most likely uber power role by every one, was funny in itself, though.

Spoiler: Eavesdropper (Gilgamesh King Of Heroes)
Link to PT
Role PMYou are a
Food Eavesdropper
, which means you are food that is much nosier than it should be. And quite frankly, one can only wonder why you are even doing this, with your severely underdeveloped food senses.

You have the following ablity:
  • Eavesdrop
    : Once every night you may eavesdrop at someone's door, learning whether they are speaking privately to any one at night.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes- results will have the format: "
[player name] was/was not talking with someone tonight
" ; in case of a failure "
no result
"
- results only depend on the access of the target to any privat topic with another player, not on them or the other player actually using it (
in particular: always positive for nightwatch and wolves, even when all but one of them is dead
)

Comments
: This was a late addition to the setup, and if you want to make the case for this setup being too town-sided, you should pin it on this role. But I really wanted to include because of the interesting interaction with scum's neighbourizing power. Ironically,
Gilgamesh
was not nightkilled because of his role, neither because of his pretty stellar reads, but because scum wanted to snipe Iecerint, whom they correctly guessed to be a hider (of sorts), but incorrectly assumed to have a role name starting with the word "food".

Spoiler: Secret Apprentice (FourTrouble)
Role PMYou are a
Secret Food Apprentice
. You are food that wants to be some other food. Unfortunately you need to find out what the other food actually is and also need it to die first. And all of that is actually as loony as it sounds. Which makes one wonder, why can't you just be normal food that's happy with what it is?

You have the following ablity:
  • Stalk and Learn
    : Once during the game you may pick someone else as your mentor. They will not be informed that they are your mentor. That is because all you will ever do is follow them around secretly, finding out where they are going each night. If they die, you will take their place, inheriting all non-factional abilities they have upon their death.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes- cannot target self ; the picking of a mentor itself will be counted as an "inner decision" and thus not be influenced by any other actions, but each individual track will be treated as a normal, compulsive action
- track will return "
[Mentor] visited [Target]/no one tonight.
", or "
No result.
" in case of failure
- if Apprentice is alive upon mentor's death, one of the following happens:
  • cannot back up a
    werewolf
    (all their abilities are factional, "you cannot learn to be a wolf, you are born as one")
  • will take over role and get access to
    Nightwatch
    private topic, but will not be alignment confirmed to the other nightwatch member
  • will get nothing from
    Trapper
    , if trap has already been used
  • priest
    and
    eavesdropper
    are simply taken over as a role
  • inherits any action the
    little girl
    has not used up upon her death
  • inherits all unused or half researched blueprints from the
    tinkerer
    , research counter for half-researched inventions is also carried over.
  • also gains all
    unused tinkerer items
    , the mentor may holt upon death
  • receives all
    ingredients
    and
    recipes
    the potion maker has left
  • gains the pardon power, if chieftain hasn't used it yet

Comments
: Originally I planned on including town a full tracker (which in the end ended up being a scum safe claim), but then decided against it after including the Eavesdropper, so this is what it evolved into, which doubles as a universal backup. It's another role that has a conflict of interest (early tracking results vs. trying to back up a strong PR, which requires claims/information). Needless to say, I did not like seeing FourTrouble die without even a claim on D1. Unbeknownst to him, he could not back up scum, because they only had factional powers. But in combination with kills and
intimidate
, a permanent track on a wolf would probably have been damning sooner or later.

Spoiler: Potion Maker (Nachomamma8)
Link to TP
Note: Original Role PM had all the additional info spoilered for better overview, but this forum does not allow nested spoiler tags, for some reason :(
Role PMYou are a
Food Potion Maker
. You are food that likes to mix up all these smelly potions, which would not be so bad if only the meat of your involuntary test subjects did not aquire such a weird aftertaste from it…

You have got a stash of ingredients you can use. Unfortunately these are all you have and the witch merchant who sold them to you is not expected to come around again until next year, so these will have to do for now:
  • 21/2 pieces of
    Giant Magic Mushroom Heads

    This is the real good stuff: Getting high is only a bonus.
  • 1 flask (150 ml) of
    Male Goat's Milk

    Obviously from a severly hormonally imbalanced goat.
  • 40 pairs of
    Mayfly wings

    Bought as a fair-trade product: The sweatshop workers who are pulling out the flies' wings are guaranteed to have been paid whatever it is you pay people to do such a thing.
  • 240 g of
    Shimmerweed

    It is not absolutely clear what Shimmerweed actually is, but it is generally being described as being green and having leaves. According to that description this may in fact be Shimmerweed, or something entirely else, it is a bit hard to tell because it's all rather brownish, dried up and crumbly.
  • 500 ml of
    Squeazed out Toad Eyes
    in a bowl
    Now, by the looks of it, mostly consisiting of mould
  • 300g of
    White, Powdery Stuff

    White, powdery stuff
    is exactly what it is called, according to the vendor.

You also have a tome of recipes containing instructions for the creation of various potions. Because repetition is boring, you may only use each recipe once.
  • Anorectic Pheromones
    :
    50 ml Male Goat's Milk
    ,
    1 Giant Magic Mushroom Head

    A very potent appetite suppressant ; even works on werewolves and will prevent one killing attempt on the target.
  • Aphrotisiac Elixier
    :
    60 g Shimmerweed
    ,
    1/2 Giant Magic Mushroom Head
    ,
    100 ml Squeazed out Toad Eyes
    ,
    10 pairs of Mayfly Wings

    Needs to be administered to two players, who will fall fatally in love with each other for the following day and night. They will gain day and night talk and be impossible to separate from each other for that duration, so all actions targeting either of them will also affect the other.
  • Delay Mixture
    :
    60 g Shimmerweed
    ,
    100 g White Powdery Stuff
    ,
    10 pairs of Mayfly Wings

    Really effective for slowing the target down, in fact so effective that all actions done by the target or performed on them this night will only resolve one night later.
  • Energizing Drug of Frenzy
    :
    75 ml Male Goat's Milk
    ,
    1 Giant Magic Mushroom Head
    ,
    100 g White, powdery stuff

    Puts your target's motivation into overdrive, allowing them to perform an additional action this night. Will also cause some really cruel hangover. You may only use this concoction during the first 48h of a night phase.
  • Esteem Remedy
    :
    1 Giant Magic Mushroom Head
    ,
    100 g White, powdery stuff

    This really improves your target's charisma, in fact so much that they will require one more vote to be lynched for the next day.
  • Flask of Clearvoyance
    :
    1/2 Giant Magic Mushroom Head
    ,
    300 ml Squeazed out Toad Eyes
    ,
    100 g White, powdery stuff

    In fact just one of those stimulant drugs that allow you to stay up all night and party ; but
    Flask of Clearvoynce
    sounds so much better. The target will learn how many visitors (other than you) they had that night.
  • Ineptizing Brew
    :
    75 ml Male Goat's Milk
    ,
    60 g Shimmerweed
    ,
    300 ml Squeazed out Toad Eyes
    ,
    100 g White, powdery stuff

    Will make the target act all clumsy all night, so much in fact that they will involuntarily attempt to tear down the living room of any house they might visit that night, invariably wakening whoever happens to live there and informing them that their living room is being torn apart.
  • Paranoia Potion
    :
    75 ml Male Goat's Milk
    ,
    60 g Shimmerweed
    ,
    100 ml Squeazed out Toad Eyes
    ,
    10 pairs of Mayfly Wings

    Puts your target in a permanent state of paranoia. They'll think every one's out to get them and hide in the closet the first time they are targeted by an action, making all actions on them fail for that night, but also preventing them from performing any actions themselves. The paranoia effect is permanent until it resolves.
  • Slumber drink
    :
    50 ml Male Goat's Milk
    ,
    80g Shimmerweed

    Makes sure someone is having a good night's sleep tonight, ensuring that they are not able to perform any actions.
  • Soothingly Green Liquid
    :
    75 ml Male Goat's Milk
    ,
    80g Shimmerweed
    ,
    10 pairs of Mayfly Wings

    You have three guesses, what this does… Right, it may be clichéd, but it actually kills some one. Not right away, though. They will live for another day and night phase before they will die peacefully in their sleep. Normal protections do not interfere with this kill.
  • Spirit of Courage
    :
    1/2 Giant Magic Mushroom Head
    ,
    10 pairs of Mayfly Wings

    Your target will become over-confident, letting nothing stand in their way, making all actions they take resolve before any other action.
  • Voodoo Poison
    :
    50 ml Male Goat's Milk
    ,
    1 Giant Magic Mushroom Head
    ,
    10 pairs of Mayfly Wings

    Will permanently intoxicate your target. When they die, they will be permanently resurrected as a
    zombie
    treestump.

You can use the following ablities:
  • Brew
    : Each night you may brew one potion and administer it to some one. You can only brew a potion that you have all the ingredients for. You know better than to taste any of your potions yourself…

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes-
potion maker
will receive an updated list of available ingredients, every time they use some
-
anorectic pheromones
does not prevent poison kills, but does prevent Nightwatch deaths if a successfully protecting Nightwatch member is targeted. If both Nightwatch and Potion maker target the same player, the nightwatch protection takes priority, in case of an escort on the killer, no one will die (neither the target, who is double-protected, nor the nightwatch, who is only distracted by the escort).
- for incoming actions,
loverized
players will effectively be treated as if they were one slot for the following day and night (
does not effect any actions taking effect in the same night as aphrotisiac is used, thus it also cannot be used to clone a poison kill!
) with the exception of receiving inventions ; lover suicides cannot be prevented by any means and are triggered by any cause of death
-
delay
will basically take the state of actions on and of the target as they would resolve at the end of the night and executes that resolution at the end of the next night, together with the actions from that night, but without interfering with them
-
motivate
must be send in during the first 48h of a 72h night and cannot be retracted once it is send in to give motivated players time to perform additional actions ; if a player is roleblocked, their additional action will also fail
- the effects of
motivation
are:
  • *
    werewolves
    : Can perform an additinal factional action that they haven't used yet that night
    *
    Nightwatch
    : The member on duty that night can protect another player, no effect on off duty member, since they have no action to begin with
    *
    Trapper
    : Effectively no effect (due to only having one shot)
    *
    Priest
    ,
    Chieftain
    : No effect (due to lack of night actions)
    *
    Eavesdropper
    : Can perform a second eavesdrop
    *
    Apprentice
    : No effect in apprentice stage
    *
    Little Girl
    : Can use another action which she hasn't used so far
    *
    Tinkerer
    : will passively speed up the research progress by one period

-
esteemed
players will have their vote count marked as
♥♥

-
Clearvoyance
returns "
you noticed [X] people / no one coming to your home tonight.
".
-
Ineptizing Brew
will give the result "
You could not help but notice that someone was brawling through your living room tonight, which you found rather insensitive of them at that late hour, especially because they seem to have forgotten to clean up the mess afterwards.
" to any one the target is visiting
-
Paranoia
cannot be stopped once it is imposed on a player. It will act as an unstopable rolestop and roleblock (i.e. resolve before the action that triggers it and hence any action).
-
Poison
kills cannot be prevented by any means in this game
-
Courage
will make an action resolve before all others (except triggering paranoia or pre-existing afflictions on the taget) ; administering the courage potion is itself not a first priority action, though
- if
voodoo poison
has successfully been applied, nothing can prevent its effect ; in regard to the
Apprentice
taking over, a voodooed mentor will count as dead, but since he is still walking around, not buried, wolves cannot use
Scavenge
on them

Comments
: After the first few roles were laid down, the idea emerged to make decentralized JOAT-type roles a major focus of this game. I started with a list of potential JOAT powers and began distributing them. This one got the majority. I really went a bit crazy experimenting with role mechanics here, and probably more time went into finding a good outline for this role's functionality than into making up all the rest of them. The basic idea was clear though: A JOAT with an abundance of choices, but limited resources to use them, and a lot of funny flavour, of course. Needless to say, this was probably my favourite role in this setup and I am very happy that Nacho also enjoyed it immensely, too, and used it so well. I may use similar roles in the future, or even design whole games around similar ideas...

Spoiler: Tinkerer (farside22)
Link to PT
Note: Item descriptions ("user manuals") would only be available after researching of an item was finished
Role PMYou are a
Food Tinkerer
. You are amazingly resourcesfull for a food, always pottering about with some new invention of yours. Unfortunately most of the time they do not turn out quite what you planned them to be…

You have a set of blueprints you are going to be working on. However, good things only come to those who take their time, each of your invention will require a certain research time for you to build. You will only learn what a particular item does once you have researched it.
  • Bludgeon
    : research time: 2 nights
    User Manual
    : What do you mean, you need a manual? Have you never seen a bludgeon before? Okay, here is a description: It is a long cylindrical thingy, rather heavy and quite handy. What you can use it for is to give some one a good whack over the head, so they cannot perform any actions that night. Unfortunately this one has some major design flaws and will break on the first usage.
  • Impractical Underwear
    : research time: 2 nights
    User Manual
    : An atrocious piece of garment, incredibly unfashionable and astoundingly uncomfortable to wear. That is because it is made from solid silver and, more importantly, has all kinds of edgy and spiky thingies welded all over it. Certainly, it is much too flimsy to withstand any serious killing attempt on the wearer, but it will injure an attacker, for sure, guaranteed preventing them from undertaking any actions the following night
  • Magical Magnet
    : research time: 1 night
    User Manual
    : Not sure if it is really magical, but alliterations are great. This thing turns the user into the ultimate attention whore, allowing them to redirect any action of another player to themselves. Unfortunately this machine is so powerful that it will invariably melt itself down upon first usage.
  • Night Goggles
    : research time: 3 nights
    User Manual
    : The best night vision apparatus in existence, will reveal the identity of any one who visits the house the user is observing that night. If only the batteries lasted longer than one night…
  • Tell'o'fon
    : research time: 1 night
    User Manual
    : You played around with two halves of a tin and a string, which ended up between them. You decided to call this revolutionary assembly "Tell'o'fon" and figure that some one could use it to establish private conversation with some one else for a night. Since this is quite literally just garbage, it'll probably be thrown away after that.
  • Voting Machine
    : research time: 2 nights
    User Manual
    : You really fancy this democracy thingy ; and for it to really take off, you decide to offer it some support. This machine automates the whole voting business, ensuring an easy and reliable proceeding. Unfortunately there's that one little bug which you could not quite get rid of : The operator of the machine will always inexplicably have their vote counted twice. However, fortunately you managed to get this thing delivered with a manual of some 2000 pages, so it'll be a day before the rest of the food has figured out this is all bunk.

You can use the following abilities, both of which you can use in the same night:
  • Research
    : Each night you may pick a new blueprint to research. You can only research one item at a time. Also, repetition is boring, you cannot use the same blueprint twice. Because you could not stand sitting around idly during the first day, you may begin your first research in night 0.


  • Give away
    : You know better than to try out any of your inventions yourself, not that they weren't perfectly safe, but… better safe than sorry… Each night you can give away one of your researched items to some one else to use it. If you donate an item during the first 48h of a night phase, the recipient will be allowed to use it immediately that same night.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes-
research time: 1 night
means the invention will be completed at the beginning of the following night, etc.
- inventions can be freely used additional to a "normal" action
- recipients of inventions will be informed they received an item and given the description of what it does
- if a giving action fails, the invention will be lost
- being roleblocked will delay the current research process for one period, being motivated will speed it up
- using an active invention (bludgeon, magnet, goggles, tell'o'fon) will use it up, even in case of failure
-
Impractical Underwear
and
voting machine
are automatically equiped upon receival, recipient will be informed of its existence regularly
-
Impractical Underwear
will only take effect if the killing attempt is not blocked
-
night goggles
will return "
[Player name] was visited by
  • /no one tonight
" or "
no result
" in case of failure
-
voting machine
votes cannot be applied separately, but the player's vote will be counted twice ; the lynch threshold will not be affected ; viable in LyLo

Comments
: JOAT role no. 2, this time an inventor variation with a knack : The more powerful an item was, the longer the tinkerer had to wait to actually get to use it, greatly limiting its overall effectiveness (this is another limiting resources mechanic I wanted to experiment with, game time being the limiting resource in this case). The only thing this role ever did in the game was give Iecerint a double vote, which he did not even come to use any more... The night goggles (1-shot watch) would have been the only remaining really strong town power in the game after night 2, and chances of it ever coming to use were probably very very slim at best, due to the long research time.

Spoiler: Little Girl (Iecerint)
Link to PT
Role PMYou are a
Little Food Girl
. You have some quite impressive insomnia going on. And like all food brats you are always looming in places where you should most definitely not be. Small food like you should not be publicly posing as a picnic snack.

You have the following ablities:
  • Childish Nosiness
    : Once during the game you can browse someone's house, learning if they are out that night.


  • Hide
    : Once during the game you can hide under someone else's bed at night. You cannot be killed directly while hiding, but if you are careless enough to hide under a werewolf's or werewolf victim's bed, you will be killed either way.


  • Inquisitive Stare
    : Once during the game you may lay awake, staring out the window all night, observing your targets house, learning if anyone (besides you) visits them that night.


  • Secret Message
    : Once during the game you can bring someone a scribbled message at night, via the moderator. The message may consist of at most 20 words. Your target will not be informed whom the message is from.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Notes-
hide
does not return a result, but will be used up, even if it fails due to a roleblock or other action
-
hide
does
not
cause death behind collateral damage targets (nightwatch, lovers)
-
Nosiness
returns "
[Player Name] was/was not at home tonight
" ; in case of failure "
no result
", will be used up in case of failure
-
Inquisitive Stare
gives the results "
[Player Name] was/was not visited tonight
" ; in case of failure "
no result
", will be used up in case of failure
- The
Secret Message
will also get lost in case of a failure

Comments
: JOAT No. 3. Basically the one who got all the leftovers. Mostly interesting for its hide, obviously, especially with the ability to share that info via mod message, although
Iecerint
did an amazing job, I think, not needing it and instead just projecting out a lot of power he did in reality not possess...
The original working title of this role was "attention whore", but since that would have been obviously beyond stupid, I renamed it little girl, an ironic reference to the most broken werewolf game role ever devised, which is regularly sold as a card along with a FTF werewolf card game around here : The Little Girl is a role that is allowed to secretly peek around during the night ; needless to say, games including it and any halfway witty players always happen in one of two ways: a) "it is now day 1. The Little Girl has has been killed.", or, with more apt girl players, "Hi there, I am the little girl, and the scum are..."

Spoiler: Chieftain (PeregrineV)
Link to PT
Role PMYou are a
Food Chieftain
, which means you are kind of the pack leader of the food or something ; at least the other food seems to listen to you, which is weird, because no one in their right mind would be ever listening to what food has to say. Which implies a lot about the state of mind of the common food, of course.

You have the following ablity:
  • Decree of Mercy
    : Once during the game, during the day, you can reprieve another player by posting
    Decree of Mercy: [Name]
    in your PT. For the rest of the day, that player cannot be lynched and all votes on them will be discounted. This can still be used and prevent the lynch during twilight, but cannot extend the day beyond the deadline.

Food Winning Condition
: You win when all threats to the food are dead.

Mod Note- If the game is beyond the day deadline, preventing a lynch in twilight will result in no lynch

Comments
: The last role I added to this game, could have probably been a VT just as well, and
Peregrine
played it as such. Could have been a good scavenge catch for scum, though.


—NIght Actions


Spoiler: Night 0
farside
: researches
voting machine

Spoiler: Night 1
Night Actions:

Iec (girl):
hide
behind Who (
stays alive
)
Gilga (eavesdropper): Albert (
positive on Victor
(due to escort), but
killed
)
Far (Tinkerer): Keeps researching
Voting Machine
(
successful
))
Nacho
voodoo
s Andi (
successful
)
Nightwatch: Who
elite
s Iec (
no effect
)
Victor
escort
s (
draws Gilga's investigation
) Albert
kill
ing Gilga (
successful
)
Gothic
track
s Pine (
negative
)

Afflictions:

Andi (
voodoo poison
)

Spoiler: Night 2
Afflictions at Beginning of Night:

Andi (
voodoo poison
)

Night Actions:

Town:

Far gives
voting machine
to Iecerint ; researches
Magical Magnet
(both successful)
Nightwatch: Pine
guard
s Andi (successful, dies)
Nacho
poison
s Victor (successful)
Titus set
trap
on Albert (latches onto Albert, due to no night visits)
Iec
browse
s far's house (fails, due to intimidate ; receives voting machine and intimidation message)
Wolves:

Albert
kill
s Andi (guarded by Pine, who dies instead)
Victor
intimidates
Iec (successful)

Afflictions at End of Night:

Andi (
voodoo poison
)
Victor (
poisoned
)
Albert (
maimed (2 nights remaining)
)
Iec (
double vote
)


The Graveyard




—Announcement


That's all for today, I'll post more over the weekend ! I have only included PT links as far as players have shared their agreement so far. I'll add more PTs once I get feedback from the rest.
Last edited by Shadowmod on Mon Jan 26, 2015 5:19 am, edited 11 times in total.
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Post Post #1314 (ISO) » Fri Jan 23, 2015 1:50 pm

Post by F-16_Fighting_Falcon »

This game was such fun to follow. I had FT as really, really town and shocked that he got lynched D1. I considered replacing in but wasn't sure about the alignment of the slot needing replacement + I wasn't sure Nacho was town and didn't want to potentially be a reason for conflict there. Well played town.
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Post Post #1315 (ISO) » Fri Jan 23, 2015 1:57 pm

Post by Andrius »

Mod wrote: Too bad Andrius played this role so badly and never got himself lynched

I'm pretty sure not getting lynched is a good thing. :(
And I probably would have shot a townie and thus screwed over LyLo.

Still. Loved the setup. Nacho's role was amazing and would love to see the PT for that and see him squeal. <3 Wolves, I thought, were fairly well put together role-wise and think that they could have done amazing things if they had a bit more sway/power.

Swingy, yes. But so much could have gone wrong.
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Post Post #1316 (ISO) » Fri Jan 23, 2015 1:58 pm

Post by Albert B. Rampage »

@shadowmod Lecture me about listening? How dare you. Pirate never mentionned that Nacho can read her perfectly, and got caught within posts of Day 2. If she had said something, we could have killed Nacho. I won't even mention Victor who purposely went out of his way not to bring anything to the table. I asked for feedback more than once and got nothing.

Both scum partners didn't contribute to night discussion, and I was left doing everything alone. I had the right idea for some things and the wrong one for others, but with communicative scum partners, scum might have had a chance. Why is it scum have daytalk when I'm town and don't when I'm scum? The odds have been stacked against me for most of this year and pardon me while I blow off some steam in retaliation after a year of this.
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Post Post #1317 (ISO) » Fri Jan 23, 2015 2:01 pm

Post by Albert B. Rampage »

All our fakeclaims also were in the format "Food ____" which is another weakness of the mod. I guessed that Iecerint's role was Food ___, which made me want to kill Gilg because that's who I thought he'd be hiding behind. It was worth a shot, but a Who hit or Nacho hit would have changed the odds.
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Post Post #1318 (ISO) » Fri Jan 23, 2015 2:03 pm

Post by Albert B. Rampage »

And Victor wouldn't explain why Nacho was Desperado. Desperado is a player here. Apparently he meant some kind of killing role. I asked and asked and the guy just wouldn't be communicative.
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Post Post #1319 (ISO) » Fri Jan 23, 2015 2:05 pm

Post by Albert B. Rampage »

If Victor had said, NACHO IS A POISONER, I would have said OK LETS KILL HIM. Instead he brings up Desperado and runs off, doesn't respond to explanation requests, what is wrong with this guy.

zero points
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Post Post #1320 (ISO) » Fri Jan 23, 2015 2:15 pm

Post by Shadowmod »

In post 1316, Albert B. Rampage wrote:@shadowmod Lecture me about listening? How dare you. Pirate never mentionned that Nacho can read her perfectly, and got caught within posts of Day 2. If she had said something, we could have killed Nacho. I won't even mention Victor who purposely went out of his way not to bring anything to the table. I asked for feedback more than once and got nothing.

Both scum partners didn't contribute to night discussion, and I was left doing everything alone. I had the right idea for some things and the wrong one for others, but with communicative scum partners, scum might have had a chance. Why is it scum have daytalk when I'm town and don't when I'm scum? The odds have been stacked against me for most of this year and pardon me while I blow off some steam in retaliation after a year of this.

So I assume Victor is PMing you now? Since you do not want to revel your scum PT, here's just a little paraphrased overview of your night 3 talk:

Victor
: We need to both kill and RB Nacho. He is desperado (
the role ; look at the wiki if you don't get it
), there is a crumb in post #1124...

Albert
: What the heck are you talking about ? No way Nacho is a Desperado (
the player ; also has a wiki page, which, for whatever ironic reason, you get to first when manually entering "desperado" in the search bar
) alt. We kill Andi because he is the uber role and block Iec because he can confirm people left and right...

Not wanting to ridicule either of you, but this is such a ridiculous text book example of miscommunication that I could not stop myself from laughing maniacally, then figuring whether I should rather cry or hit my head on the desk a few times, then laughing maniacally again.

And not even asking your partners before publicly forfeiting is really bad style, I think. Like it or not, you were in this together. They may have not been the best team you could have wished for, but you were still a team, but all you seem to care about is your own frustration, which for the most part seems to be related to other games, not even this one.
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Post Post #1321 (ISO) » Fri Jan 23, 2015 2:23 pm

Post by Shadowmod »

In post 1317, Albert B. Rampage wrote:All our fakeclaims also were in the format "Food ____" which is another weakness of the mod. I guessed that Iecerint's role was Food ___, which made me want to kill Gilg because that's who I thought he'd be hiding behind. It was worth a shot, but a Who hit or Nacho hit would have changed the odds.


There was also a VT role in the rules, which clearly did not comply to that format. Safe claims are meant to give you a general idea as to how the layout and flavour of town PMs looks like, not to be an all purpose and out of jail free card. Iecerint outsmarted you (despite his hypoclaim basically being useless due to my limited reveals, which he, unlike you, does not complain about, albeit it thwarted his plans). And I deliberately saw to it that one could
not
simply mod-outguess me, which I hardly see as a
problem
with my moddiing or game design. And Gilgamesh was already onto you and Victor, as well, based on your D1 play and his night result.
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Post Post #1322 (ISO) » Fri Jan 23, 2015 3:27 pm

Post by Titus »

Mod, none of our roles were Food + Wiki Role, Food Inspector would have made SG's fakeclaim 100% better.

That being said, I really enjoyed the game.
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You're letting Titus win the game by herself.Good luck now I guess.You have no chance to win.~Tywin

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Post Post #1323 (ISO) » Fri Jan 23, 2015 3:37 pm

Post by Albert B. Rampage »

Yeah I think shadowmod is just making excuses. He doesn't have to, he seems to have put a lot of thought into the game, was a good active mod, and cared about it. But the fakeclaims were way rushed and not helpful and contributed to a bad scum team falling apart.
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Post Post #1324 (ISO) » Fri Jan 23, 2015 3:39 pm

Post by Titus »

Fake claims are not required. I won a game with zero fake claims.
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The scum had the misfortune of Titus being absurdly accurate on day one.Really quite impressed by that.~Drixx

You're letting Titus win the game by herself.Good luck now I guess.You have no chance to win.~Tywin

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VLA Friday nights until Sunday morning.

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