XX17 | The Coven Rises | Signups | Accepting Backups

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XX17 | The Coven Rises | Signups | Accepting Backups

Postby Ezradekezra » Wed Mar 10, 2021 1:09 pm

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  1. Forum Rules - Follow all Forum rules and FM rules.
  2. Awards - no lmao
  3. Inactivity - If you fail to make at least one post of content every 24 hours, that's a prod. A failed response to a prod or a second prod is a force-replacement. You signed up to play the game, so play it.
  4. Prohibited Activities - The following activities are a no-no:
    • Gamethrowing - Don't play against your (or your team's) wincon. Bussing is still allowed, of course.
    • Jesting - Do you see a Jester on the role list?
    • Codes - Codes and encryptions are disallowed. Signals are not, however.
    • Spam - I'm not gonna be strict with this, but it'd be nice if you'd not spam posts. Please spoil longer posts if possible, too.
    • Angleshooting - Don't reference out-of-game communications and whatnot, as this threatens the integrity of the game.
  5. Private Messages - Please put "XX17" in the subject of all private messages as it helps with sorting them.
  6. Modcolor - Don't use #9A3AC0.
  7. Respect - Don't be an a-hole and you'll be fine.
  8. Votes - All votes should be formatted as "/vote [player]". Unvoting can be done as either "/vote unvote" or "/unvote".

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Spoiler: Town (Investigative)
Town (Protective)
Town (Support)
Town (Killing)
Random Town
Random Town
Random Town
Citizen
Citizen
Citizen
Citizen
Citizen
Citizen (What 19th player?)

Coven Leader
Medusa
Random Coven
Random Coven

Neutral (Evil)
Neutral (Killing)


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Spoiler: One RT Citizen can spawn with a 33% chance
Almost all notifications are used, with the only exception being that nobody is told if they are doused except for an Arsonist.
Kill credits and full flips are on
Majority and Plurality are in effect
D1 Lynching is enabled
NoLynching is enabled
RNG ties are in effect
72h/24h phases, 24h/12h prods
2 prods or a failed response = force-replacement
The Coven has daychat


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Spoiler: Town (Investigative) - Sheriff, Detective, Psychic, Lookout, Tracker, Spy
Town (Protective) - Doctor, Bodyguard, Marshal, Babysitter, Trapper, Botanist
Town (Support) - Medium, Escort, Transporter, Retributionist, Trauma Patient, Oracle
Town (Killing) - Vigilante, Veteran, Firebrand, Gunsmith
Town (Citizen) - Citizen
Coven (Evil) - Coven Leader, Medusa, Poisoner, Potion Master, Necromancer, Hex Master
Neutral (Evil) - Rolestopper, Kleptomaniac, Warlock, Mirrorer
Neutral (Killing) - Serial Killer, Arsonist, Werewolf, Juggernaut, Stalker

Unique Roles - Retributionist, Transporter, Veteran, and all Coven roles


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Starting on Night 3, the Coven will receive the Necronomicon. The Necronomicon will first be given to the Coven Leader, and upon their death (or if the Coven Leader is dead by this point) the Necronomicon will be given to a different Coven member, chosen by the remaining members of the Coven.

The player with the Necronomicon gains night immunity and detection immunity as well as a role-specific buff.

Please note that the Coven does not have a factional kill. Each role has its own killing ability, which is amplified by the possession of the Necronomicon.


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Spoiler:
Citizen
Town (Citizen)

Abilities
You have no abilities other than your vote.

Win Condition
You win with the Town.

Sheriff
Town (Investigative)

Abilities
Each night, you may check a player to learn whether they are suspicious or not.

If your target is a member of the Coven without the Necronomicon, a Serial Killer, or a Werewolf on a full moon night, they will appear suspicious.

Win Condition
You win with the Town.

Detective
Town (Investigative)

Abilities
Each night, you can check a player.

You will be told whether or not they are the same alignment as the last player you checked.

Win Condition
You win with the Town.

Psychic
Town (Investigative)

Abilities
Each night, you will receive a vision.

On odd-numbered nights, you will receive a vision of three players, at least one of which is evil.

On even-numbered nights, you will receive a vision of two players, at least one of which is good.

You will not appear in your own visions.

Town and Neutral (Benign) roles appear good in your visions, while Coven, Neutral (Evil), and Neutral (Killing) roles appear evil in your visions.

Win Condition
You win with the Town.

Lookout
Town (Investigative)

Abilities
Each night, you may watch a player.

You will be told the name of each player who visits your target.

Win Condition
You win with the Town.

Tracker
Town (Investigative)

Abilities
Each night, you may track a player.

You will be told who they visited that night.

Win Condition
You win with the Town.

Spy
Town (Investigative)

Abilities
Each night, you may bug a player.

You will receive that player’s feedback (but not their results) for the night you bugged them.

You will also be told who the Coven visits each night.

Win Condition
You win with the Town.

Doctor
Town (Protective)

Abilities
Each night, you may heal a player, protecting them from attacks and healing them from poison.

You may heal yourself a single time.

Win Condition
You win with the Town.

Bodyguard
Town (Protective)

Abilities
Each night, you may protect a player.

If they are attacked by one of their visitors, the attack will be prevented, and you will die alongside the attacker.

You have a bulletproof vest that you may use once at night.

Win Condition
You win with the Town.

Marshal
Town (Protective)

Abilities
Each night, you may follow a player, scaring off one evil player who visits them.

You will be informed if you scared someone off, but your target will only be informed if the player who was scared off had killing intent.

In the event of multiple visitors, a player will be scared off with the following priority based on alignment:
  • Neutral (Evil)
  • Town (Killing)
  • Coven
  • Neutral (Killing)

Note: The list is organized from highest to lowest priority. Should two players of the same alignment visit your target, it will be randomly chosen which one is scared off.

Win Condition
You win with the Town.

Babysitter
Town (Protective)

Abilities
Each night, you may babysit a player.

If your target would die by any normal means, you will save them from death.

If you die, your target will be dealt an attack as well.

Win Condition
You win with the Town.

Trapper
Town (Protective)

Abilities
During the night you will build a trap.

Once your trap is built, you may place it at someone’s house.

If anyone visits your target, the trap will be triggered, breaking it and informing you of the roles (but not names) of any visitors.

If a role with killing intent visits your target, your trap will attack the killing role and your target will be shielded from their action. If multiple roles with killing intent visit your target, your trap will attack a random killing role.

You may choose to remove your trap from your target’s house at night, allowing you to place it again the next night.

Win Condition
You win with the Town.

Botanist
Town (Protective)

Abilities
Each night, you may visit up to two players in order to place plants at their houses.

If a player with a plant would be attacked, their plant will protect them and they will survive, however, their plant will be destroyed.

Due to the nature of your plants, any other plants not in your possession will also be destroyed. On the other hand, those you have with you will remain intact.

The protection afforded by your plants will not kick in until next night.

You cannot target yourself.

You have 8 plants in total.

Win Condition
You win with the Town.

Medium
Town (Support)

Abilities
Each night, you may seance a player.

You will be informed of your target’s true role as well as their targets, feedback, and results for each phase.

Win Condition
You win with the Town.

Escort
Town (Support)

Abilities
Each night, you may visit a player, roleblocking them.

Win Condition
You win with the Town.

Transporter
Town (Support)

Abilities
Each night, you may visit two players, swapping their visitors.

You are immune to being roleblocked and/or controlled.

Win Condition
You win with the Town.

Retributionist
Town (Support)

Abilities
Each night, you may raise a dead Town player from the grave.

The revived player will perform their action on the player(s) of your choice before returning to the grave at the end of the night.

The feedback and results of the revived player will be forwarded to you.

You cannot revive cleaned or stoned players. You cannot revive the same player twice.

You are immune to being roleblocked and/or controlled.

Win Condition
You win with the Town.

Trauma Patient
Town (Support)

Abilities
Each night, you may attempt to remember the role of a dead Town player.

If you attempt to remember a unique role when an instance of it is still alive, your action will fail and you will be notified of this.

If two people try to remember the same unique role on the same night, both actions will fail.

You cannot remember the role of a stoned or cleaned player.

Win Condition
You win with the Town.

Oracle
Town (Support)

Abilities
Each night, you may visit a player.

Upon your death, the name and role of the last player you visited will be revealed to the Town.

Win Condition
You win with the Town.

Vigilante
Town (Killing)

Abilities
Each night, you may shoot a player, attacking them.

Should you kill a member of the Town, you will put your gun away out of guilt, rendering yourself unable to shoot people.

You cannot shoot a player on Night 1.

You have a total of 3 bullets.

Win Condition
You win with the Town.

Veteran
Town (Killing)

Abilities
Each night, you may go on alert, killing anyone who visits you even if they have night immunity.

You have night immunity while on alert.

You can only go on alert three times.

You are immune to being roleblocked and/or controlled.

Win Condition
You win with the Town.

Firebrand
Town (Killing)

Abilities
Each night, you may douse a player in gas.

You may also ignite all doused players instead of dousing someone. This kills them, bypassing night immunity and protection.

Note: You will only ignite players that you have doused. If an Arsonist or another Firebrand douses someone, you will not ignite them unless you have also doused them.

Win Condition
You win with the Town.

Gunsmith
Town (Killing)

Abilities
Each night, you may give another player a gun.

That player can use their gun to publicly shoot someone the next day as an in-thread action by posting “/dayvig [player]”.

You can only give out a gun 3 times, and you can’t give the same player a gun twice.

Win Condition
You win with the Town.

Coven Leader
Coven (Evil)

Abilities
Each night, you may control a player, redirecting them into the player of your choice.

If your target is a non-visiting role, they will be forced to visit your second target unless they are control-immune.

You will be informed of the true role of your target, and you will steal their results (but not their feedback).

With the Necronomicon, you will deal an attack to your target.

Win Condition
You win when the Coven reaches parity with the Town.

Medusa
Coven (Evil)

Abilities
Each night, you may decide to stone gaze any non-Coven player that visits you.

Stoned players will be dealt an attack that bypasses night immunity, and their role will not flip.

You can only stone gaze visitors three times.

With the Necronomicon, you can visit a player each night to stone them.

Win Condition
You win when the Coven reaches parity with the Town.

Poisoner
Coven (Evil)

Abilities
Each night, you may poison a player.

They will die the next night unless a Doctor cures them or they have night immunity.

With the Necronomicon, your poison cannot be cured.

Win Condition
You win when the Coven reaches parity with the Town.

Potion Master
Coven (Evil)

Abilities
Each night, you may visit a player, using one of the following potions on them:
  • Heal (Functions the same as a Doctor’s heal)
  • Reveal (Gives you your target’s rolecard)
  • Attack (A regular attack)

Each potion can only be used every three nights.

With the Necronomicon, you will not have a cooldown on your potions anymore.

Win Condition
You win when the Coven reaches parity with the Town.

Necromancer
Coven (Evil)

Abilities
Each night, you may raise a dead player from the grave.

The revived player will perform their action on the player(s) of your choice before returning to the grave at the end of the night.

The feedback and results of the revived player will be forwarded to you.

You cannot revive cleaned or stoned players. You cannot revive the same player twice.

You are immune to being roleblocked and/or controlled.

With the Necronomicon, you can instead raise a ghoul to attack the player of your choice.

Win Condition
You win when the Coven reaches parity with the Town.

Hex Master
Coven (Evil)

Abilities
Each night, you may visit a player, hexing them.

Hexed players will investigate as a member of the Coven.

Once all remaining non-Coven players have been hexed, all hexed players will be dealt an attack that is not preventable by any means.

With the Necronomicon, you will deal an attack to your target and your visit will be astral.

Win Condition
You win when the Coven reaches parity with the Town.

Rolestopper
Neutral (Evil)

Abilities
Each night, you may follow a player, scaring off one player who visits them.

You will be informed if you scared someone off. If you scared off a killing role or a role with killing intent, you will be informed of their name but not their role.

In the event of multiple visitors, a player will be scared off with the following priority based on alignment:
  • Town (Investigative)
  • Town (Protective)
  • Town (Support)
  • Town (Killing)
  • Coven
  • Neutral (Benign)
  • Neutral (Killing)

Note: The list is organized from highest to lowest priority. Should two players of the same alignment visit your target, it will be randomly chosen which one is scared off.

You have a barrier that protects you from one attack at night.

Win Condition
You win if the Town loses.

Kleptomaniac
Neutral (Evil)

Abilities
Each day, you can choose a dead player to steal from.

The following night, you can use that player's abilities or the abilities of another role in the same subalignment. You will additionally gain the relevant passives of each role that you use the ability of for the night (such as control immunity when using the ability of a Transporter).

You can only steal from each dead player once, and you cannot use killing abilities or abilities with killing intent.

If you steal from a cleaned or stoned player, you will learn which role you stole from at the beginning of the night.

You have a barrier that protects you from one attack at night.

Win Condition
You win if the Town loses.

Warlock
Neutral (Evil)

Abilities
Each phase you may hex a player of your choice.

If that hexed player dies in the next two phases you will be completely immune the phase during and after their death. This includes methods that would normally kill regular night immune players, douses and stalks.

You will learn the identity and role of anyone attempting to attack you.

If you are hammered while immune the day will lose 24 hours instead of you being lynched. The lynch will fail if you are lynched via plurality.

You may not hex yourself.

You have a barrier that protects you from one attack at night.

Win Condition
You win if the Town loses.

Mirrorer
Neutral (Evil)

Abilities
Each night, you may choose an action that is performed by a role present in the roles available in this setup. You may also choose a target, or two targets for actions that require it.

If the role that you choose is present in the game and that role acts that night, you will use that action on your target(s).

You do not have limited uses of each role.

You may not mirror killing roles, roles with killing intent, or actions that would change your role.

Your action resolves right after your target's action does, any roles that would normally act before or after your action will act the same but your target takes higher priority than your action.

You have a barrier that protects you from one attack at night.

Win Condition
You win if the Town loses.

Serial Killer
Neutral (Killing)

Abilities
Each night, you may attack a player.

You will also attack any roleblockers in addition to your chosen victim.

You have night immunity.

Win Condition
You win once all who would oppose you are dead.

Arsonist
Neutral (Killing)

Abilities
Each night, you may douse a player.

You will also passively douse any visitors in addition to your chosen target. You will be informed of who you douse in this manner.

You may ignite all doused players at night instead of dousing someone new. This kills all players that you have doused, bypassing night immunity and protection.

Unlike other roles, you will be notified if you are doused. You can forgo dousing someone at night to undouse yourself.

You have night immunity.

Note: An Arsonist will not ignite a Firebrand’s targets as well.

Win Condition
You win once all who would oppose you are dead.

Werewolf
Neutral (Killing)

Abilities
On full moon nights, you may choose to rampage at a player’s house, attacking all of their visitors. These attacks bypass night immunity.

You may choose to rampage at home.

If you are roleblocked, you will automatically rampage at home, killing any roleblockers.

Every night except Night 1 and Night 3 is a full moon night.

You have night immunity.

Win Condition
You win once all who would oppose you are dead.

Juggernaut
Neutral (Killing)

Abilities
On even-numbered nights, you may attack a player, bypassing night immunity. With each additional kill, you gain one of the following buffs:

1 kill - You can attack every night
2 kills - You rampage when you attack
3 kills - Your attacks bypass effects that would protect a player

You have night immunity.

Win Condition
You win once all who would oppose you are dead.

Stalker
Neutral (Killing)

Abilities
Each phase, you may stalk a player.

Each of your stalked targets will commit suicide four phases after you stalk them.

Your targets will not know that they have been stalked until they commit suicide.

You may stalk a new target each phase without overriding previous stalks.

Your method of killing ignores night immunity and protective effects from Town roles.

You will stalk any roleblockers in addition to your original target.

Once you stalk a player, nothing can save them except for your own death.

You have night immunity.

Win Condition
You win once all who would oppose you are dead.


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  1. UzayAltay
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  3. TheDebil
  4. watchme1
  5. dolphina
  6. JacksonVirgo
  7. EvilDeanius0
  8. TheWabbit
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  11. jane01
  12. SparkingJay
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Last edited by Ezradekezra on Mon Apr 05, 2021 7:10 am, edited 40 times in total.
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Ezradekezra
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Re: XX17 | The Coven Rises | Signups | 0/19

Postby UzayAltay » Wed Mar 10, 2021 1:29 pm

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46-46 Spoiler: Town Games(27-32)

NFM50,NFM51,NFM52,14D,14E, NFM54 ,14H (AF), 14G, NFM 55, NFM 56, 15C, NFM 57, NFM 58,15F,SFM45,16B, VFM36, 16D , SFM 47 , VFM38, NFM62 , 16G ,VFM 39, EpisodeXVII, 17B , 17C , VFM44 , 17D , 17F,18C,18D,18E,VFM55,VFM57,SFM64, 19C,VFM58,VFM59 ,19D,VFM60,SFM66,SFM67,VFM64,SFM70,VFM69,XX7,XX9, VFM71,VFM72, VFM73, VFM74, 21A,VFM75,VFM76,XX14,VFM77,XX16,VFM78,VFM79

Scum Games (19-14)

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Re: XX17 | The Coven Rises | Signups | 1/19

Postby kosmo16 » Wed Mar 10, 2021 2:24 pm

I will be impressed if you gather enough people. I will help.
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Re: XX17 | The Coven Rises | Signups | 2/19

Postby Royee » Wed Mar 10, 2021 3:08 pm

i thought var was against my rolestopper?
why did you use the weak klepto this role is entirely useless.
if the signups take a while i'll join the game
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Re: XX17 | The Coven Rises | Signups | 2/19

Postby Ezradekezra » Wed Mar 10, 2021 3:12 pm

Royee wrote:i thought var was against my rolestopper?
why did you use the weak klepto this role is entirely useless.
if the signups take a while i'll join the game

Game Moderator Message: ¯\_( ͡° ͜ʖ ͡°)_/¯
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Re: XX17 | The Coven Rises | Signups | 2/19

Postby TheDebil » Wed Mar 10, 2021 4:08 pm

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Re: XX17 | The Coven Rises | Signups | 3/19

Postby watchme1 » Wed Mar 10, 2021 5:31 pm

Not rip tosfm?

/join
FM Record - 26 Wins - 33 Losses - 7 Broke/Draw

Rip tosfm
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Re: XX17 | The Coven Rises | Signups | 4/19

Postby Ezradekezra » Wed Mar 10, 2021 6:02 pm

Royee wrote:why did you use the weak klepto this role is entirely useless.

Game Moderator Message: What's the strong Klepto? If Var lets me I can consider changing it.


watchme1 wrote:Not rip tosfm?

Game Moderator Message: not yet
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Re: XX17 | The Coven Rises | Signups | 4/19

Postby dolphina » Wed Mar 10, 2021 6:28 pm

/in
Hi. I'm Caleb, and you're watching Disney Channel.

vocaloid KAITO #1 fan


He/they pronouns. Trans rights! I have fifteen names and infinite anxiety. I am the transgender masculine.

PM me for my Discord!
I’m a self proclaimed anarchist, and a god of chaos (apparently).
My stinky FM Record
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Re: XX17 | The Coven Rises | Signups | 5/19

Postby lemonader666 » Wed Mar 10, 2021 10:26 pm

Kleptomaniac

You are a Kleptomaniac.

Each day you may choose a dead player to steal from.
During the following night you will be given an option to use either your target's ability or another ability from the player's sub-alignment.
You may not use direct killing abilities.
You can only collect abilities from each dead player once.

I think he's talking about this

you can email me at lemonader666@gmail.com if need be
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Re: XX17 | The Coven Rises | Signups | 5/19

Postby Ezradekezra » Wed Mar 10, 2021 10:59 pm

Game Moderator Message: Kleptomaniac has been buffed! Here's the new rolecard:

Kleptomaniac
Neutral (Evil)

Abilities
Each day, you can choose a dead player to steal from.

The following night, you can use that player's abilities or the abilities of another role in the same subalignment. You will additionally gain the relevant passives of each role that you use the ability of for the night (such as control immunity when using the ability of a Transporter).

You can only steal from each dead player once, and you cannot use killing abilities or abilities with killing intent.

If you steal from a cleaned or stoned player, you will learn which role you stole from at the beginning of the night.

You have a barrier that protects you from one attack at night.

Win Condition
You win if the Town loses.

Let me know if there are any other changes you think should be made and I'll consider them.
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Re: XX17 | The Coven Rises | Signups | 5/19

Postby Royee » Thu Mar 11, 2021 5:19 am

lemonader666 wrote:
Kleptomaniac

You are a Kleptomaniac.

Each day you may choose a dead player to steal from.
During the following night you will be given an option to use either your target's ability or another ability from the player's sub-alignment.
You may not use direct killing abilities.
You can only collect abilities from each dead player once.

I think he's talking about this

Not exactly.
I'm actually talking about this:
Spoiler: You are the Kleptomaniac

Your alignment is Neutral Evil.

Each night, you can choose a dead or an alive player to steal from.
When you choose to steal from an alive player at night you will learn and copy their night ability if they successfully use their night ability(role block/fear/no visit counts as no use). You will be informed if you steal anything including special attributes(IE night/roleblock immunity). You will be informed if you hit an immune role(Godfather), however if you hit an unique ability(Mafia factional kill/Transporter) you will not pick it up.
If you successfully steal from an alive player during the night you will store the ability which you have stolen and you may use it any night you wish.
You may use the dead player's ability or the stored ability as if you were that role for that night and gain any of their special attributes.
For each player you may only steal from them once, dead or alive it doesn't matter once is once. You may not pull off more than 2 successfully steals on alive players as the fear of being caught.
You may not steal from unique roles.
You will be passively informed of how many charges each dead player or a stashed ability has at the beginning of each night.
When you steal from a killing role, you will only take their passives. You're not one for killing.
You may not steal from an alive player and use an ability at the same night.

Help the Mafia take over the town.

The issue with Klepto is that they are hard dependent on dead. Choosing another ability from the player's sub-alignment helps it a bit(especially w/ coven) and in the meanwhile might hurt klepto due to day ability. However, it still doesn't cover its problem.
klepto is more of an investigative ne. Mirrorer does it better.
like
there is a solid chance that PM rolled.
let's spam that reveal potion.
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Re: XX17 | The Coven Rises | Signups | 5/19

Postby JacksonVirgo » Thu Mar 11, 2021 5:42 am

Can the Necronomicon be moved once it's placed, without anyone dying of course.
Will the setup be snipped if the full 19 players is not found?

Also, my in will always be subject to quick changes from now on due to reasons I left initially in the first place.

/in
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Re: XX17 | The Coven Rises | Signups | 6/19

Postby Ezradekezra » Thu Mar 11, 2021 7:27 am

JacksonVirgo wrote:Can the Necronomicon be moved once it's placed, without anyone dying of course.
Will the setup be snipped if the full 19 players is not found?

Game Moderator Message: The Necronomicon cannot be passed between members while they are still alive, but the Coven will be able to choose which member gets the Necronomicon after the Coven Leader. The Coven Leader will always receive the Necronomicon first, though.

Not sure what I'll do if this game doesn't fill, but trimming the playerlist down isn't entirely out of the question.
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Re: XX17 | The Coven Rises | Signups | 6/19

Postby kosmo16 » Thu Mar 11, 2021 7:31 am

You should probably add that there is no factional kill.
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Re: XX17 | The Coven Rises | Signups | 6/19

Postby EvilDeanius0 » Thu Mar 11, 2021 10:04 am

/join
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Re: XX17 | The Coven Rises | Signups | 7/19

Postby TheWabbit » Fri Mar 12, 2021 2:54 am

/in

can someone notify me through discord once this starts i can't be bothered to check the forums every now and then
thanks
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Re: XX17 | The Coven Rises | Signups | 7/19

Postby watchme1 » Fri Mar 12, 2021 3:17 am

TheWabbit wrote:/in

can someone notify me through discord once this starts i can't be bothered to check the forums every now and then
thanks


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Re: XX17 | The Coven Rises | Signups | 7/19

Postby TheDebil » Fri Mar 12, 2021 7:47 am

TheWabbit wrote:/in

can someone notify me through discord once this starts i can't be bothered to check the forums every now and then
thanks

i can do it but please notify me through discord to notify him
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Re: XX17 | The Coven Rises | Signups | 8/19

Postby hereisme » Fri Mar 12, 2021 2:57 pm

Fuck......
I’m supposed to be taking break...
But this setup is really nice...

/in
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Re: XX17 | The Coven Rises | Signups | 7/19

Postby Ezradekezra » Fri Mar 12, 2021 11:20 pm

TheDebil wrote:
TheWabbit wrote:/in

can someone notify me through discord once this starts i can't be bothered to check the forums every now and then
thanks

i can do it but please notify me through discord to notify him

Game Moderator Message: If any of you want me to let you know on Discord when the game starts, just send me a PM with your Discord username and I'll send you a DM when the time comes.
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Re: XX17 | The Coven Rises | Signups | 9/19

Postby Stiersquid » Sat Mar 13, 2021 2:17 am

/join
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Re: XX17 | The Coven Rises | Signups | 10/19

Postby Royee » Sat Mar 13, 2021 9:29 am

/in
please send the rolecard in discord
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Re: XX17 | The Coven Rises | Signups | 11/19

Postby Royee » Sun Mar 14, 2021 11:13 am

Sorry, but something has come up on the time the game will start
/out
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Re: XX17 | The Coven Rises | Signups | 11/19

Postby hereisme » Sun Mar 14, 2021 12:44 pm

Royee wrote:Sorry, but something has come up on the time the game will start
/out

Game will probably never start anyway mate...
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