okay, nulitor, regular alchemies are literally just combine two alchemies together. I couldn't make out what you were saying entirely, but although yours may or may not be more balanced (I sort of doubt that) but it is most definitely not more simple.
And guys, don't flock to 'cameo' on that one. If you plan on doing anything, just lurk for a little bit. Its a minor one, and it doesn't need random people jumping and complicating life for the GM.
Allow me to attempt a transcribe of the "illegal alchemy system":
- All alchemies work the same but are "Rank 0"
- The only way to increase the rank of an alchemy is by GM-determined "enchants" for bonuses
- Disassembling alchemies now removes enchants so sockets can be inserted
- 1 Socket per level, Socketing is a free action (Wait, levels? Don't you mean ranks?)
- Socketed enchants aren't as powerful as the straight enchants but doesn't count as an enchant
- Enemies now drop "runes" that can be socketed onto the last socket to create a "runeword"
- "Runewords" give special bonuses to alchemies (even when not last socketed?)
- If the alchemy is completely filled with runes, a "Runesentence" is created for extra bonuses
- If the alchemy is completely filled with runes but is enchanted, you only get a runeword for the last one
- Enchanting an alchemy to the max rank (Care to tell us the max rank?) gets it labeled a "Unique" and gets a special enchant labeled a "Resonance" depending on what kind of alchemy it is and what state it is
- You can spend resources to reroll enchants for different enchants (Wait, resources? Don't you mean charges?) or try to reroll for a specific enchant
- Mystic Orbs can be used to increase alchemy power at the cost of making it "more unwieldly" (Unwieldy: difficult to carry or move because of its size, shape, or weight. WHAT?), increasing the level requirement (Once more, what's levels?). Certain orbs can also have "reflections" to have different effects, but at a much higher level requirement cost.
- You can socket in another alchemy for (2 * (Level of socketed alchemy)) sockets to add all effects to the chosen alchemy (Oh, you mean THE THING ALCHEMY IN THIS GAME IS SUPPOSED TO DO?)
...Despite trying to abridge this, why does this feel longer and even more incoherent? This is one of the most complex systems i've seen (more then Lufia 3's combat system, and that had at least 3 different parts to that) yet!
My interpretation and actualization of my rules(after reading yours)
- Rank 0 alchemies works the same as current ones
- The only way to increase the rank of an alchemy is by enchanting it which is done by charging and at the end of the charge the GM choose enchants that are added to your item
- Disassembling alchemies gives you all the components of the alchemy including the enchants who then becomes items(not alchemies)
- 1 Socket per level, Socketing is a free action (levels are what is currently used to rank alchemies it is not the rank)
- Socketed enchants aren't as powerful as the straight enchants but doesn't count as an enchant
- Enemies now drop "runes" that can be socketed onto the last socket of a R0 item to create a "runeword"(they can be socketed to any other slot but then it does not makes runewords)
- Socketed Runes gives additional abilities even when not forming runewords(but they are weaker)
- "Runewords" give special bonuses to alchemies.
- If an R0 alchemy is completely filled with runes, a "Runesentence" is created for extra bonuses
- If the alchemy is completely filled with runes but is enchanted, you only get a runeword for the last rune
-Enchanting an alchemy to the max rank (depends of GM and can increase over time like max level)
gets it labeled a "Unique" and gets nothing particular but a new special enchant called "Resonance" depending of the unique and evolving with it. It can be bestowed by the GM when an alchemy goes through the process of enchanting.
-You can spend resources to reroll enchants for different enchants
(charges or runes or spoils) or try to reroll for a
specific enchant
-Mystic Orbs can be used to increase alchemy power at the cost of making
it "more unwieldly" (Unwieldy: its power make it harder to use or it becomes more and more sentient and make it resists in some way), increasing the level requirement
(here it is character levels for example you put 10 orbs and then it can be used only by chars above level 2). Certain orbs can also have "Resonances"(acquired when the GM gives it and so it means also that it is linked to an unique making the changes of the unique affect the orb too) to have different effects, but at a much higher level requirement cost.
-You can socket in another alchemy for (2 * (Level of socketed alchemy))
sockets to add all effects to the chosen alchemy (Oh, you mean THE
THING ALCHEMY IN THIS GAME IS SUPPOSED TO DO? it is not exactly the same thing since you can socket a R0 alchemy with enchanted alchemies without changing its rank allowing you to make easily runewords on an item benefiting of the bonuses of ranked enchants(note that nesting is possible for example you could socket in a R0L9 alchemy a R6L4 alchemy who have a R6L2 alchemy socketed in and then do a runeword by adding a rune in the R0L9 alchemy and so you have a runeword with lots of enchants))
I'm not sure whether I appreciate you hijacking the rune system, since that's not how it works nulitor, but I'm not going to create waves since you're making a non canonical spin-off.
Any why are you so intent on not letting us find it?
Trust me.
I'll find it.
I've found quite a few other spin-offs, most have died, serpent had a rather successful one for a while, but that ended up dropping off of the google searches for some reason, or maybe I'm just stupid I don't know.
Anyways, I found your old session tazz, I'm guessing the point where it died was when you found out you were going to be GMing DTG0.
No, it died when a third person didn't come and post. I will basically consider the game well and truly dead if I don't get just three posts, and in that case it died.
I'm not sure whether I appreciate you hijacking the rune system,
since that's not how it works nulitor, but I'm not going to create waves
since you're making a non canonical spin-off.
Any why are you so intent on not letting us find it?
Trust me.
I'll find it.
I've found quite a few other spin-offs, most have died, serpent had a
rather successful one for a while, but that ended up dropping off of
the google searches for some reason, or maybe I'm just stupid I don't
know.
Anyways, I found your old session tazz, I'm guessing the point where
it died was when you found out you were going to be GMing DTG0."
All of this was a joke and it was just the description with some changes of a video-game crafting system.(who had even a system for hijacking something but it was with orbs instead of runes and involved creating a rune-word for bypassing the limit in orbs of one kind because the runeword onto an item was considered as an item itself who added its stats to the item)
Edit: I WORK ONE HOUR TRYING TO BE NICE AND IT'S ALL A TROLL
"(levels are what is currently used to rank alchemies it is not the rank)"
So levels are how ranks are determined, but aren't actually ranks? I'm assuming you mean Alchemy Level, but to any newly-minted Alchemy by a player not here in DTG2 previously without any DTG2 Alchemiter system automatically would put it at Level 1 like all non-Alchemiter'd weapons. I'd suggest a different method of Rank Determination since this is supposedly a spinoff system, and this is a replacement for that. I'm also assuming that means Maximum Rank because all current ones are R0. And while i'm at it, how do players get Mystic Orbs and how much would a Resonance Mystic Orb add to the level requirement (Because you worded it to seem regular Mystic Orbs increase by 1 Level for every 5 Orbs added)?
Also, if this gets in, you're gonna have to also import the Echeladder or another level-up system because of character levels playing into it.
And, not to be rude, but to a newcomer, this would be the most insane thing they've seen, so, using your new actualization for this, here's a First Draft of your new Alchemiter system made to be as newcomer-friendly as possible (If you use this draft, I expect the "credit to" line to be unchanged. I made this, so it's only fair you credit me for making it.)
RANKING:
- All weapons not already modified by this system are at Rank 0, but work identically.
- Maximum Rank is determined by [INSERT NEW METHOD HERE].
- Rank is increased by the enchanting process.
ENCHANTING:
- Enchanting is done by charging
- Once the charge is completed, the GM will add an enchant accordingly to the weapon.
- If you enchant your weapon enough to where it reaches its Maximum Rank, it will be classified as a "Unique".
- Uniques all have a special enchant known as a "Resonance".
- Resonances' effects are entirely based on the weapon and its enchants.
- You can spend "Resources" (meaning charges, runes, or spoils) to reroll enchants to get different ones or try for a specific enchant.
RUNES:
- All enemies have a chance to drop special items labeled "Runes".
- Runes can be "Socketed" onto the last slot of a weapon to create a "Runeword" to give the weapon special bonuses.
- Runes can be socketed onto any other slot for special bonuses at the cost of the power of the bonus.
- If a Rank 0 weapon has runes in every socket, a "Runesentence" is made for additional bonuses.
- If a Rank 1 or higher weapon has runes in every socket, only the last slot gets a Runeword.
SOCKETS:
- All weapons have sockets.
- The amount of sockets your weapon has it equal to its Maximum Rank.
- Inserting and removing sockets doesn't count as an action.
- Socketing enchants will give you the effect, but it's weaker and doesn't actually count as an enchant.
- Other weapons can be socketed for all of the weapon's effects, but costs twice its Maximum Rank (meaning a weapon with Max Rank 2 would "cost" 4 sockets).
- Socketing weapons that already have weapons socketed on them are fair game.
MYSTIC ORBS:
- Mystic Orbs are collected by [INSERT METHOD HERE].
- Mystic Orbs can power up weapons, but at the cost of increasing it's minimum character level requirement (Example: A player adds 10 Mystic Orbs to their weapon to power it up. It's minimum character level requirement goes up to 3, but the player is already at level 4, meaning they can still equip it)
- 5 Mystic Orbs = +1 Minimum
- Certain Mystic Orbs (as determined by the GM) can have resonances tied to them to be applied to the weapon (the resonance is still based on the actual resonances' original weapon), but at a highly increased Minimum Level.
- 1 Resonance Mystic Orb = [NUMBER HERE] Minimum
OTHER NOTES:
- You can disassemble your weapon to get back all of its base components as items (including enchants).
Okay, so, as you may have heard hints of, DTG Mafia has been in the planning stages for quite a while. Well, a closed beta has recently wrapped up, and DTG Mafia is now ready for public (DTG) playing. Open the spoiler below for a copy of the OP, if you want more information.
Basically, DTG Mafia is just Mafia with roles given DTG names, and the occasional new role.
Rules (I'm not going to give the basic rules, you can look em up.):
1. Daytime is 24 hours max, Nightime is 24 hours max. All phases will be wrapped up earlier, if possible, if everything there is to be done is done.
2. Vote for lynches in this form: Vote:Fseftr, unvote like so: Unvote:Fseftr, you can change votes whenever you want, until the hammer, anyways.
3. Voting for No Lynch is fine.
4. This is a pretty obvious one, but it's important, don't talk here during night.
5. Townies (AGs) are generally not allowed to communicate in private, Mafia (PGs) are. Private PMs can't be used during the day, make sure to check here to see if it's day before replying to one. Also, make sure to invite me to all PMs.
6. If you have a night action, tell me it in the same PM I tell you your role. Don't clog up my inbox.
7. My PMs cannot be referred to in any way as proof or whatnot.
8. Hammers are in effect, watch your votes. Day will end ASAP after one.
9. If you have a night action, and don't plan to use it on a certain night due to limited uses, strategy, or whatever, tell me so in the role PM.
10. More to be added if it becomes necessary.
Potential Roles:
AG Minecraftian: Vanilla Townie
Lothyra: Can roleblock, AG.
Build: Leave anonymous message, or switch two players' places for the night. AG.
Eric: Recruit players to IUPC (Neighbours, not AG exclusive), giving access to private night PM, or protect an IUPC member from harm. AG.
Erelye: Investigate a player to reveal alignment. AG.
ManiacMaster: One vigilante kill. AG.
FseftrAI: See who uses night actions, but not what they did. 20% chance of failing, but not affected by being healed/drinking potion. AG.
Ire: Build one-use shield for a player, which protects against all harm, all shields disappear when one is destroyed. Cannot self target. AG
Wilson: Give out a potion to a player to, saving from death if targeted with night kill. Recipient cannot use actions until Wilson's next action. Cannot self target. AG.
Engie: Negate and kill first person why tries to kill you. AG
Willow: Twice a game, visit a person at night and learn how many people visit them. If someone attacks your target, sacrifice yourself to kill the attacker instead. AG
PitTheAngel: Choose someone to watch, be notified of who they interacted with, but not what they did. AG
TT2000: Can guard someone, until successfully protecting once. Can be used on self. AG
Split: Leave anonymous message, AND kill player. Neutral, win when last survivor.
Modpack: Every other night (Day 1, 3, and so on), make two players of choosing lovers. Lovers die with the other. N, wins when all living players paired.
Scratch: N, wins if targeted in two different nights without being killed.
PG Minecraftian: Vanilla Mafia
Godmodder: Night kill immune, final say on Mafia night kills. PG.
Wayback Machine: Twice a game, pick any AG role except for a killing one and imitate their effects. PG.
Glados: Has access to night chat, can perform night kill or find out if player is vanilla or not. PG.
King Ikea: Has access to night chat, can perform night kill. Can ignore protective roles, excluding Ire, two use. PG
Serpent: Access to PG PM, can perform night kill or roleblock. PG.
Kayne: Access to PG PM, can perform night kill or heal player, saving from death if targeted with night kill. Patient cannot use actions until Kayne's next action. Cannot target self. PG.
Night Action Order:
Switch Players
Roleblock
Anonymous PM
Shield/Protection/Etc.
AG kill(s)
N kill(s)
PG kill
Doctor
Recruitment
Role Copy
Investigations
Shipping
Anonymous Message
Potion Give
Action Report
Other Tips:
1. Expect balance changes
2. Have a role idea? Post it.
Changelog: (AKA, no, you weren't imagining that.)
v1.0.0
Changes for public release.
Removed Binary role, vote manipulation roles, eh.
Removed Dave role, a bit too complicated.
Updated and emphasized certain rules.
Revised and updated beta tips section.
General fixes and updates.
Buffed Wilson role to match Kayne for real.
Removed both Chaos (v2) and Bill roles, one serial killer role is plenty.
Clarified FseftrAI and TT2000 roles in response to doctor changes.
v0.1.1
Clarified Build role.
v0.1.0
Removed Goanna role, because no one likes Jesters.
Added Changelog, all previous edits are unrecorded, and there have been many. This will have to do.
Clarified Private PM usage.
Interested? Well, here's what you need to know. Signup by simply saying "I Opt-in" or something along those lines below. If you don't expect to be able to at least make one post each day, every day, please don't sign up, sorry. I am aiming for a Sunday afternoon start if possible.
Rollback Post to RevisionRollBack
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Alchemies are almost entirely defunct now, and they won't exist in the next few games.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
My battle plan should be obvious.
GODDAMN IT
STUPID GENDERFLIP VIRUS
"Alchemies are almost entirely defunct now, and they won't exist in the next few games."
They do not work now nor in other dtg but I spoke of non official dtg spinoffs.
http://www.thesbcommunity.com/forums/index.php?/topic/11891-destroy-the-godmodder-total-pot-of-12000-doubloons/
Might this be yours nulitor?
okay, nulitor, regular alchemies are literally just combine two alchemies together. I couldn't make out what you were saying entirely, but although yours may or may not be more balanced (I sort of doubt that) but it is most definitely not more simple.
And guys, don't flock to 'cameo' on that one. If you plan on doing anything, just lurk for a little bit. Its a minor one, and it doesn't need random people jumping and complicating life for the GM.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
It is not mine and I will never ever let you find mine.
Do you like the King in yellow?
I got Sidereal-ed. Should have posted faster.
Speaking of Sidereals, I think my passive might be too strong. If that's so, just tell me and I'll change it to something more balanced.
People say "There is a city there, and it will stay there until time stops" hearts filled with bleak hope that it be so...
And indeed, it may be, as even the void has not moved it from its rightful place...
Casting their gaze inwards The Tearful Seeker considers their purpose in the coming events...
Tonight, he sets a stage, and come curtain's raise, A Storm Lord join the hunt.
Dragons, please click~
Allow me to attempt a transcribe of the "illegal alchemy system":
- All alchemies work the same but are "Rank 0"
- The only way to increase the rank of an alchemy is by GM-determined "enchants" for bonuses
- Disassembling alchemies now removes enchants so sockets can be inserted
- 1 Socket per level, Socketing is a free action (Wait, levels? Don't you mean ranks?)
- Socketed enchants aren't as powerful as the straight enchants but doesn't count as an enchant
- Enemies now drop "runes" that can be socketed onto the last socket to create a "runeword"
- "Runewords" give special bonuses to alchemies (even when not last socketed?)
- If the alchemy is completely filled with runes, a "Runesentence" is created for extra bonuses
- If the alchemy is completely filled with runes but is enchanted, you only get a runeword for the last one
- Enchanting an alchemy to the max rank (Care to tell us the max rank?) gets it labeled a "Unique" and gets a special enchant labeled a "Resonance" depending on what kind of alchemy it is and what state it is
- You can spend resources to reroll enchants for different enchants (Wait, resources? Don't you mean charges?) or try to reroll for a specific enchant
- Mystic Orbs can be used to increase alchemy power at the cost of making it "more unwieldly" (Unwieldy: difficult to carry or move because of its size, shape, or weight. WHAT?), increasing the level requirement (Once more, what's levels?). Certain orbs can also have "reflections" to have different effects, but at a much higher level requirement cost.
- You can socket in another alchemy for (2 * (Level of socketed alchemy)) sockets to add all effects to the chosen alchemy (Oh, you mean THE THING ALCHEMY IN THIS GAME IS SUPPOSED TO DO?)
...Despite trying to abridge this, why does this feel longer and even more incoherent? This is one of the most complex systems i've seen (more then Lufia 3's combat system, and that had at least 3 different parts to that) yet!
My interpretation and actualization of my rules(after reading yours)
- Rank 0 alchemies works the same as current ones
- The only way to increase the rank of an alchemy is by enchanting it which is done by charging and at the end of the charge the GM choose enchants that are added to your item
- Disassembling alchemies gives you all the components of the alchemy including the enchants who then becomes items(not alchemies)
- 1 Socket per level, Socketing is a free action (levels are what is currently used to rank alchemies it is not the rank)
- Socketed enchants aren't as powerful as the straight enchants but doesn't count as an enchant
- Enemies now drop "runes" that can be socketed onto the last socket of a R0 item to create a "runeword"(they can be socketed to any other slot but then it does not makes runewords)
- Socketed Runes gives additional abilities even when not forming runewords(but they are weaker)
- "Runewords" give special bonuses to alchemies.
- If an R0 alchemy is completely filled with runes, a "Runesentence" is created for extra bonuses
- If the alchemy is completely filled with runes but is enchanted, you only get a runeword for the last rune
-Enchanting an alchemy to the max rank (depends of GM and can increase over time like max level)
gets it labeled a "Unique" and gets nothing particular but a new special enchant called "Resonance" depending of the unique and evolving with it. It can be bestowed by the GM when an alchemy goes through the process of enchanting.
-You can spend resources to reroll enchants for different enchants
(charges or runes or spoils) or try to reroll for a
specific enchant
-Mystic Orbs can be used to increase alchemy power at the cost of making
it "more unwieldly" (Unwieldy: its power make it harder to use or it becomes more and more sentient and make it resists in some way), increasing the level requirement
(here it is character levels for example you put 10 orbs and then it can be used only by chars above level 2). Certain orbs can also have "Resonances"(acquired when the GM gives it and so it means also that it is linked to an unique making the changes of the unique affect the orb too) to have different effects, but at a much higher level requirement cost.
-You can socket in another alchemy for (2 * (Level of socketed alchemy))
sockets to add all effects to the chosen alchemy (Oh, you mean THE
THING ALCHEMY IN THIS GAME IS SUPPOSED TO DO? it is not exactly the same thing since you can socket a R0 alchemy with enchanted alchemies without changing its rank allowing you to make easily runewords on an item benefiting of the bonuses of ranked enchants(note that nesting is possible for example you could socket in a R0L9 alchemy a R6L4 alchemy who have a R6L2 alchemy socketed in and then do a runeword by adding a rune in the R0L9 alchemy and so you have a runeword with lots of enchants))
And yes by simpler I meant with more incoherence
Behold, ladies and gentlemen. A master of sarcasm, capable of such powerful sarcasm bombs that they leave people thinking they were actually serious.
...But seriously that is pretty complex.
And kinda dumb.
I'm not sure whether I appreciate you hijacking the rune system, since that's not how it works nulitor, but I'm not going to create waves since you're making a non canonical spin-off.
Any why are you so intent on not letting us find it?
Trust me.
I'll find it.
I've found quite a few other spin-offs, most have died, serpent had a rather successful one for a while, but that ended up dropping off of the google searches for some reason, or maybe I'm just stupid I don't know.
Anyways, I found your old session tazz, I'm guessing the point where it died was when you found out you were going to be GMing DTG0.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
No, it died when a third person didn't come and post. I will basically consider the game well and truly dead if I don't get just three posts, and in that case it died.
"And kinda dumb.
I'm not sure whether I appreciate you hijacking the rune system,
since that's not how it works nulitor, but I'm not going to create waves
since you're making a non canonical spin-off.
Any why are you so intent on not letting us find it?
Trust me.
I'll find it.
I've found quite a few other spin-offs, most have died, serpent had a
rather successful one for a while, but that ended up dropping off of
the google searches for some reason, or maybe I'm just stupid I don't
know.
Anyways, I found your old session tazz, I'm guessing the point where
it died was when you found out you were going to be GMing DTG0."
All of this was a joke and it was just the description with some changes of a video-game crafting system.(who had even a system for hijacking something but it was with orbs instead of runes and involved creating a rune-word for bypassing the limit in orbs of one kind because the runeword onto an item was considered as an item itself who added its stats to the item)
Edit: I WORK ONE HOUR TRYING TO BE NICE AND IT'S ALL A TROLL
"(levels are what is currently used to rank alchemies it is not the rank)"
So levels are how ranks are determined, but aren't actually ranks? I'm assuming you mean Alchemy Level, but to any newly-minted Alchemy by a player not here in DTG2 previously without any DTG2 Alchemiter system automatically would put it at Level 1 like all non-Alchemiter'd weapons. I'd suggest a different method of Rank Determination since this is supposedly a spinoff system, and this is a replacement for that. I'm also assuming that means Maximum Rank because all current ones are R0. And while i'm at it, how do players get Mystic Orbs and how much would a Resonance Mystic Orb add to the level requirement (Because you worded it to seem regular Mystic Orbs increase by 1 Level for every 5 Orbs added)?
Also, if this gets in, you're gonna have to also import the Echeladder or another level-up system because of character levels playing into it.
And, not to be rude, but to a newcomer, this would be the most insane thing they've seen, so, using your new actualization for this, here's a First Draft of your new Alchemiter system made to be as newcomer-friendly as possible (If you use this draft, I expect the "credit to" line to be unchanged. I made this, so it's only fair you credit me for making it.)
RANKING:
- All weapons not already modified by this system are at Rank 0, but work identically.
- Maximum Rank is determined by [INSERT NEW METHOD HERE].
- Rank is increased by the enchanting process.
ENCHANTING:
- Enchanting is done by charging
- Once the charge is completed, the GM will add an enchant accordingly to the weapon.
- If you enchant your weapon enough to where it reaches its Maximum Rank, it will be classified as a "Unique".
- Uniques all have a special enchant known as a "Resonance".
- Resonances' effects are entirely based on the weapon and its enchants.
- You can spend "Resources" (meaning charges, runes, or spoils) to reroll enchants to get different ones or try for a specific enchant.
RUNES:
- All enemies have a chance to drop special items labeled "Runes".
- Runes can be "Socketed" onto the last slot of a weapon to create a "Runeword" to give the weapon special bonuses.
- Runes can be socketed onto any other slot for special bonuses at the cost of the power of the bonus.
- If a Rank 0 weapon has runes in every socket, a "Runesentence" is made for additional bonuses.
- If a Rank 1 or higher weapon has runes in every socket, only the last slot gets a Runeword.
SOCKETS:
- All weapons have sockets.
- The amount of sockets your weapon has it equal to its Maximum Rank.
- Inserting and removing sockets doesn't count as an action.
- Socketing enchants will give you the effect, but it's weaker and doesn't actually count as an enchant.
- Other weapons can be socketed for all of the weapon's effects, but costs twice its Maximum Rank (meaning a weapon with Max Rank 2 would "cost" 4 sockets).
- Socketing weapons that already have weapons socketed on them are fair game.
MYSTIC ORBS:
- Mystic Orbs are collected by [INSERT METHOD HERE].
- Mystic Orbs can power up weapons, but at the cost of increasing it's minimum character level requirement (Example: A player adds 10 Mystic Orbs to their weapon to power it up. It's minimum character level requirement goes up to 3, but the player is already at level 4, meaning they can still equip it)
- 5 Mystic Orbs = +1 Minimum
- Certain Mystic Orbs (as determined by the GM) can have resonances tied to them to be applied to the weapon (the resonance is still based on the actual resonances' original weapon), but at a highly increased Minimum Level.
- 1 Resonance Mystic Orb = [NUMBER HERE] Minimum
OTHER NOTES:
- You can disassemble your weapon to get back all of its base components as items (including enchants).
(Simplification done by PitTheAngel)
Poor Pit.
Press one if you feel bad for pit.
1
*slaps tazz*
PRESS F TO PAY RESPECTS FOR PIT
F
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
*slaps Ire*
PRESS 13401823915341051975 IN SEQUENCE TO MURDERIZE PIT
nah
Also, my spinoff dropped off the Google charts because I never got another reply.
Oh no
*sigh* Well, at least someone can possibly use that for their DTG thing.
>ENGIE: give HUG to PITTHEANGEL
GODDAMN IT
STUPID GENDERFLIP VIRUS
*Presses Octillery.*
Cat drawn by me. Accepting requests, depending on a lot of things. DTG Atsume: http://www.imgur.com/a/tij95
1'-[7']-{'3}-'3-'3 '6-11'-7'-6'-7' '1-{'3}-8'-12'-'3-2'
'10-'5-'8-'11 1'-[7']-8'-7'-'3 '2-11'-2'-'9-7'
'10-'5-'3-'3 1'-[7']-'3 '10-8'-{'3}-['10]-4'-7'
'10-{'3}-'3-'3-'6-8'-4' {'3}-11'-2'-'9-7'
Spam restoration: http://www.minecraftforum.net/forums/forums/forum-discussion-info/2195940-posts-threads-deleted-because-of-spam-filter-place
Official DTG Cards Against Humanity suggestion pad: http://piratepad.net/DTGCAH
Okay, so, as you may have heard hints of, DTG Mafia has been in the planning stages for quite a while. Well, a closed beta has recently wrapped up, and DTG Mafia is now ready for public (DTG) playing. Open the spoiler below for a copy of the OP, if you want more information.
Basically, DTG Mafia is just Mafia with roles given DTG names, and the occasional new role.
Rules (I'm not going to give the basic rules, you can look em up.):
1. Daytime is 24 hours max, Nightime is 24 hours max. All phases will be wrapped up earlier, if possible, if everything there is to be done is done.
2. Vote for lynches in this form: Vote:Fseftr, unvote like so: Unvote:Fseftr, you can change votes whenever you want, until the hammer, anyways.
3. Voting for No Lynch is fine.
4. This is a pretty obvious one, but it's important, don't talk here during night.
5. Townies (AGs) are generally not allowed to communicate in private, Mafia (PGs) are. Private PMs can't be used during the day, make sure to check here to see if it's day before replying to one. Also, make sure to invite me to all PMs.
6. If you have a night action, tell me it in the same PM I tell you your role. Don't clog up my inbox.
7. My PMs cannot be referred to in any way as proof or whatnot.
8. Hammers are in effect, watch your votes. Day will end ASAP after one.
9. If you have a night action, and don't plan to use it on a certain night due to limited uses, strategy, or whatever, tell me so in the role PM.
10. More to be added if it becomes necessary.
Potential Roles:
AG Minecraftian: Vanilla Townie
Lothyra: Can roleblock, AG.
Build: Leave anonymous message, or switch two players' places for the night. AG.
Eric: Recruit players to IUPC (Neighbours, not AG exclusive), giving access to private night PM, or protect an IUPC member from harm. AG.
Erelye: Investigate a player to reveal alignment. AG.
ManiacMaster: One vigilante kill. AG.
FseftrAI: See who uses night actions, but not what they did. 20% chance of failing, but not affected by being healed/drinking potion. AG.
Ire: Build one-use shield for a player, which protects against all harm, all shields disappear when one is destroyed. Cannot self target. AG
Wilson: Give out a potion to a player to, saving from death if targeted with night kill. Recipient cannot use actions until Wilson's next action. Cannot self target. AG.
Engie: Negate and kill first person why tries to kill you. AG
Willow: Twice a game, visit a person at night and learn how many people visit them. If someone attacks your target, sacrifice yourself to kill the attacker instead. AG
PitTheAngel: Choose someone to watch, be notified of who they interacted with, but not what they did. AG
TT2000: Can guard someone, until successfully protecting once. Can be used on self. AG
Split: Leave anonymous message, AND kill player. Neutral, win when last survivor.
Modpack: Every other night (Day 1, 3, and so on), make two players of choosing lovers. Lovers die with the other. N, wins when all living players paired.
Scratch: N, wins if targeted in two different nights without being killed.
PG Minecraftian: Vanilla Mafia
Godmodder: Night kill immune, final say on Mafia night kills. PG.
Wayback Machine: Twice a game, pick any AG role except for a killing one and imitate their effects. PG.
Glados: Has access to night chat, can perform night kill or find out if player is vanilla or not. PG.
King Ikea: Has access to night chat, can perform night kill. Can ignore protective roles, excluding Ire, two use. PG
Serpent: Access to PG PM, can perform night kill or roleblock. PG.
Kayne: Access to PG PM, can perform night kill or heal player, saving from death if targeted with night kill. Patient cannot use actions until Kayne's next action. Cannot target self. PG.
Night Action Order:
Switch Players
Roleblock
Anonymous PM
Shield/Protection/Etc.
AG kill(s)
N kill(s)
PG kill
Doctor
Recruitment
Role Copy
Investigations
Shipping
Anonymous Message
Potion Give
Action Report
Other Tips:
1. Expect balance changes
2. Have a role idea? Post it.
Changelog: (AKA, no, you weren't imagining that.)
v1.0.0
Changes for public release.
Removed Binary role, vote manipulation roles, eh.
Removed Dave role, a bit too complicated.
Updated and emphasized certain rules.
Revised and updated beta tips section.
General fixes and updates.
Buffed Wilson role to match Kayne for real.
Removed both Chaos (v2) and Bill roles, one serial killer role is plenty.
v0.7.0
Added TT2000 role (v2)
Changed priority of night kills.
General fixes.
v0.6.0
Added Willow, Pit, Dave, Bill, Lothyra, Glados, Ikea, and Binary roles.
Reorganized role list.
Removed TT2000 role, because governors, eh.
Reorganized night action order.
Removed Pricey role, because ERRRR
General updates, fixes, and cleaning up
v0.5.0
Added Wayback Machine, Scratch, and Engie roles.
v.0.4.0
Added Choas role (v2).
v.0.3.0
Removed Chaos role.
v0.2.1
Clarified Modpack role.
v0.2.0
Added Modpack role.
v0.1.2
Rebalanced Kayne role to match Wilson.
Clarified FseftrAI and TT2000 roles in response to doctor changes.
v0.1.1
Clarified Build role.
v0.1.0
Removed Goanna role, because no one likes Jesters.
Added Changelog, all previous edits are unrecorded, and there have been many. This will have to do.
Clarified Private PM usage.
Interested? Well, here's what you need to know. Signup by simply saying "I Opt-in" or something along those lines below. If you don't expect to be able to at least make one post each day, every day, please don't sign up, sorry. I am aiming for a Sunday afternoon start if possible.