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Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 8:06 am
by Aekenon
Let me at 'em!
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 11:38 am
by Taeradun
Our enemies must be eradicated!
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 2:44 pm
by Murdermasterx
ah jeez im in
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 3:57 pm
by Lavarinth
Oopyman? Oh lord.
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 4:28 pm
by CDLVII
I'm in tooooo (CB)
'E dies! 'e dies!
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 4:47 pm
by tipereth
Requisitioning the right to write up the death scenes beforehand.
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 4:49 pm
by mAc Chaos
This game is getting so big...
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 5:52 pm
by DrumsofWar
Word!
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 6:50 pm
by AA7Dragoon
^ Son of a bitch! He made it!
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 6:55 pm
by Milldawg
SIGN-UPS CLOSED
17 PLAYERS (HOLY SHIT):
AA7Dragoon
Aekenon
Arcan
CDLVII
DrumsofWar
Frozty
Lavarinth
mAc Chaos
Mucky
Murdermasterx
Negi
RCcola
Ricky_Honejasi
ShadowFlare
Taer
Thalraxal
tipereth
Welcome...to Aiur City. The thriving capital of Aiur, Aiur City has quite a variety of protoss of all castes. There are numerous zealots, powerful praetors, skilled high templar, robotic observers, and massive arbiters. But a lone warrier has at least reached the gates of Aiur City: the legendary Warrier Man X. Will this brave warrier be able to save Aiur City? Or will he suffer the same fate as the luckless inhabitants of Yellowtown? We shall see...
---------------------------------------
THE ROLES
The FIVE ZEALOTS are innocent townspeople of Aiur City. They have no actions at night, but vote during the day in hopes of lynching the Dark Templar.
The TWO OBSERVERS are robotic constructs with detection capabilities. During the night, each observer can choose a player to detect, and will learn whether or not that player is a Dark Templar.
The TWO ARBITERS are large ships that can generate cloaking fields. During the night, each arbiter can choose another player to cloak, protecting that player from Dark Templar strikes. Each arbiter is equipped with an upgraded KHAYDARIN CORE, which can be used once per game (per arbiter) to cloak either TWO OTHER PLAYERS or THE ARBITER ITSELF. Since the Core can only be used once, it must be deployed strategically.
The PRAETOR is an offiicial who is skilled at forensics. Whenever a player dies for any reason, the praetor will learn that player's true role. This information is precise, so the praetor will be able to distinguish between observers, arbiters, etc.
The HIGH TEMPLAR is greatly attuned to the psionic emanations of other protoss, allowing him to learn what has happened during the night. At the end of each night, he will learn who has been detected, cloaked, disrupted (see below), and targeted for assassination.
The JUDICATOR can break ties. Whenever there is a tie in votes, the Judicator is secretly consulted to break the tie by casting one additional vote. His role will not be revealed. If the Judicator is dead or chooses not to exercise this option, default rules will be applied.
WARRIER MAN X wields the powerful Holy Hell Hope Sword, which can slice through votes, shredding them to pieces. Any time during the day, Warrier Man X may choose to secretly cut through another player's vote, canceling it. If he has not exercise this option by the time all votes are in, he will be consulted for his decision. He cannot cut through the Judicator's tiebreaking vote because X's action is applied first.
The FOUR DARK TEMPLAR are a faction of fallen protoss who are filled with hate and a desire for vengeance. They collaborate on their nightly kills, and can kill TWO players a night until one of them dies. So as long as there are 4, they can kill 2 players a night, but if there are 3 or fewer, they can kill 1 per night.
The Dark Templar have constructed a CORSAIR with a powerful DISRUPTION WEB. They can choose to deploy their corsair at night to disrupt another player's actions. If a non-zealot is disrupted, his action will have no effect. So if the Dark Templar use their Corsair to disrupt Zilla, and Zilla is an observer, his detection will fail, etc. Disruptions will not be publicly announced. Warrier Man X is immune to disruption because he wields the powerful Holy Hell Hope Sword.
---------------------------------
I will now assign roles via PM. Then I will declare nightfall and the game will begin. See the first post in this thread for rules about timing and voting. EN TARO ADUN!
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 7:13 pm
by mAc Chaos
Let's get those zealots, boys.
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 7:21 pm
by Milldawg
Roles assigned. NIGHT FALLS!
Please try to get your night actions in by 10:30 PM EASTERN THURSDAY NIGHT (3:30 GMT Friday morning).
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 7:31 pm
by Negi
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 7:33 pm
by Milldawg
Negi is banned from Protoss Mafia for one hundred million hours.
NO BAIL
[22:31:41] Alchemist Ed: lololol
[22:31:44] Alchemist Ed: see what i just posted
[22:31:48] Alchemist Ed: technically it is legal
[22:31:51] Alchemist Ed: LULZ
[22:32:37] Jonny Milldawg: nope
[22:32:44] Jonny Milldawg: banned
Warrier Man X has decapitated Negi with his Holy Hell Hope Sword. I guess it can cut through more than just votes.
Re: MAFIA VIIc - PROTOSS MAFIA ROUND 3: AIUR CITY
Posted: Wed Oct 29, 2008 7:34 pm
by mAc Chaos
Raped.