Jump to content

Search the Community

Showing results for tags 'games'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Quick Links
    • Community Rules
    • Download the W3D Hub Launcher
    • Report a Bug!
  • W3D Hub News
    • Community News
    • Project News
  • General Discussion
    • W3D Hub Discussion
    • Community Creations
    • Forum Games
    • Help & Support
  • Official Game Servers
    • Battle for Dune: War of Assassins
    • Interim Apex AOW
    • Red Alert: A Path Beyond
    • Tiberian Sun: Reborn

Categories

  • Articles
  • W3D Engine Documentation
    • Vehicles
    • Mammoth
    • Physics Types
    • Weapons, Ammo & Explosions
    • INI Files
    • Misc
  • Tools
    • 3DS Max Tools
    • W3D Viewer
  • W3D Game Guides
    • Renegade
    • Red Alert: A Path Beyond
    • Tiberian Sun: Reborn
    • Interim Apex
    • Expansive Civilian Warfare

Categories

  • W3D Hub Services
    • Website & Forum
    • Launcher
    • W3D Stats & Ranks
    • Discord & TeamSpeak
  • Renegade
  • Red Alert: A Path Beyond
    • Release
  • Interim Apex
    • Release
  • Tiberian Sun: Reborn
    • Release
  • Tiberian Dawn: Ground Zero

Categories

  • W3D Hub
    • Game Launcher
    • Tools
  • C&C Renegade
    • Patches & Tools
    • Total Conversion Mods
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Red Alert: A Path Beyond
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Interim Apex
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Expansive Civilian Warfare
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Tiberian Sun: Reborn
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • Battle for Dune: War of Assassins
    • Custom Audio
    • Custom Textures
    • Maps
    • Misc. Files
  • C&C RTS Files
    • C&C Tiberian Dawn & Covert Ops
    • C&C Red Alert, Counterstrike & The Aftermath
    • C&C Tiberian Sun & Firestorm
    • C&C Red Alert 2 & Yuri's Revenge
    • C&C Generals & Zero Hour
    • C&C3 Tiberium Wars & Kane's Wrath
    • C&C Red Alert 3 & Uprising
  • Other C&C Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Ingame Username


Location


Interests


Website URL


Discord


Steam


Skype

  1. I want to show the basic premise of this game early on. It's still in the design phase, so it will be a few days before I open signups. If anyone decides they like the design enough to co-mod or even volunteer to enhance (I don't have much experience with complex RPG games like this), please speak up. Again, this is planning phase, so don't go nuts on me over game balance and mechanics and whatnot *cough* Shade *cough*
  2. A Long Time Ago, in a Galaxy Far Far Away... Welcome to the Star Wars Mafia 2: The Rise of an Empire! A Mafia CYOR Forum Game filled with special actions and events, as well as great space battles in great Star Wars fashion. Create your own character, select a profession and pick your weapon, and get ready to serve the Empire to bring Peace to the Galaxy! Game Introduction The next SW Mafia as hinted in the title, will be about the newly formed Empire, trying to bring Peace to the Galaxy by all means necessary. For this sole purpose, a great Death Star was constructed where the game will take place. The highest members of Imperial Council there are trying to find out who are the hidden Rebels among them, trying to destroy their plans. While the Rebels (Mafia) will work undercover together to undermine the newly formed Imperial Council (Town) and stop the Death Star reaching the last Rebel base, the Imperial Council must find them and eliminate them before they destroy the Death Star or grow in power and eliminate the Council members. The status of the game will be monitored by the "Superlaser Fire Control Indicator" (SFCI) which will determine when the Imperial Council can complete their win condition. There will be multiple factors that will determine this, mostly by player actions. The game will end in Town's favor if either all Rebels have been found and eliminated, or when the Death Star's SFCI is fully charged and destroys the Rebel Base (this will be tracked in daily CVCs - or Cumulated Vote Counts for short). Rebels can end the game by either eliminating the Imperial Council and taking over the Death Star or sabotaging the Death Star itself so that it can't fire its Superlaser anymore. The game requires at least 10-14 players to sign up and play. It will probably last for a few weeks, but no more than 4, depending on how the game goes and how many will sign up. All players that sign up need to create their character (optional CYOR) and PM me before the game start, see below in character creation section how to. Optionally you can also request custom or RNG based character. About the Game This Mafia Forum Game will pretty much follow some of the standard Mafia Rules, such as phases, night actions and classic Town vs Mafia setup. The biggest difference, however, will be the basic player elimination process. Instead of one life, players will have their hit points which means you can get hurt by weapons or healed by certain actions before you are eliminated (HP reaches 0). Furthermore, the player elimination by standard voting may not be instant but will require a certain process. The most voted player will be put to Detention Block where they will wait their punishment depending on their revealed affiliation. The game will be broken into two phases: A Imperial Council Meeting (classic Day phase) and "Battle-Station Phase" (a classic Night phase where also fighting and special events will occur). I'm considering that both will last 48 hours so that everyone can participate regardless of availability. Imperial Council Meeting will be a phase where all the public talks will take place, there won't be any fighting during this phase. The purpose of this phase is to discuss and determine who among the Council members are the Rebels, and who should be put to Detention Block. There will be no dueling phases like in previous game, so players will not have to vote their champion all the time but there might be a need to nominate one or more players to deal with certain situations during the following Battle-station Phase. For example, in case of a rebel attack on the station during previous phase, the Council will also be able to vote a proper response which will determine certain fighting rules for the next Battle-Station Phase and player(s) that will perform this task. Battle-Station Phase will be the only phase where battle actions will be allowed to use. You can use your own weapons once during this phase and/or your night actions. In case the Council votes a certain response strategy to previous rebel attacks, extra actions will be provided for players to use during this phase accordingly to deal with the situation. This will effect SFCI and also help with each players' character development progress. There will be plenty of Night Actions to do otherwise, some of the Force Actions will return and will be available for those who can control the Force. Other professions will have special actions available accordingly as well. Player character development and communication mechanics will also occur during this phase. Players locked in Detention will not be allowed to participate in BS phase activities and will have very limited night actions as well. Create Your Own Character (CYOR) Guidelines Every player character in the game will have his/her own modifiers and characteristics that will determine the basic actions that can be used in the game. Aside from that, there will also be the flavor, which is not really important game wise, but will give the player some sort of identity. Creating a character is not mandatory, but I strongly suggest that you put some effort into it before the game starts as it may influence your progress in the game. Please follow the instructions on how to create your own character: Flavor: First off, you need to choose or create a character of your own from the Star Wars universe. There are no limitations, but please have in mind, that you are creating a member of Imperial Council, or a Rebel from the Star Wars universe. You can also pick any existing character from the SW universe, although some of the main protagonists or antagonists such as Yoda, Luke, and Anakin Skywalker may not be permitted to be used. You can be original and pick one from the extended universe, or even create your own one from scratch. Here's how you do it: Use a name generator - you can use this tool to create a name: name generator 1, name generator 2 or make up your own (in Forum guidelines though, nothing offensive allowed) Race - pick from many races of the SW universe, this will help to make your avatar appearance, and may or may not to result in some easter eggs in game or extra skill boost Background - your own personal Flavor text that will be revealed once you are voted or die. Personal Weapon Flavors - if you want your weapon to look precisely the way you like. Occupation Occupation or Profession is something that cannot be changed during the game, so pick wisely. All character classes have a variety of skills and actions determining which one you choose. Based on your class, you will also be assigned your affiliation. There is a certain list that can help you pick one that you want: Town: Stormtrooper - Basic Town role with access to most of the weapons and actions in game, focused more on direct actions. Your attributes and skills will determine the focus of your actions, whether focused to combat, support or leadership. Imperial Officer - Advanced Town role which is not focused for direct combat but has access to advanced operations on the Station that other classes don't. Your attributes and skills will determine the focus of your actions, whether focused to combat, support or leadership. Sith Lord - Powerful Town role focused on the Dark Side of the Force, capable to unlocking all Dark Force Actions. Can use only light sabers and can't operate large machinery. Rebel: Rebel - Basic Rebel role with access to most of the weapons and actions in game, focused more on direct actions. Your attributes and skills will determine the focus of your actions, whether focused to combat, support or leadership. Rebel Officer - Advanced Rebel role which is not focused for direct combat but has access to advanced operations to control Rebel Fleet that other classes don't. Your attributes and skills will determine the focus of your actions, whether focused to combat, support or leadership. Jedi Knight - Powerful Rebel role focused on the Light Side of the Force, capable to unlocking all Light Force Actions. Can use only light sabers and can't operate large machinery. Neutral/TP/Mixed: Bounty Hunter - expert in direct combat and scouting, doesn't perform other tasks well. Droid - can hack most systems, has access to most operations and/or can copy other classes actions. This is the only class that cannot use or develop Force Actions. Smuggler Pirate - expert in manipulative actions, just like the droid can also hack systems but cannot copy other classes very well. ??? - make your own class if you dare Character Attributes & Skills The attributes of your character apply bonuses or penalties to everything from combat to skill checks to Force powers. Check each attribute to see what aspects of gameplay it can affect. You have to pick two, but only one from each category: Combat Skill Focus - These skills affect your core character attributes such as attack, defense, and health, most important in battles (direct combat and other BS Phase actions). Pick one skill which you would like to focus on: Strength - is your physical power, adds modifiers to deal damage and chance to hit, which is important for characters that focus on close-combat (e.g. with Lightsabers). Dexterity - is your agility and reflexes, adds modifiers to ranged attack rolls and increases a character's Defense rating, making them harder to hit. Constitution - represents health and resiliency, adds modifiers to the health points gained and regeneration rate. Knowledge Skill Focus - These skills affect your character's progress, focuses your class actions to certain areas, so it ties up with the special class abilities as well. Pick one skill which you would like to focus on: Intelligence - represents knowledge and reasoning, enables of learning new advanced things. Wisdom - represents willpower and perception, adds modifiers to Force Power abilities associated with combat. Charisma - represents personality and the ability to persuade others and adds actions that are related to non-combat actions. Force Powers The Force has a range of powers that function in accordance to fundamental attributes that were cardinal in nature and categorized by the way in which a user was able to focus on the Force while using an ability. The aspects of the Force were divided into Control, Sense, and Alter. During the game, you may be able to learn more aspects of the Force - depending on your class and if you are even Force Sensitive class. This knowledge will grant you actions that you can use either during the investigation or directly during the battle actions as well. There are also Powers that are general/basic and those will be available to most classes from start, but you have to choose one branch that you want to focus on first: Control - the ability to control one's own body and thoughts. Grants access to protective actions. Sense - allows Force-wielders to immerse themselves in the environment. Grants access to scouting actions. Alter - focuses on the ability to manipulate other objects. Grants access to offensive actions. Choosing one aspect of the force will basically determine your orientation in the game from the Mafia standpoint as well. E.g. If you choose sense, you will basically get a cop/scout action. You cannot directly pick your actions from start, but you will be able to learn more actions. Once you have picked your flavor characteristics, class, skill attributes and the Force Power aspect, PM me. If you won't pick by the time I'll start balancing the game, your character, class, skills, attributes, and aspects will be randomized. (this section will be updated) Game Update Sign ups are now closed Game start on Sunday 15th 10 PM UTC. Game is postponed for now, updates will be available once I can focus on the game again. Imperial Council: Jeod Shade939 Retaliation OrangeP47 Voe iLikeToSnipe FRAYDO Killing_You Sunflower rubeci (needs to confirm)* Louis Game Links:
  3. Some might remember the first Cop Mafia that got blown into oblivion when the forums went boink a few years ago. It was requested that I host another one, especially since we have a lower player count this time of year. It's an open setup and relatively easy to jump in--perfect for new players. 5 Player Setup: Sane Cop - All cop reports are accurate. Insane Cop - All cop reports are opposite of what they should be. Naive Cop - All cop reports are innocent. Paranoid Cop - All cop reports are guilty. Vanilla Mafia - Kills cops. 8 Player Setup (Adds these roles): Random Cop - All cop reports are random (random alignment, not random target). Lazy Cop - All cop reports are received the following night (delayed reports). Roleblocker Mafia - Blocks cops. Obviously, the town goal is to find mafia while the mafia will need to fakeclaim as a cop in order to survive. Cops do not know their sanity, only that they are Cops. This sort of setup is entirely dependent on logic and wifom skills. The game will start within 24 hours of the minimum playercount needed (5). If more than 5 sign up, I'll extend the deadline to 48 hours to allow up to 8 players to join. Signups @Voe @Killing_You @iLikeToSnipe @ChopBam @OrangeP47
  4. Mystery Mafia: Holidays 2019 Who's down for a quick round of mafia over the 2019 holidays? This game uses a mechanics twist I've had on the drawing board for quite some time. There will only be Town and Mafia, no other factions. There will be mostly standard or vanilla roles; you can expect to rely more heavily on posts and player behavior than action results. So, what's this twist? What every player can know is that there is no scum doc at the beginning of D1. This is a game where mafia will start in a weaker state than town (at least on paper) but get stronger over time if they play their cards right. There are more details to what's going on, but those are either for the mafia team only or won't be revealed until game start. The idea behind this is to put pressure on town to be active while also limiting actions and emphasizing scum hunting through content. Ideally, we'd get at least 10 players for this game, though I can rebalance for 8 players minimum. I will need to get the game started by 01/02, but starting before then would be ideal. All I'll need for a sign-up is a post in here and then a PM with your preferred email for doc invitations. Player Signups (8): OrangeP47 Jeod Retaliation Shade939 Killing_You Mojoman NodFan ChopBam Day 1 Night 1
  5. Hey Guys, first off topic post but the company game stop is about to go under. Which can mean two things, one pull out your stocks now, and get ready for cheap consul games! It’s like the movie collection I got for less than a dollar when block buster closed. I have no idea what that will mean for Internet sales, but I am keeping my eyes open for liquidation sales.
  6. HNNNNNNNNNNNNNNNNNNNNNNNNNNG HERE WE GO BOYS, GIRLS, HINDS, APACHES, AND ORCAS! Petroglyph graces us with Totally Not Renegade 2 It also has workshop support, so we can go ass backwards wild with what we can make.
  7. Hello people! It has been about a year since we've had a game of Hearts of Iron IV, which, at least to me, has been a bit too long. I know that a few of us want to have another go at the game and either have thought of some interesting ideas as how to win the match or have been playing for long enough not to make some of the rookie mistakes we've seen last time. What to expect Last year, the Axis won an overwhelming victory by the start of 1941 thanks to a mistake by the Comintern players, allowing the Axis to quickly snowball and overwhelm the Allies. This year we will once again be playing a historical scenario in which teams of players will take on each other to accomplish the objectives and take the title of 2019. When this game will take place is up to you guys. I propose a game somewhere during the week of 20-26th of October, but if you guys have other ideas, let me know. Additionally, what should we use for our chat? Teamspeak or Discord? Rules Of course there are some rules to prevent shenanigans from occuring and ruining the game as HoI IV still has some issues here and there. Victory Conditions Unlike last year, where each faction had to control 2 enemy capitals and Warsaw, this time each faction has a slightly different objective. Playable nations As per last year, there will only be a certain amount of nations that you can play as. Nobody likes a world war 2 when everybody is playing the most irrelevant of minors. Inside each of the spoilers is a list of playable majors and minors in each specific faction. Some nations might have mutually exclusive focus tree paths, in which case, the important ones will be highlighted in the spoiler, with the green option representing the choice you have to go and the red option the one you are not allowed to go. Allies The Allies are represented by the many democracies in the world as well as the unfortunate souls that got invaded by the Axis during the war. They are led by the United Kingdom at the start of the game. The playable nations are the 3 majors, the commonwealth as well as nations that can fight on after capitulation. Axis The Axis are represented by the Axis and the East Asian Co-Prosperity Sphere. Even though these factions are seperate ingame, they're counted as one in this list, as they have the same goals. Beyond the 3 majors, the Axis have a few minor members who either willingly joined, or were forced to join due to outside pressure from either the Axis or the great Communist Thread beyond... Comintern The Comintern is by far the smallest faction in terms of players. They're the Communists centered around Eurasia and have the biggest army in the world at the start of the game. It is represented by the Soviet Union and its few fellow minor nations. Wildcards There are a total of three wildcards in the game. Each of these has a seperate path it can go down, although all of them come with their own limitations. Sign-ups So how do you sign up? Well, that's easy! Tell me in this thread if you want to join together with your preferred date and nation. If two or more players sign up as the same major, then the more experienced player will get priority to playing that major. The only exception is the Soviet Union, which can be played by two players. It is important to note that we prefer having the Majors filled before the minors. That said, you can always sign up as a minor, even though you might be asked to play a major if we have a lack of players. Allies - Fraydo (France) Axis - Cominterm - Wildcards - That said, all rules and such are open for debate.
  8. A beta of Red Alert 1 v0.09c Siberian GRemlin found has popped up and is now released. It has cool unused cut scenes, sound files from the thief and allied quotes of "It is done.", a internal scenario editor and all kinds of differences. It's a little tricky to setup but there's instructions and fixes for it. https://www.reddit.com/r/commandandconquer/comments/dflqti/a_present_to_the_cc_community/
  9. Hello everyone, and welcome to the second game I'll be hosting since I started playing mafia again. This is going to be a CYOR game, which for those of you who have managed to forget in the span of a few days is one where YOU! the player gets the opportunity to design your own role (within reason)! I'm not restricting characters to a theme like some other CYOR games. Everybody knows scum already go bump in the night. I'm hoping to include many of the mechanics that have become mainstay in our games, such as items, unless they make my head hurt. We're not going to be breaking causality on my watch! RNG in particular is something I think you need a good reason to include, and is a poor way to balance abilities. Since this is the first time I'll be hosting a game where I'm designing roles after the fact, I'm willing to take advice on how to treat requests for alignment, balancing, etc. SIGNUPS (11) Jeod iLikeToSnipe Mojoman Sunflower Nodlied Louis Chopbam FRAYDO KY Orange Cat5 DAYS Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4
  10. Does anyone else have a Nintendo Switch and maybe want to swap FCs to get stomp me in Super Smash Bros? (Among other games) SW-3824-7551-3414
  11. OH SHIT YOU'RE ABOUT TO LAND A CRITICAL HIT QUICK SAY SOMETHING COOL
  12. Choose Your Own Role: Nintendo Edition Hi there everyone! As you all know I’m anticipating a very busy turn of events starting this holiday season. This will probably be my last hosted mafia game for a while—and because of that, I thought it’d be neat to have a lighthearted fun theme! Expect to see the traditional Mafia vs Town vs Third Party vs Neutral in a Nintendo setting! Choose your character from the famous Nintendo franchises and construct them using elements from the many video games they starred in! Example Franchises Mario (including Donkey Kong & Wario) Pokémon The Legend of Zelda Star Fox F-Zero Fire Emblem Metroid Pikmin Splatoon Animal Crossing Super Smash Bros Kirby Series Xenoblade Series *Players may request a character from any franchise as long as it is first-party (no third-party franchises like Kingdom Hearts) Items Items from the Nintendo franchises will appear in this game. Some players will create items to start the game with, while others will be inserted and randomly distributed by the GM. Some items will take immediate effect, while others will have the standard item actions (Use, Pass, Destroy). If you like, you can even have your character create items via ability! For example, Bowser Jr. might create a Bob-omb item each night which is passed around to explode after 3 phases. Don’t be afraid to get wacky! *Players are asked to limit item creation to one ability-produced item and/or one "starting" item. Complexity The kinds of items chosen might make for a crazy game, but hopefully not as mind-numbing as CYOR: Endgame Edition. I'm kinda hoping nobody asks for time travel stuff. Start Date & Times Here’s the skinny. I start my new gig on August 12th. It’s a standard 8a-5p shift after the initial training. Currently, I want to aim for a Thursday, August 22 @10:00PM UTC (the usual time) game start. That gives you three weeks to decide if you want to sign up and then make a character. Signups are now closed. Player Signups Verti60 OrangeP47 Killing_You TheIrishMan Mojoman Chopbam Louis FRAYDO Category 5 Hurricane Retaliation Voe (reluctantly) Nodlied
  13. The Winter is coming... The Great War has come to Westeros. Your House must answer the call. Decide your fate on the field of battle and defeat whatever stands in your way. Build your House and raise your army. The Iron Throne is there for the taking. Prove that you were meant to rule the Seven Kingdoms. Rally your banner men as enemies appear on all sides and the coming Storm closes in... Game Introduction Game of Thrones Conquest Mafia RPG is a unique type of Forum Game unlike any other, with similar mechanics and also some brand new. As the title says, the game will be focused on Conquest. Which means that you will have armies to build and control, as well as holdings to protect or attack. You as one of a strong Houses of Westeros will have a duty to build up strong name in the Realm of Seven Kingdoms, and if possible, seize the Iron Throne for yourself by the end. There's no need to be familiar with the Game of Thrones universe in detail, however some of the terms you can look for if you need to by clicking the link to wiki. One of the other interesting new concepts is the Crown vs the Open Rebellion, where the Crown and its vassals is always represented as standard Town while the Rebellion is the current Mafia. The objective of the Crown (Town) Players is to find all the rebellion players (Mafia) while the Mafia players only need to take down the current King, or start with his supporters first one by one to gain more power. Mafia team can thus change every-time there is a new Royal House controlling the Iron Throne in King's Landing and the wheel turns once again. But who will prevail in the end? Which King can hold the Realm together, defeat all his enemies and end up victorious? The game will also feature a Winter Indicator Number (WIN), which will tell you when the Winter will arrive. Similar to the Force Balance Indicator from Star Wars Mafia, there will be numerous factors influencing it. And once the Storm hits, players will have another threat to deal with, possibly much greater than their pitiful conquest for the Throne. And that's not even all, expect much more features down the road... There will be a total of 12 Houses to choose from, so that means we can play with 12 players. Any extra players can become special characters if there will be room for it. Minimal number of players to start with is 9. The game is expected to last 4-6 weeks. It's mandatory to at least submit your actions once per day, no minimal limit on day posts quota but there will a small reward for active council members each day. About the Game This Mafia Forum Game will pretty much follow some of the standard Mafia Rules, such as phases and night actions. Mafia vs Town as hinted before will be somehow a more fluid/dynamic concept, as mafia players can become town players once a new House seizes the throne. Who will become mafia for each new reign will depend on actions, active or even passive ones. Which means there will be a possibility to enter Rebellion by more ways. The first King will be decided by a vote on the first day. Anyone currently sitting on the Iron Throne will have few more actions, such as deciding who will be their "Hand of the King" (this action will also serve as cop action to find out a rebel house via night action) , and what will happen to the found Rebellion Houses (after traditional public voting). Not to mention access to Royal Army and extra benefits controlling the Capital. Every other House royal to the Crown can also benefit from the Royal Army but they cannot use it to secretly attack other players of their own choosing. Only the houses in Open Rebellion will have the option to plot against the Crown and other Royal Houses, and if they are successful they can get even more powerful. Current Mafia players as always will be able to communicate in a Google Doc and will not be publicly revealed, however every day there will be an update on the army sizes of both sides. Elimination and voting process will be explained once the known players signs are known and rules are available. In short, if there is a King, players will be publicly voting against houses, while the king will have extra vote and final say what will happen afterwards to the House most voted. One of the possibilities is sending them to the Wall as Night Watch to guard against whatever comes with the Storm, annihilating them completely, and/or merging them with another House. The game will be broken into two phases: "A Council Meeting" (classic Day phase where players will decide the state of the Realm via public votes) and "Long Night (Battle) Phase" (a classic Night phase where each House will have their actions to decide the next step, be it conquering, building or plotting). I'm considering that both will last 48 hours so that everyone can participate regardless of availability, otherwise it will be standard 48 hours for days and 24 hours for nights. Council Meeting will be a phase where all the public talks will take place, there won't be any aggression during this phase. The purpose of this phase is to discuss and determine who among the Houses are in the Open Rebellion, and once that is decided what will be done after they are invaded by the Royal Army. If there is no current King, the only vote that will matter be who will become the King. If there is a tie or it is undecided, it will be decided by random, but there always have to be a ruler after each Council Phase. Long Night Phase is where the fun begins. Each House will have a series of actions determining the outcome of the Realm the next day. First of all after the King is voted, everyone will have the option to join the Open Rebellion, but only once and there's of course no coming back to be royal until the current King is eliminated. Each House will be able to manage their Holdings (if they have more, but not more than a certain number, such as 3) and allocating their Armies. Each Army is tied with certain Holding/Capital/Castle. The House lord can choose where to send their armies to for 1 phase to either attack or defend. Mafia will be able to send a portion of their forces to either attack the Capital or one of the Loyal Houses. The King can also send a portion of the Royal Army to protect another House, same as other Royal Houses can send their armies to protect the capital or other House (but they can't attack others as long they are royal to the King). Armies simply eliminate each other with attacking and defending at certain locations, and basically keep diminishing. Only the Royal army will grow each Night if it's not over used, depending on the number of Royal Houses. Another way of growing armies is by merging Houses with one House being voted as outcast, by gaining vassals by seizing more ground (there might be independent locations) or by buying sell swords from the Iron Bank. Aside from army management, each House will have their own perk action that they can use if they are not attacking or defending other holdings as well as passive bonus from their own kingdom. Religion is another extra aspect of the game that you can use to boost your House strength. You will be able to choose a Westerosi (or even a foreign) Religion from the start of the game, and will be able to build up Faith Points (FP). You can exchange your FP points for very strong special actions that will become available as the game progresses. It will be similar to the Force Night Actions from the Star Wars Game, but instead of learning, you will need to build your Religion by controlling more locations, or even gaining a boost as having the current Royal Religion. If you save enough FPs, you will be able to spend it on upgrading and gaining access to more powerful actions. Each Religion will have 3 tiers of actions, different perks and benefits. You can also change the Religion if you like but you will loose all the FPs of the old one. You will be able to do this only once though, as the Gods of Westeros are not forgiving... Resources will be vital part of the game. Right now the concept is that there will be 3 resources: Gold, Provisions and Army boosters. Gold will be essential to buy the other two, buy new armies or repair plundered holdings. You can also use gold as diplomatic trade or even call unofficial bounties on people's heads. Provisions will be required to keep the morale of the armies as well as required to spend when you are sending your armies elsewhere. Army boosters can be anything, be it ships, siege weapons, equipment or even Dragons. These will boost the damage or defense output of your armies, so even with smaller armies can make a difference. You can either buy these from other Houses, craft them yourself or get them by one of the other night actions. More info on game mechanics will be available in detailed rules before the start of the game. Create Your Own House and Religion (CYOHR) Guidelines Every player character in the game will have his/her own characteristics based on the chosen House only. The character name/flavor doesn't really matter though. You can choose to use one of the characters from the Books/Show or make your own Lord. Creating a character is not mandatory, but I strongly suggest that you put some effort into it before the game starts as it may influence your progress in the game. The most important part is to choose a House and Religion. If two or more players choose same House, it will be resolved by dice. With religion though, it doesn't matter. Flavor: First off, you need to choose or create a character of your own from the Game of Thrones universe, or just make your own (in that case I'll also need a portrait or avatar). There are no limitations and it is not mandatory, so no guidelines. House: The most important thing will be choosing your House, as it will determine your capital (or first Keep/Castle) and your affiliation. Both of these will grant you a unique action or perk. Each player can only represent one House even if they gain access to another by merging or forming alliances later. Each House will have one active extra action while their capital will have one passive ability, as described below. There are 9 Houses that will be present in the game: House Arryn: "As High as Honor." Rulers of the Vale of Arryn from the castle of the Eyrie, originally as the Kings of Mountain and Valeand more recently as Defenders of the Vale and Wardens of the East. House Arryn is focused on tougher defense of their own capital, which is compensated by limited attacks. House Martell: "Unbowed, Unbent, Unbroken." Rulers of peninsula of Dorne from the castle of Sunspear. Deposed by Ellaria Sand and three of the Sand Snakes in their coup. House Martell is focused on sneak actions and strong resistance from invaders. House Tyrell: "Growing Strong." Rulers of the Reach from the castle of Highgarden after the extinction of House Gardener. It ruled over the Reach, a vast, fertile, and heavily-populated region of southwestern Westeros. House Tyrell is focused on boosted growth of their resources, if they are not under attack. House Greyjoy: "What Is Dead May Never Die." Rulers over the Iron Islands, a harsh and bleak collection of islands off the west coast of Westeros, from the castle at Pyke. The head of the house is the Lord Reaper of Pyke. House Greyjoy is focused on building fleets of ships granting their armies and their allies potential attack bonus by increased army size per attack. However, Greyjoys are limited controlling more land locations than other houses and cannot worship other religion other than the The Drowned God. House Tully: "Family, Duty, Honor." Rulers of the Riverlands from their seat at Riverrun. Its most senior member carried the title of Lord of Riverrun and Lord Paramount of the Trident. House Tully is passively immune to some manipulative actions that could harm them. House Baratheon: "Ours is the Fury." Rulers of the Stormlands from the castle of Storm's End. The former royal house of the Seven Kingdoms after Robert's Rebellion. House Baratheon doesn't get a penalty when attacking, they don't need to keep or hold any armies in their castles in order to man them (more info on army management will be available later in rules). House Targaryen: "Fire and Blood." Rulers of Dragonstone are an exiled Great House of Westeros and the former royal house of the Seven Kingdoms. House Targaryen conquered and unified the realm before it was deposed during Robert's Rebellion. House Targaryen has defense modifier against Dragon attacks as well as damage boost when their Dragon is in play supporting their army. Hence it is recommended to use a foreign Valyrian religion which grants access to Dragons (Dragons are last tier action of the Valyrian religion so more or less for the endgame). House Stark: "Winter Is Coming." Rulers over the vast region known as the North from their seat in Winterfell. It is one of the oldest lines of Westerosi nobility by far, claiming a line of descent stretching back over eight thousand years. House Stark is the only House that doesn't get penalized when the Winter comes (there will be certain restrictions for other Houses when it hits). House Lannister: "A Lannister Always Pays His Debts." Rulers of the Westerlands from the castle of Casterly Rock, it is one of the Great Houses of Westeros, one of its richest and most powerful families and oldest dynasties. House Lannister is able to hire extra army of sell swords without limitations to boost the royal army once they seize the Iron Throne. However this is only one time action and once depleted they cannot hire them any more. If we get extra players, more Houses will be available: House Frey House Bolton House Baelish (these are just examples, there can be more) Religion: Choosing a religion will grant you access to more actions that can help you along the way. You can only worship one at any given time, however you can convert to different one but only once. Some Houses are limited to stick to only one such as Greyjoys. Each religion has unique tier tree with different perks as well, so choose wisely. There are 3 Westerosi common religions that have less powerful actions but grant you more Faith Points and thus more actions. The Foreign Religions grant less Faith Points over time but their final tier actions are game changers. The Old Gods of the Forest - innumerable and nameless spirits of each tree, rock, and stream worshiped by the Children of the Forest and later by the First Men. The original religion of the continent, it was later pushed back by the Faith of the Seven. In the present day, it is the majority religion only in the North and Beyond the Wall, though certain nobles houses in the south of the continent still follow it. This religion grants scouting actions, with the final tier you will be able to gain access to three eyed raven, able to see past and present actions of others. The Faith of the Seven - introduced to Westeros during the Andal Invasion six thousand years ago, it has for millennia been the majority religion on the continent. In terms of number of followers, geographic spread, and influence on politics, the Faith of the Seven is the overwhelmingly dominant religion in Westeros. It is based on the worship of "The Seven" or the "Seven-faced God", a single deity with seven "aspects" or "faces". This religion grants the most Faith Points as a bonus if it's the primary religion of the current King. Actions are focused on boosting armies and with the final tier you'll get access to the Sparrows boosting defense in your holdings and capital. The Drowned God - the local religion of the the Iron Islands. Worshipers of the Drowned God value maritime skill, as well as prowess in combat and in piratical raids. It has the fewest followers of the three major religions in Westeros and is the least widespread, being restricted to the lightly populated Iron Islands. Nonetheless, as there are so few major religions on the continent, it is still the third largest religion, and is certainly dominant within the Iron Islands themselves. This religion grants relocation and swapping actions. With the final tier you will be able to summon the Drowned God which can protect any holding for 1 phase. Foreign Religions (These will receive a certain penalty at gaining Faith Points, so can be used a lot less): The Lord of Light - focuses on worship of the "one true god", a fire-god known as the Lord of Light, or "R'hllor". Espouses strong dualistic beliefs, as the Lord of Light constantly struggles against darkness. Loosely speaking it is the majority religion in many parts of Essos, particularly the major trading hubs such as the Free Cities. Lord of Light grants access to powerful resurrect spells as well as timed death spells. Be aware that you will need a big sacrifice to cast these. The Many-Faced God of Death - a minor religion in Braavos followed by the mysterious cult of assassins known as the Faceless Men. This religion will grant you access to powerful assassin actions. The Valyrian religion - the religion of the old Valyrian Freehold, little-practiced after the Doom of Valyria destroyed their civilization four hundred years ago. The Targaryens named several of their dragons after gods of old Valyria. Do you like Dragons? This Religion will grant you access to them, which will significantly boost your army damage bonus. So even with fewer men you can cause havoc and destroy much larger armies. Keep in mind that Dragons take time to hatch and grow, so prepare to use them only as endgame. Game Update Depending on sign ups the game can be launched within few weeks. So far the estimated game start was moved to Friday July 12th 10 PM UTC. Iron Throne Candidates (10): @Voe @TheIrishman @Louis @Jeod @Shade939 @OrangeP47 @Retaliation @Sunflower @rubeci @PrettyReckless / @Category 5 Hurricane Game Links: DAY 1 I now proclaim Euron Greyjoy of the House Greyjoy, First of His Name, King of the Andals and the First Men, Protector of the Seven Kingdoms! NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 NIGHT 4 DAY 5 NIGHT 5 DAY 6 NIGHT 6 DAY 7 NIGHT 7 DAY 8 I now proclaim Margaery Tyrell of the House Highgarden, First of Her Name, Queen of the Andals and the First Men, Protector of the Seven Kingdoms! NIGHT 8 DAY 9 NIGHT 9 Winter has come. DAY 10 NIGHT 10 DAY 11 The Night Queen Rises NIGHT 11 DAY 12 NIGHT 12 DAY 13 NIGHT 13 NIGHT 14 When the Wall fell Game Ending, Outro, Rewards, Player Info & Game Mechanics
  14. Hey all, since there are no new mafia games announced yet and we have at least two relatively new players (@Brigitte and @Louis), I thought it might be a good time to have another Open Janitorial game. You may recall the first one hosted almost a year ago. Open Janitorial Mafia is an open setup, which means the possible roles are known from the start of the game. The setup itself is called Janitorial thanks to the pivotal mafia role, the Janitor. The setup only has one doctor and one cop, plus a few other basic roles that haven't been seen on this forum before. Scumhunting is a must, but it shouldn't be as "in the dark" as a true basics game. JANITORIAL MAFIA ROLES Villager (3) The most basic of town roles, the villager has no actions except their vote. Doctor (1) The doctor is a town power role with the ability to protect one player each night, including themselves if desired. Sane Cop (1) The cop is a town power role with the ability to investigate a player each night and discover their alignment. Miller (1) The miller is a basic town role that is essentially a villager, but they will appear as mafia on cop reports and flip vanilla mafia on death. Oracle (1) The oracle is a town power role with the ability to target a player each night to be mod-revealed if the oracle dies. The oracle will only reveal their previous night target. The ability does not stack. The oracle starts with a target at random in the event they die on D1. Vanilla Mafia (1) The mirror role of the town villager, the vanilla mafia has no actions except a nightkill and a vote during the day. Janitor (1) The janitor is a mafia power role with a one-time ability to hide the role of the nightkill. The killed player will not be revealed for the duration of the game. Lawyer (1) The lawyer is a mafia power role with the night ability to make their target mafia teammate appear innocent on cop reports. This game setup requires 10 players to play. If you are brand new or have only a few games of mafia under your belt, this is a great entry point! The game will start within 72 hours of the minimum player count being met. Official date and time will be announced within 24 hours of the minimum player count being met. *This game is estimated to last up to Night 5, which equates to 15 days (48 hour days and 24 hour nights). Depending on how the game plays out, the timeframe might be longer or shorter. *This game may be cancelled or delayed if another mafia game is announced, since I just hosted one. Co-Moderator (1 Needed) - I have a full-time job so I'll definitely need some help in meeting GM deadlines. A good entry game for players interested in hosting their own game at some point too! 1. Shade939 Signed Players (10 Needed) 1. Category 5 Hurricane 2. Killing_You 3. Nodlied 4. Retaliation 5. OrangeP47 6. Mojoman 7. Brigitte 8. TheIrishMan 9. Louis 10. ChopBam
  15. I know some of you if not most of you are utterly HYPED for Endgame. Me, I grew up with this--like Harry Potter, it's sort of like the end of an era to me. To celebrate such an occasion, I'm going to host a mixture of CYOR and Marvel-themed mafia. Specialized game mechanics are still in the works, and because my workload might be picking up a ton IRL in the next month, I'm requesting a co-host. THE RULES You can choose any character you want from the first three phases of the Marvel Cinematic Universe (MCU). The movie must have been released, so no Endgame characters. Besides, you wouldn't know any new ones. When it comes to alignments, keep in mind that villain characters don't necessarily mean scum and vice versa. You can expect town, mafia, and third party and/or neutral depending on the number of players we get. You can use previous CYOR design templates to "create" your character. I know the MCU characters have multiple powers and skills, but each player will only have up to two abilities (not including the standard nightkill). This game will also not feature any player-generated items. Please submit at least two character options, you can't all be Thanos. For your abilities, choose two that your character has (either power-wise or skill-wise) and, if you like, request a role (cop, tracker, doctor, etc). My goal is to close the sign-up period on Saturday, March 30 and start the game on Friday, April 5th. Signups (7 minimum) Mojoman Killing_You OrangeP47 FRAYDO TheIrishMan Brigitte ChopBam Louis Shade939 iLikeToSnipe Category 5 Hurricane
  16. Since a lot of us have plenty of comments on the subject, and it was filling the other thread.
  17. Hello and welcome to Pokemafia 2! This thread is a work in progress, so check back occasionally to see updates to the rules. That said, the rules will be fully posted and explained before the game actually starts, with changes made only if it can't be helped during the actual playing. First off, what's new in Pokemafia 2? 1) Actual Characters That's right, this game we will not be generic trainers, but you'll actually get to be someone from the world of Pokemon! With that, it means... 2) Character abilities! Every player will have something unique about them to spice up the game! Not just a select few like last time. 3) Johto pokemon! That's right, we're in Johto now, that means you can use pokemon from the first 251! 4) Gen 2 mechanics Gen 2 fixes a lot of the inherent bugs and imbalances found in gen 1! 5) Held items It's a mechanic from gen 2, obviously, but could possibly be a game changer and thus deserves special mention! 6) Expanded actions Last game you got two pokecoins to complete actions each night. This time, you get THREE! Why? Because there's a lot more actions from which to choose from, not even accounting for the fact that a lot of people have a unique character action. 7) Shopping As part of the expanded actions, worthy of specific mention, is now you will have SOME degree of control over which items you obtain. 8 ) Enhanced cooperation Passing items during the night is a free action, and if you don't have a specific target in mind, there's even the item raffle. Donate an item, receive an item, in a semi random fashion based on the input of all participating parties! 9) Much more! This list is getting quite long, but I can assure you, there's much more to get excited about this game! ----- Key Rules Stat Calculator - http://www.psypokes.com/gsc/dv.php This game will introduce the concept of levels. All pokemon start at level 10, and each time they train or win a battle they increase in levels by 10. Levels are capped at 50. This is done to scale pokemon that don't evolve. To evolve, you must train twice or win a battle twice (or a combo thereof). To evolve a second time, you must do so a further 3 times. Note however, this does mean that you can be level 50 and not fully evolved, and require a further training that does not increase levels to get that last evolve. Also note, moves are NOT restricted by level. When possible, pokemon will always have a full slate of 4 moves, even if they're level 10. (More to come later) Battling/Investigating At the end of each day phase, there will be a pokemon battle. Some days (announced in advance) will feature a double battle, for a total of four participants. There are a variety of ways to decide who participates in a given battle. Every player will have access to the ##Nominate and ##Rocket commands. These commands vote for a player to be a standard trainer or team rocket participant in a battle, the highest number of votes "wins". In the event of a tie, RNG will decide between those that are tied. For fairness purposes, the standard trainer is considered to be the "challenger" and the rocket is to be considered the "challenged" party. This simply means that when it comes to scheduling or other out of game considerations, the challenged party will generally be favored as they were not the ones to choose to be placed in that situation. In other words, if you're the one being aggressive, you better be prepared to be around to back it up. Attempts to rig the vote in the opposite direction will be strongly discouraged at GM discretion, and advantage here may be flipped if shenanigans have occurred. This clause should not come into effect often, as there are several ways available to keep the battle flowing, even if one party is busy, discussed in a later section. In battle, each person uses one move per turn, or uses an item. Some "held" items, such as berries, can also be used as standard items. If you do not wish your opponent to know which move you are using, you may refer to your attack as "Move 1, Move 2, etc", and between battles (at night) you may randomize your move order so that its fresh for the next battle as a free action. Switching pokemon during a battle is not allowed, and the battle ends when one pokemon (or set of pokemon on a side) faints. Both the victor and the defeated will obtain a care package after the battle, though the victor's package will be larger. The victor's pokemon will also increase in level by 10 and gain a point towards evolution. The victor will also gain an extra pokecoin while the defeated will lose one pokecoin. Because scheduling is complicated for all parties involved, night phases may be extended. There are also several options for those that still can't find the time. First, you can submit an "autobattle document" to the GM. This is simply instructions for how to battle and the GM will carry out said instructions, to the letter. The upside of this is you technically retain control, but the downside of this is it's very inflexible. If you do not wish to do this, you can designate either the GM or someone not in the game as your proxy, and have them battle for you. This is more flexible, but depending on who you choose, they might not be that good at battling, or make a mistake, or something of that nature, and it's completely out of your control. They might eat through all your items in a futile struggle, or not use an item when they really should have, thinking you might want it later. It's in their hands now, not yours. Of course, the preferred battle is still the one where both parties are in control fully, so the GM will facilitate finding a time when both parties can be on "live", or facilitate multiple sessions if need be. As another alternative, a location can be investigated. The way to do this is very similar to how a normal battle nomination proceeds. A normal trainer must still be nominated. However, instead of nominating a rocket, a location is instead selected to be investigated by the nominated trainer. An investigation is not to be taken lightly, and the trainer engaging in one should be well prepared. Starting an investigation for the first time will reveal some details. If a trainer succeeds in the investigation, they will gain a benefit. If the trainer fails, the investigation may be attempted again in the future. Investigations may not occur on days designated as double battles. Other Battle Rules Stat change moves can only increase or decrease a stat by 2 "levels". All pokemon are considered to have max friendship. Player Elimination Players are eliminated when 3 of their 6 pokemon have fainted. Standard Action Descriptions Everyone has the same 6 "Free Actions", which do not cost a coin to do, and can be done infinite times per night. Everyone also has the same 7 "Standard Actions", which cost one pokecoin and can only be done once per night. Everyone gets 3 pokecoins per night which do not "roll over", unless you lose a battle, then you get 2. If you win a battle, you get 4. Free Actions Change Primary - Changes which pokemon is first in your party, ready for battle if selected. Randomize Pokemon Move Order - Randomizes the order of your pokemon's move, if you want to obscure that from others. Pass Item - Passes a selected item to a selected player. *Mutually exclusive with Item Lottery* Item Lottery - Enter an unwanted item into the item lottery. Selected items enter a collective pool, and at the end of the night, you get a random item back from the pool, different from the item you placed into the lottery, unless you were the only person to participate. *Mutually exclusive with Pass Item* Equip Item - Gives a held item to a pokemon Discard Item - Deletes an item from the game permanently (used to free up inventory space) Standard Actions (cost 1 pokecoin) Shop Item - Shops for an item from the standard item table Shop Held Item - Shops for an item from the held item table Shop Battle Item - Shops for an item from the battle item table Shop TM/HM - Pick a TM/HM to buy Use Item - Uses an item Use TM/HM - Uses a TM/HM Train - Raises a pokemon's level by 10, also grants a point towards evolution Shopping Process/Inventory size Each shopping action can be performed once per night, at the cost of 1 pokecoin. If you have the budget, you can select multiple DIFFERENT shop actions. Shop actions are done by category. There are four categories of items: Standard Items, Held Items, Battle Items, and TMs/HMs. You have a limit of 4 Standard Items/Battle Items (combined) and 4 Held Items. You may exceed this limit if you gain prizes from a battle, but you may not shop in ANY category until you are under this limit (destroying an item is a free action, and be undertaken before shopping). When you choose a category, a weighted loot table is rolled 3 times, and then those items are presented to you. Of those 3 items, you are allowed to keep 1. The contents of each category are as follows: Standard Items - Potions/Status healing items Held Items - Berries/Move Type Enhancers/Leftovers (Note: Berries can be used like standard items if you so choose) Battle Items - Stat Boosters/Stat Protectors Buying a TM/HM is simple. You simply look at the gen 2 list and select which one you want, no RNG. You may not apply a TM/HM the same night it is purchased. You may have an unlimited number of TMs. Lists: https://bulbapedia.bulbagarden.net/wiki/TM#List_of_TMs https://bulbapedia.bulbagarden.net/wiki/HM#Generation_II (Note: It may be more prudent to look at the gen 2 learnset for your individual pokemon when making a decision on what to buy) Teambuilding To build a team, select 6 pokemon. Pokemon must be first stage evolution (Note: If a pokemon has a baby form, you DO NOT have to pick the baby form, though you can if you really want to). You may pick from pokemon 1-251 on the following list, with these exceptions: Mew, Mewtwo, Raikou, Entei, Suicune, Lugia, Ho-oh, Celebi, Larvitar, Dratini, Moltres, Zapdos, Articuno (Note: It MAY be possible to obtain these pokemon during the course of the game) https://bulbapedia.bulbagarden.net/wiki/List_of_Pokémon_by_National_Pokédex_number Signups The following people have signed up. For optimal play, this game requires 9-12 players. This game will not start before January 1st pending discussion on what time works for everyone. 1. TheIrishman 2. Jeod 3. Retaliation 4. Shade939 5. Sunflower 6. Brigitte 7. Cat 5 Timestamps Day 1 Investigation 1 Night 1 Day 2 Battle 2 Night 2 Day 3 Investigation 3 Night 3 Day 4 Investigation 4 Night 4 Day 5 Investigation 5 Night 5 Day 6 Night 6 Day 7 Night 7 Day 8 Night 8 Day 9 Night 9 Day 10 Night 10 Day 11 Night 11 Day 12 Battle 12 Night 12 Day 13 Night 13 Day 14 Night 14 Day 15 Night 15 End Game
  18. As announced, the next RA: APB Mafia is here, after a fashion. This time, prepare to clean your torpedo tubes, as we are about to play with b0tes! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies ships before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for day phases and 24 hours for night phases where you need to decide your actions). I'll need at least 7-9 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for a well balanced game). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The seventh RA: APB Mafia forum game version will start next Friday, 7th of December at 10 PM UTC/GMT (subject to change based on signing/feedback), provided we'll get enough signups (at least 7 bare minimum). Day (Battle) phases will last 48 hours max, while Night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Please note that since this will be mostly naval battle, so all the roles will be only allowed to be naval air or building, and the game setup will be closed. Allowing for a custom unit will depend on the number of sign ups. Signed Players (or who confirmed already): @Shade939 @ChopBam @Nodlied @Jeod @Killing_You @OrangeP47 @TheIrishman @Voe @Alstar @JackoDerp @FRAYDO @Category 5 Hurricane (minimum 7 players, max 12) Game Progress: NIGHT 0 - NAVAL MAP TUTORIAL DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 Game Ending, Player Roles & Revealed Game Information If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play RA: APB Mafia Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply. The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, (in chat game version, these phases last from 5 up to 10 minutes, but chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist as announced. The flavor will be the Naval battle between Allied Ships and Soviet Submarines. There will be no infantry or ground vehicles in the game, air or buildings pending sign ups and setup. Few roles that might turn up in game will be revealed before the game starts, so you know what you're up against, but there might be also a mystery role and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This time however, we'll focus on naval units and perhaps a few buildings/air units to fill the void (see below unit roster). Mafia players will be only able to play as allied ships and will be able to communicate in google doc for the entire course of the game. Game Specifics: Allied task force fleet has infiltrated our seas, and are heading towards a secret Soviet Submarine Base. It's up to you find them and eliminate them before they can cause serious damage to our war efforts! Soviets are now able to mass produce submarine units, both types are able to attack enemy naval ships. While Attack submarines can "hide" for 1 phase and gaining BP (not against NK or lynch though), the experimental Missile Subs are able to launch extra missile at chosen coordinates. Check out all the units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Naval Battle Mechanics: For the first time, we will have a whole new Naval Battle Mechanics inspired by battleships board games. All units have a 100% chance of hitting their target during Battle/Day Phase, but this time you have to select coordinates on naval map instead of selecting a player. Similarly, some of the night actions also revolve around coordinates. Naval Map Naval map will be divided to squares where each square represents a land tile or a sea tile, which could be occupied by a naval unit or be empty. The exact dimensions of the naval map will depend on the number of signed players. For the sake of simplicity, each player can only occupy 1 square at a time, and will be assigned coordinates at the start of the game. Whether there will be bigger units or buildings occupying more squares requiring more shots to be killed is still in question pending sign ups and the setup, but you can expect this as well. I will announce the details of the Naval Map before game start (the above is not actual map just illustration). Once you learn your role you will be able to pick 3 coordinates. I will assign you one by random. Note that all players will play on one single Naval Map. Every phase the map will be updated for public to display the positions of eliminated or hit players. Lynching The Lynching mechanic will be a classic mafia lynch where one player is selected for a Mig Air Strike, which will reveal their position, alignment and role. Note that this time, buildings can also be destroyed by a lynch/airstrike, so you can't use the lynchproof to your advantage this time. Mafia mechanics Allied fleet will be able to utilize classic Nightkill called Depth Charge, which can sunk any soviet naval unit. There is also a possibility that the Allies will sneak in a powerful Cruiser, capable of performing devastating attacks, so try to find and destroy it first! Air Support Besides the Mig airstrike (Day Lynch), Air support will provide you intel or support fire. No specific mechanics available at this time, but should we get enough players for a bigger game, air support will help with player detection/elimination. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  19. CLICK HERE if you just want to see what my work is about: https://www.youtube.com/channel/UC-j5DOoMIdrl60EZIXNjrlw https://www.skorvion.com/ _________________________________________________________________ I've been investing most of my time building up a creative project and team for the past couple of infinities, and I'm very happy and grateful to be able to share some of that if anyone is curious! I've combined my love of games and deep interest in personal development into an active project. This is Skorvion Games, where everything is focused on creativity, play and game development in connection with personal growth, health and awareness. So if someone here finds that interesting or is just curious about it, feel free to check things out for yourself! It's not for everyone, but if you find yourself enjoying this type of content then I hope what you see enriches your life in some way. There are currently three more-or-less introductory videos uploaded, and considering I'm the project lead, you can guess who's presenting the content! I'm very new to being in front of a camera at this stage (which is evident) and I'm thankfully just getting better and better with each experience! It's pretty cool, actually. There are certain more impactful (and larger in scale) things being worked on, but I can't reveal anything beyond the current assortment of videos and other similar content that is already on the way. So just expect more video content via YouTube for the time being if you're interested in following our work. Here's the currently most relevant video for this community: https://youtu.be/FOULGvAy58I The topic of the above linked video is C&C Tiberian Sun mapping in a certain sense, more aimed at enthusiasts who aren't as experienced with it than a lot of you here might be - so watch that first, it could be the most relatable entry-point for you. Just as a starting suggestion. SITE LINKS: WEBSITE: https://www.skorvion.com/ FACEBOOK: https://www.facebook.com/SkorvionGames YOUTUBE: https://www.youtube.com/channel/UC-j5DOoMIdrl60EZIXNjrlw Let me know your thoughts and I hope this type of thing resonates well with some of you. You can like the Facebook page, or subscribe to the YouTube channel if you'd like to be notified of any new stuff (don't count on forum thread updates, it's secondary)! I truly appreciate your support, so have a sincere thanks and invisible cookie! Enjoy!
  20. INTRO Back due to popular demand! This game will start on Monday, November 12, at approximately 10PM GMT/UTC, which is the usual game start/hammer time. Game start date and time are subject to change based on signed player count and role PMs received. For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. If you sign up for this game, you will send me a PM with your role request. Please add Sunflower to your PM request as well. You can customize your role as much as you see fit, and I will do my best to honor your request. Here’s an example of a role request: The more information you include in your request, the more accurate your final role will be. Here’s a template to help guide your request, although it’s not necessary to use when sending me your PM: You can request a specific alignment, but I can’t guarantee it will be the alignment you receive. Also, if you weren’t present for CYOR III, I’ll mention it again: please do not request overpowered roles! Keep game balance in mind. It’s much easier on the GM—and yourself—if you keep your role realistic for a mafia game. RETURNING FEATURES CYOR III brought back the items mechanic from CYOR I and, in my opinion, it was a large success. Items made for a fantastic dynamic that continued into other mafia games hosted by other GMs because of the added risk/reward factor. For example, the Death Note, an item capable of making extra kills for mafia, could end up in a town player's hands and then be used against scum. The reverse is also true. Items will be making a comeback for CYOR IV as well. As with roles, if you choose to request an item in the game, please try to keep it realistic and relatively balanced. Requests for “magic potions that instantly discover mafia” will not be honored! Remember, requesting an item is optional! Depending on the roles chosen, you may see a variant of the synergy mechanic from TheIrishMan's CYOR Supernatural Edition. SUGGESTED CHANGES If you have a suggestion for a game-wide mechanic that might add some pizazz to the game, then please share! CO-MODERATOR Unfortunately my work schedule for my current position and upcoming position (Nov. 19) goes into hammer times. Therefore, @Sunflower will be assisting me with running this game. It's her first time seeing things from the Host perspective, so please be nice! Signed Players – 8 Minimum - CLOSE ON NOVEMBER 10 OrangeP47 iLiketoSnipe Nodlied TheIrishMan Chopbam Shade939 Killing_You Category 5 Hurricane FRAYDO Previous CYOR Data CYOR I CYOR II CYOR III
  21. Alright everyone, so begins the CYOR - Supernatural Edition. HOW IT WORKS (shamelessly stolen from Jeod ↓) For the new faces, 'Choose Your Own Role' mafia is literally that. When you sign up, you send me a PM with a character name (any universe, any character within reason). If you like, you can even give some background on the character and suggest/request a role mechanic or item for the character. When I get the PM, I take your character and your ideas, and create a custom role based on it. I would prefer you send at least 2 characters. But for this game, your character must have a supernatural theme (horror is NOT required this time around). For example, you could pick Boo from Mario, Haunter from Pokemon, Crowley from Supernatural, or even Blair from Soul Eater. Whatever you can think of as long as it's either Supernatural or hunts the Supernatural. To clarify further, although something in the spirit of Halloween is preferred, beings with supernatural powers, gifts, etc... all are acceptable. I do draw a line though, so won't accept things like Gods or most aliens, like Superman. If you're unsure if your character is okay, you can just ask. This time alignments aren't guaranteed based on your character, so pick whoever you want. I will make an announcement when I receive all character PMs. If you want to change your character, you must do so within 48 hours of the previous request. Sign-ups will close on October 11th. Game is set to start October 15th 6:00PM EST. *This is not a mafia game for the faint of heart. You could be beheaded, maimed, stuffed inside an anus, or all of the above. This game will have some wacky shit going on. You've been warned. Sign-Ups - Minimum 10 Jeod OrangeP47 iLikeToSnipe Killing You Shade939 Category 5 Hurricane Retaliation - Maybe Nodlied ChopBam Sunflower Game Phases: Day One Night One Day Two Night Two Day Three Night Three Day Four Night Four Day Five Night Five
  22. INTRODUCTIONWelcome everyone, to yet another Mafia game! This time, we're going back to basics... with Marvel's Netflix line of shows! This game will feature some classic roles we've all come to love, like cops, doctors, and mafiosos... but these won't be merely named as such. Instead, you could be someone as simple as Foggy Nelson, to someone as powerful as Frank Castle, or as charismatic as Wilson Fisk. Will you fight to save New York... or overtake it? THE PHASESDay phases are the usual affair. Vote up any player that you believe is associated with the Mafia, and the one with the majority vote at the end will be detained and removed from play. Some players may have extra actions that they may use, if they so choose. You may notice that I used the word "detained." Mechanically, this is identical to lynching. The player's name, role, and alignment will be revealed, and then they will be removed from play and added to the game over doc. So don't worry about anything special due to the name change; it's purely flavor. Night phases are also the usual affair. Most players will simply wait for the next phase, while the Mafia plans their nightkill, and anyone with night actions also plans accordingly. SIGN UPS ( Minimum 8 ) - Jeod -OrangeP47 -Nodlied -Shade939 -TheIrishMan -Category 5 Hurricane -iLikeToSnipe -Sunflower BOOKMARKSDAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 GAME OVER The game is set to start Friday, September 28th, at the usual time. (23:00 GMT)
  23. Alright people, as promised, here's the sign-up thread for the Hearts of Iron IV multiplayer game. There's been talk about a multiplayer game long before the Ausgleich game, but we pretty much decided to have one after it was over. So without further ado, let's discuss what the proposed rules are and how to sign up. Disclaimer: This is not a forum game. It's the actual HOI IV game. I just put it here as it's this forum population that has been expecting it. The first game will take place on the 22nd of September, we'll start around 20:00-21:00 GMT. Time and where Obviously, we want to figure out when we're going to play and on which voice chat we'll link up. As for when: I suggest Saturday the 1st of September (also the historical start date of WWII by pure coincidence) at around 20:00-21:00 GMT. This is so that everyone can play. Games take a lot of time, especially if game speed is limited to 3 due to slow connections. This allows us to get somewhere in the game before ending or saving it. As per where we'll meet up, the usual place would be Teamspeak, but I've heard voices to meet up on Discord as well. Let us hear where you'd like to meet up. Rules Victory is achieved by controlling (not owning) two of the capitals of the enemy major players + controlling Warsaw. For the Axis this means two of Washinton, London, Paris, Moscow + Warsaw. (The Japanese faction is counted towards the Axis,) For the Allies, two of Berlin, Rome, Tokyo, Moscow + Warsaw. For the Committern, two of Washinton, London, Paris, Berlin, Rome, Tokyo + Warsaw. This ensures that the game can be ''won'' by all sides. I prevents the necessity for the Axis to spend too much time to take down the massive Allied navy while, at the same time, it also prevents an Allied D-Day sweep considering that they won't be able to grab Warsaw that quickly. This means that the game can end while the war isn't technically over yet. Obviously, enemy capitals must be connected to your won via land connection or ports. Major nations and those specified in the faction sign-up list are not allowed to switch ideologies or leave their historical faction. This means, for example, that France can't join the Axis or that Germany and the Soviet Union can form the Berlin-Moscow Axis. Stay with your historical faction and historical ideology. Boosting ideologies or staging coups in other majors (and other nations mentioned in the faction bound sign-up list) is not allowed. This is due to the fact that this mechanic is horribly broken. Boosting ideologies in other nations via national spirits through your focus tree (example: the Soviet ''comitern'' focus provides a temporary, national spirit for France and the UK, increasing their Communist popularity.) is, of course, allowed. Keep in mind that the faction and ideology bound nations are not allowed to change ideology. Declaring war is not allowed until at least two major factions are at war unless: 1. You have claims or cores on enemy territory (example: Soviet cores on Finland after the Molotov-Ribbentrop pact), 2. You have a national focus to go to war. 3. You've gone to war by issuing a guarantee on another nation (example: this is usually the way the Allies get involved after Danzig or War). This is to prevent silly early wars in wich, for example, Germany rushes the Netherlands for Oil, or where the Soviets rush China. Puppets listen and follow their ''owner's'' orders. Generally this means that the Commonwealth follow the UK. I mean, you can opt to not do so, but then the UK might not grand you free stuff. Sign-ups So, how do you sign up? Well, that's easy! Below is a list of factions with their relevant majors and minors. There are also some unaligned minors that are allowed to switch ideologies and pick a side as they choose. However, as a rule of the thumb, we want to have the majors of all factions filled before we include playable minors. That said though, if you are inexperienced at the game, you can always pick a minor and have one AI major instead. However, let me specify that the most experienced players have priority when it comes to majors. This so that the game is as balanced as possible. Just let me know if you want to play and what nation you want to play in this thread. Allies The Allies will fight for the free world and for the good of all. The question is, will they prevail this time and achieve a victory before either the Axis or Soviets become too powerful? Majors The United Kingdom - Category 5 Hurricane France - Fraydo AMERICA, FUCK YE The USA - Retaliation Minors Canada The British Raj Australia Netherlands Belgium South Africa New-Zealand Denmark Norway Portugal Axis The Axis (and East Asian Co-Prosperity Sphere) believe that they can establish a new world order and do a bunch of other terrible stuff. Will they succeed or will they get their arses kicked? Majors Germany - Nodlied Italy - Voe Japan (As East Asian Co-Prosperity Sphere) Minors Hungary - Liten Romania - Pluk Manchuko (As East Asian Co-Prosperity Sphere) Bulgaria Committern The Comitern, or Third International, isn't off to a good start with internal troubles as well as the dreadful purge. However, can they establish the giant Soviet sphere they so desire or will they suffer a horrendous defeat against their two mortal enemies? Majors The Soviet Union (Can be played by two players if needed) - TheIrishman Minors Mongolia Non-aligned These nations have the option of picking a side. See too it that you choose wisely. Minors Spain Yugoslavia Siam Communist China - TheIrishman's friend Sweden Finland Chinese warlords Mexico - iLikeToSnipe Greece Specific cases There are some specific cases which either cannot be chosen or have another role. Majors China. HAS to go United Front and cannot change faction or ideology. A hard challenge. Pick if you dare. Minors Austria (Cannot be chosen) Czechoslovakia (Cannot be chosen) Albania (Cannot be chosen) Ethiopia (Cannot be chosen) Poland (Pick if you dare) Can only join Allies or Miedzymorze if up for a true challenge. Not recommended though. Switserland (Can't join factions or wars unless it has been declared on by another faction. Has to join the Allies if declared on. Tends to be a boring game.) Now go sign-up and let's have a game. That said, all rules and such are open for debate and this thread should act as a framework for potential future games.
  24. PokeMafia Game Rules This initial ruleset is designed around Generation I. Therefore, Generation I battle rules and damage calculations are used. Pokemon may be selected from #1-151, minus legendaries and mythicals. In this case, players may not select Articuno, Zapdos, Moltres, Mewtwo, or Mew. Pregame Players will be assigned their role of either Trainer or Team Rocket. They will be asked to choose six Pokemon from the list of Base Forms. Movesets will be randomly assigned based on which moves their Pokemon can learn, but all players will start the game with two TMs from a list of TMs compatible with their roster. Of the Team Rocket members, one may be a Boss and if there are more than two, another may be an Admin. Boss Rocket and Admin Rocket may select one Evolved Pokemon to make up their party of six. *Note on evolution: Base Tier Pokemon all need 2 Victory Points (VP) to evolve, and Tier 1 Pokemon all need 3 VP to evolve. Discussion Phase Trainers and Rockets will discuss and vote on who they think is a Trainer and who they think is Team Rocket. At the end of the discussion phase, the selected players move to the Battle Phase. Double battles will take place on even cycles. The top two players from each vote category will be selected for the battle phase in this case. Battle Phase - Rules During the battle phase, players will use their primary Pokémon to battle (at the start of the game, the first Pokémon on your roster is primary). In double battles, the top two players on each voted side will battle (but, a player voted top on one side cannot battle for the other side, in which case the next ranked player will battle). Players will submit their turns in the game thread in the form of moves. To retain the element of surprise, players can submit their moves as the numbers from their roster. Of course, using the move name itself is just as valid. In double battles, submit a target along with your move. After all players have submitted their turns, the GM will calculate damage (damage calculation info is in the OP). In some cases, items can be used instead of moves. To use an item, simply post it instead of a move when you make your turn post. There are a variety of items; all are found in “prize boxes” won at the end of a battle. Each participating player will get a prize box, but the victor(s) of a battle will receive a bonus prize as well. Winning a battle guarantees 1 victory point for your primary Pokémon, 1 Pokecoin from your opponent, a prize box, and a bonus prize. If you lose a battle, your primary Pokémon will faint! A fainted Pokémon cannot be used in battle, and if half of your roster faints, you will be eliminated from the game and your role will be revealed in the thread! Battle Phase – Stats Pokemon have the following stats: HP, Attack, Defense, Speed, and Special. All participants during the battle phase can post their turn, there is no need to wait for the opponent to move first. To remove the chance of exploiting priority moves like Quick Attack and Counter, players are asked to post Move 1-4 instead of the name of their move. After both players have posted, the GM will calculate damage. Speed stat will tell us which Pokemon makes the first move. Damage will always be rounded down. The damage formula is as follows: (((2.4 * Power * Atk or Spec/Def) / 50) + 2) * Modifier · Where Power is a move-specific stat (see Attackdex) · Where Modifier is = (Crit(0,1) + STAB) * Type o STAB is Same-Type-Attack-Bonus (1.5 if true, 1 otherwise) o Type follows the type chart (see Type Chart) Note: Ghost type moves are fixed to be 2x effective against Psychic types Note: Bug type moves are fixed to be 1/2x effective against Poison types Note: Poison type moves are fixed to be 1x effective against Bug types Note: Ice type moves are fixed to be 1/2x effective against Fire types Stat modifying moves like Agility function differently from the core series. They all retain their use limit (example: Agility can be used 3 times), but they all multiply the respective stat by Base / 2 each time rather than the traditional ‘stages’. For example, if Speed is initially 20, using Agility will raise the Speed stat to 30, 40, and 50 (20/2 = 10). Stats reset to Base after each battle. Battle Phase – Progress Blocks There may be instances where players can’t win. For example, a Ghost-type Pokemon with only ghost-type moves will be unable to damage a Normal-type Pokemon. The GM will try to prevent this with proper move distribution, but players can still back themselves into a corner via TMs. In the event one Pokemon can’t hurt another, the move Struggle will be used. Evolution Phase The winning Pokemon will gain a victory point. If the Pokemon has enough victory points at this phase to evolve, then it will and a mod-announced evolution will occur. Rest Phase - *Rocket players may have other rest actions available to them! All players will begin each Rest Phase with 2 Pokecoins unless they won or lost a battle. Each action during this phase will have a Pokecoin cost. Primary <Pokemon> (0 Pokecoins) – Select a primary Pokemon from your roster to battle with in the next battle phase should you be selected. Train <Pokemon> (1 Pokecoin) – Train with your Pokemon, granting it the equivalent of 1 victory point. If this Training action should help the Pokemon meet the evolution requirements, it will evolve without a mod-announced evolution. TMXX <Pokemon> <Forget Move> (1 Pokecoin) – Teach your Pokemon a new move, forgetting an old one. (i.e. TM06 Bulbasaur Absorb will replace Bulbasaur’s Absorb with Toxic) Shuffle <Pokemon> (1 Pokecoin) – Shuffle your Pokemon’s moves around. Useful if you have a priority move that you want to keep hidden. Scout <player> (1 Pokecoin) – Scout a player while they rest. See one of their Pokemon. Reference Guides TMs/HMs List – Generation I Attackdex – Generation I Pokedex – Generation I (find your Pokemon to see possible moves it can learn) Type Chart (use Generation I) Available Starting Pokemon Signed Players [Minimum 8] OrangeP47 Killing_You Shade939 FRAYDO Sunflower TheIrishMan Category 5 Hurricane *If you sign up, please send me a PM with your choice of six Pokemon, and a choice of one evolved Pokemon in case you're assigned a Boss or Admin Team Rocket role. *I'm still tweaking things to ensure a successful game. I'll be taking feedback and may change rules based on feedback or other potential problems I notice in the time before the game starts. I will post updates to rules any time something changes and will note why. *If the game is successful, I'll release a GM-Pack for this type of game so it can be run by other GMs. This includes a calculator I made to make battle phases easier: *The game is projected to start sometime between August 19 and September 8. I may request a co-GM if real-life situation demands it. Battle 1: Sunflower vs. FRAYDO Battle 2: Sunflower & Shade939 vs. Category 5 & TheIrishMan Battle 3: OrangeP47 vs. Killing_You Battle 4: Category 5 vs. Sunflower: Battle 5: OrangeP47 & Sunflower vs. Shade939 & Killing_You: Battle 6: TheIrishMan & Sunflower vs. Shade939 & OrangeP47: Battle 7: Killing_You vs. OrangeP47 Battle 8: TheIrishMan & Category 5 vs. Killing_You & OrangeP47 Documents: Rocket Doc Game Data PokeMafia Calculator Gen1 Endgame Post
  25. Hey there :). Returning RA:APB fan here. Recently, I had to reinstall my computer, and as such, my APB installation went away. So I tried downloading the launcher, and my problems are 2fold: It says there's an update available right away. If I try to install it, I get this error, admin rights or not: Failed to install update. Error: Failed to extract updage package. Error: 1 is not a supported code page. Parameter name: codepage Then it opens the launcher like nothing happened. Afterwards, I try downloading A Path beyond (Also tried this with TS: REborn) But for some reason, it messes up every time with the MVSC-2015 file. And I get the "installation failed" message. I also tried uninstalling the Launcher folder as per this guide: To no use. I see this fella here had the same problem with installing as I had, but he had a working APB installation on another computer. I do not, but I will try installing on my laptop (Currently on stationary). For now, I'm pretty lost and sad that I can't play my beloved APB :(. I try reinstalling Visual Studio packages and update. Do you have any suggestions? errors.log
×
×
  • Create New...