View unanswered posts | View active topics It is currently Sat Mar 28, 2020 10:48 am

User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#1 (ISO #1)  [S2] Vampires I: Blood Pact
Hello and welcome to the first game of Season 2 of nD WW!


We're proud to announce Vampires, the new gamemode we've created for Season 2.


In Vampires, everything is based of the amount of Life you have. As in any WW-style game, there are two teams: Vampires, and the Village.

There are certain abilities that anyone can choose -- however, abilities cost a certain amount of life. Some abilities are available only to Vampires.

So, without further ado:




Game Specs:

Spoiler: show
Common Game Type: Open - All rules are posted in the thread and any player may expect answers to any setup questions they ask.
Common Action Timestamp: No Surprises - Voting and actions are held in tight order. Any votes or actions after the deadline will not be counted, even if the Host hasn’t posted Sunset or Dawn yet. Any action not taken will be lost; the Host will not extend a round or give you a random peek or kill.
Common Voting Type: Timed Lynch - At the end of a certain amount of time, the player with the most votes is lynched.
Common Tie Breaker: LHLV - In the event of a tie, the player with the Longest Held Last Vote, or LHLV, is lynched. Basically, the player with the most votes just before the tie is lynched. If a player is tied with No Lynch, no player will be lynched regardless of LHLV.
Common Ghost Etiquette: RP Play Style - Once dead, players may post in the thread and join public IRC so long as they don't make game related posts or comments. They may not PM other players about the game or have private conversations on IRC. If you have data that you'd like to share, please, do so before your death. Dead Mafia/Wolf players are given a partial exception and are allowed to PM other Mafia/Wolves. All players are always free to talk with their Host in private IRC or PM.
Common Game Start: Hospitalization - Before the First Round starts, the Wolves/Mafia will choose one player to attack. That player will not be killed, but will be hospitalized and thus can’t vote in the first round.
Common Death Reveal: Full Reveal Upon Death- All players, when they die, will have their full role and alignment revealed immediately upon death, in additions to any items they had, locations they were in, when they died (in the case of temporal manipulation powers), and whether any loci were active.





------------------------------------------------------------------



New mechanic: Life. You start with a certain amount of life. If, at any point your life reaches 0 or below, you die.


For the first 3 rounds of the game, new players may join in at a reduced starting life.

If you joined the game:

Before r0 - 1000 life start.
r0 - 900 life start
r1 - 800 life start
r2 - 600 life start
r3 - 400 life start




For every player that joins the game, there is a 25% chance the vampire team will be able to convert a villager. This conversion SCALES WITH PEEKS (meaning that if you peeked a player as innocent before they were converted, that peek will be updated to be correct when they are converted). (Limit one vampire per every four players).


------------------------------------------------------------------


All players may gain 50 life each turn by voting. Players may not vote for no lynch.

Lynches subtract (250 + 50 per every 4 players in the game beyond the first 4) life from the target immediately and negate 50% of the lynched player's healing that round. For every 4 players that are added to the game beyond the first four, the lynch gains +50 damage.

The Vampire Nightkill subtracts 200 health from its target. The nightkill is performed by the Vampire team as a whole and therefore cannot be roleblocked.



All players may use 2 Abilities each round. Vampires have access to the Vampiric abilities.
Players may not use the same ability twice in the same turn.



Standard Abilities (Villagers and Vampires alike may use these):

Snoop (50 health + 100 health for each previous time you have used this ability): Find out a player's life at the end of the current round. Also reveals if they have used Desperate Gamble, and if so, for what amount.

Investigate (700 life): Investigate a target player. The cost of this skill scales upward by 250 per player attempting to investigate in the same round.

Blood Pact (120% amount chosen to give) -- Give up to 300 Life to target player, taking it from yourself.

Salvation (200 + 20% of current life, one round cooldown): Heal a target player for 100 health, and prevent them from taking damage from outside sources this round (excludes lynch). May not be used twice consecutively on the same player. May not be self-cast.

Desperate Gamble (No cost, one time use): Shield yourself for 300-600 life, starting the next round. If the shield is broken (e.g. you take equal or more damage than you shielded yourself for), you regenerate 75% of the total damage you took that round (including damage blocked by the shield). Otherwise, you take the unused amount of shield as damage. ALL OTHER HEALING IS ADDED TO THE SHIELD AMOUNT INSTEAD. Once applied, this effect may not be canceled and re-applies each round.

Equilibrium (No cost, one time use): Average your life with that of another player. (Applied at end of round, doesn't count as healing/damage). Cannot be used by or on a player with desperate gamble or salvation active. Equilibrium will be canceled if the target or caster dies before it is cast.

Hemotoxin (400 Life): Poison a player, roleblocking them for the round, while causing them to take 50, 100, and 150 damage respectively, on the current round and the next two rounds. (Players are informed when they are poisoned.)

Bandwagon Bargain (No cost): Mark a player for lynch next round. if that player is lynched the next round, you gain 200 health and they will lose 50 additional life to the lynch. If that player is marked by more than one player, and they are lynched, there is no healing, but the lynch damage goes up by 50 for each additional player that marked them.
(Players are informed when they are marked for a lynch.)

Scarlet Wound (20% of current life): Sacrifice 20% of your current life to damage an enemy for 25% of theirs. Additional scarlet wounds on the same player in the same round will deal damage equal to half the that of the last, rounded down to the nearest %.
(So, the first scarlet wound in the same round will deal 25% of the targets life, the second in the same round will deal an additional 12% of the current health, the third, 6% (for a total of 43%), and so on).


Vampiric Abilities (Vampires Only):

Drain (100 Life): Damages a target for 150 life and heals you for the amount of damage done if it is not blocked by Salvation or Hemotoxin.*

Enshroud (50% of current life): Cause all peeks on you to return innocent for that round. The player may also give an amount of life they would like to be seen with if Snoop is used on them that round.

Unholy Retribution (200 health): Place a mark on a target player that lasts for the next 2 turns. (The player will be informed that they have been marked for death.) While the mark is active, all damage on that player is amplified by 50%. When the effect ends, the player takes an additional 100 damage. Unholy retrbution marks do not stack.*

Sacrifice (100% of current health): Immediately suicide, giving 50% of your current health to a target teammate, and empowering any Drains to steal double the health at half the cost.

Unmask (One-time-use PER TEAM, heals 50% of current life): Reveal yourself as a Vampire, dealing and receiving twice as much damage, and becoming immune to roleblocks.


Health costs for abilities are not counted as "damage", are not considered "outside sources", and are not blocked by Salvation or Desperate Gamble. If a player does not have enough health to cast an ability without dying, it will not be cast.

*Cannot be cast on self or teammates

Order of actions:

Spoiler: show
Unmask > Lynch (and lynch regen) > Sacrifice > Hemotoxin (Roleblock and cast cost only) > Salvation > Life transfers > Unholy Retribution > Other Damaging Attacks* (Including Hemotoxin Damage) > damage from Depsperate gamble not being broken > Bandwagon Bargain (for next round) > Enshroud > Investigate > Snoop (Health cost only) > Equilibrium > Desperate Gamble(cast for next round) > Snoop (peek result)


*All Health costs, lifesteal and damages in this section are calculated and applied simultaneously.




------------------------------------------------------------------



Rounds will be 24 hours long.

No activity for 2 rounds = lose 300 health that round, 400 health the next round if you're still not active, and so on.

If you've lost health due to afking, you may not use Equilibrium or Scarlet Wounds until you have been active for a full round after.

------------------------------------------------------------------



[signups open]
[cohost shadi]

Sat Oct 17, 2015 11:18 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#10 (ISO #2)  Re: [S2] Vampires I: Blood Pact
If the game reaches 8 players before tomorrow at noon (EDT), I'll start r0 then. (Not concerned about cutting the deadline off because people can always join in during the first three rounds.)

Mon Oct 19, 2015 5:15 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#15 (ISO #3)  Re: [S2] Vampires I: Blood Pact
R0 will begin in less than an hour. Alignment pms will go out, the vampire team will hospitalize someone (meaning they will not be able to regen 50 health next turn via voting like an uninjured town member would be able to do), and R1 will begin 12 hours after r0 started (midnight tonight).

Tue Oct 20, 2015 3:13 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#16 (ISO #4)  Re: [S2] Vampires I: Blood Pact
[signups closed]
[start]

Alignment pms should be heading out shortly.

Tue Oct 20, 2015 4:20 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#17 (ISO #5)  Re: [S2] Vampires I: Blood Pact
Pms have been sent out!


Sample Village PM:

Quote:
Hello!

You are on the Village team!

You have 1000 life and may use any 2 of the standard abilities each turn. You win when all the Vampires are dead.

Remember, you gain health by voting each round, and can lose health easily by being inactive.

Good luck!



Remember, wolves must use any conversions they have by the end of R3 (unless someone joins unusually late in the round).

When R3 has ended and conversions have been done, I will announce the number of vampires currently in the game.

Tue Oct 20, 2015 4:40 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#19 (ISO #6)  Re: [S2] Vampires I: Blood Pact
Maki wrote:
why are signups closed, i thought you could join for 3 rounds

I closed signups so we could [start]. If you want to be added to the game, post, and I'll use the [add] command.

Tue Oct 20, 2015 4:51 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#21 (ISO #7)  Re: [S2] Vampires I: Blood Pact
cml wrote:
Given that you have started the game already, I assume this is now R0 and people joining now would start on a lower life total?

Is that correct?

If so, Maki, I would have to ask you why you are looking to join now. Your life is only reduced a small amount (not enough to make this an equilibrium play) and it gives a 25% chance of additional vampires.
(assuming you do join, of course).


Just want to clear something up -- cml raises a good point, but it's not entirely accurate.


Tbh, if maki (or any additional player) wants to join, he should do it during r0, when the life penalty is limited and without having to blow equilibrium early. The game is set up so that it's usually in both teams' best interest (but especially the village's) to recruit more players up to each full set of 4 players (because the lynch will then gain extra power, and though the town is assured a vampire, they are also assured 3 new villagers as well). So the village's most secure way is actually if two players join the game so the lynch gains extra damage.

For the player after each set of four (e.g. the 5th player, the 9th, the 13th), it's a gamble like the one cml is describing because you have a 25% chance of getting a new vampire for little return back.

Since we're at 10 players already, there's a 50% chance of an extra vampire. If two more players join, then that chance goes up to 100%, but also raises the lynch damage and assures the village some certainty that they know the ratio of vampires to villagers.


Just an observation.

Tue Oct 20, 2015 6:18 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#23 (ISO #8)  Re: [S2] Vampires I: Blood Pact
Also, some clarification/slight tweaks:

-Scarlet Wounds has diminishing returns when more than one is cast on a player in the same round.
-Equilibrium may not be cast by or on a player with Desperate Gamble or salvation active.
-Drain and Unholy Retribution may not be cast on teammates.
-Enshroud buffed, now allows you to fake how much health you have if you are snooped that round.
-Investigate may not be used by more than one member of the vampire team at a time (to keep vampires from spamming investigate so that the health cost becomes so high nobody ever casts it).

---------------------------------------------------------------------------------



Konijn wrote:
With the chance of new players becoming a vampire so high, I don't really even see the point in allowing sign-ups post the game start/roles. Surely if there was a new player who joined now and that player had a 50% chance of being a vamp, they would get lynched very quickly.



It doesn't work like that. When a new vampire comes into the game, it's not necessarily the player that triggered it that becomes the vampire. The vampires get a conversion that they must use by R3.

This conversion scales with peeks (meaning that if you peeked someone as innocent, and then they got converted, the peek will be updated to show that they are now a vampire). For this reason, peeks are extremely strong and it's wise for the village to work together on how they're going to use them.

Tue Oct 20, 2015 6:41 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#26 (ISO #9)  Re: [S2] Vampires I: Blood Pact
Styx wrote:
Ah i forgot, in.

[add Styx]

Tue Oct 20, 2015 9:02 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#27 (ISO #10)  Re: [S2] Vampires I: Blood Pact
The round has ended. Story and results soon.

Wed Oct 21, 2015 4:05 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#28 (ISO #11)  Re: [S2] Vampires I: Blood Pact
It would seem there wasn't much to be seen or heard this autumn night, but a strange wind blew through the quiet Transylvanian village. As it whisked through the stone huts, teasing at windows and making doors shudder, the poor villagers huddled together for warmth in their homes. The wind picked up speed, snaking through alleyways, and whipping around corners, howling out over the cobblestones, carrying dust and debris with it, until it reached one man, lying bleeding in the street. The wind picked up particles of blood and carried them to beings that would welcome the smell. As his hair blew away from his face, the man became recognizable, and as morning dawned, startled cries rang out in the now-still air. Villagers gathered around the injured man, their faces filling with concern, grief, and most of all: fear.

For an evil had arrived with the wind that night, and every being in the town square, human or not, could feel it in their bones.



Pr0gr4mm4 Attacked.
Pr0gr4mm4 Hospitalized.


R1 will end midnight tomorrow. (Aprrox 24 hours)



[injure pr0gr4mm4]
[dawn]

Wed Oct 21, 2015 5:10 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#31 (ISO #12)  Re: [S2] Vampires I: Blood Pact
Remember guys, your base source of health regen is voting. Just a PSA.

Wed Oct 21, 2015 4:05 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#33 (ISO #13)  Re: [S2] Vampires I: Blood Pact
Slight tweak:


If you've lost health due to afking, you may not use Equilibrium or Scarlet Wounds until you have been active for a full round after.
(To keep afking from being a viable stategy).

Wed Oct 21, 2015 5:52 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#38 (ISO #14)  Re: [S2] Vampires I: Blood Pact
Ish wrote:
[Vote No Lynch] free health for no lynches?

Quote:
All players may gain 50 life each turn by voting. Players may not vote for no lynch.


Wed Oct 21, 2015 6:19 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#53 (ISO #15)  Re: [S2] Vampires I: Blood Pact
Round has ended, post up soon, pms out a little later.

Thu Oct 22, 2015 4:12 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#54 (ISO #16)  Re: [S2] Vampires I: Blood Pact
Konijn Lynched
Konijn Survived
KatCrusader Attacked
Katcrusader Survived


[log Konijn, survived lynch]
[dusk]
[log katcrusader, survived vampire attack]
[dawn]

R2 will end in 24 hours. Pms are cmoing out soon, be patient.

Thu Oct 22, 2015 4:32 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#61 (ISO #17)  Re: [S2] Vampires I: Blood Pact
JTc wrote:
[in] (signups closed)

I will officially add you at the end of this round/start of next round. The increase in lynch damage will not occur until that happens.


Until then, JTc is not a viable lynch or action target, has not received a PM, and may not take any action or vote.

Thu Oct 22, 2015 2:44 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#65 (ISO #18)  Re: [S2] Vampires I: Blood Pact
Also, just a note: % health costs and damages are rounded down to the nearest unit of life. In the case of equilibrium, it's rounded up to the nearest unit of life.

Basically, rounding will always be done in the favor of someone living.

Thu Oct 22, 2015 6:16 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#68 (ISO #19)  Re: [S2] Vampires I: Blood Pact
Styx wrote:
[vote numble] (not day)

What you been up to?

gerty pls

Thu Oct 22, 2015 8:52 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#81 (ISO #20)  Re: [S2] Vampires I: Blood Pact
Round has ended.

Fri Oct 23, 2015 4:07 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#82 (ISO #21)  Re: [S2] Vampires I: Blood Pact
As the days wore on, agonizingly slowly, the reports starting flowing in. More and more claimed to have been attacked by the mysterious forces from myth and legend, and indeed, some had the marks to prove it, though several people didn't believe "such nonsense". As the nervous townfolks flitted to and fro, speaking in hushed tones of the horrors that awaited, it became clear there was a dispute between three of their own: Lawliet, cml, and Katcrusader. "Vampire!" screamed Lawliet in cml's face. "I was attacked too!" retorted cml hotly. "No you weren't!" chimed in Katcrusader, her eyes filled with rage. "I would know! I was attacked last night, and that's far too many attacks to go around."


"But I'm too weak to be attacking people -- I could hardly stand this morning!" protested cml. "In fact, I--"

Lawliet cut him off sharply. "Liar! You're faking it. I bet the reason you seem weakened is because you were out all last night, preying on the weak and defenseless."

The town looked to Rainboy and MMage for guidance, who, after a long period of deliberation nodded their agreement and ordered a full day's worth of beating and no food or water for cml. "Stop it!" screamed cml, still struggling against his captors. "You're making a huge mistake, I swear! I'm a victim, for god's sake!"

His screams fell on deaf ears.

---------------

The morning dawned on a gruesome sight, indeed.


Rainboy's body, or what was left of it, was strewn across the town square. In a grotesque display, his blood had been smeared far and wide over the cobbestones. His torso, barely recognizable by the ribs, half of which were cracked and dangling, leaned on its side against the well that occupied the center of the square. The tattered shreds of his appendages had been flung to the far corners of the village. His head remained missing until hours later, when someone hauled up the bucket from the well, and found it, his decomposing brain seeping through the cracked skull into the drinking water.

These were beings of immense power -- quite capable of literally tearing a human apart -- and they had provided a show of force. There were no more unbelievers.




-----------------------


cml Lynched
cml Survived
Rainboy Attacked
Rainboy died, taking a total of 1753 damage from 7 attacks.
Rainboy was a Villager.

JTc added to the game with a starting life of 600. Lynch damage raised to 350.
ARSENIC added to the game with a starting life of 600.


Fri Oct 23, 2015 6:40 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#83 (ISO #22)  Re: [S2] Vampires I: Blood Pact
[log cml, survived Lynch]
[dusk]
[kill Rainboy, Attacked]
[add jtc]
[dawn]

Fri Oct 23, 2015 7:10 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#85 (ISO #23)  Re: [S2] Vampires I: Blood Pact
Oh and ARSENIC has also contacted me wanting to be in for this round, I'm just waiting for him to post so I can add him as a R2 join.

Fri Oct 23, 2015 7:42 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#87 (ISO #24)  Re: [S2] Vampires I: Blood Pact
[add ARSENIC]

Fri Oct 23, 2015 7:52 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#99 (ISO #25)  Re: [S2] Vampires I: Blood Pact
Due to events with copious amounts of alcohol occurring sometime tonight, I will likely be late posting round results.

Please be aware the votes and actions past the deadline are still considered invalid.


You may also get typos, innuendoes and/or snarky comments in your round end pms.

Sat Oct 24, 2015 2:05 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#105 (ISO #26)  Re: [S2] Vampires I: Blood Pact
Hokay, round results and pms coming out soon! Sorry for the wait, but a guy's gotta relax every once in a while! :)

JTc's vote was past the dealine and will not be counted.

Konijn's vote is still valid since he already voted the same person before the deadline.

Sun Oct 25, 2015 4:20 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#106 (ISO #27)  Re: [S2] Vampires I: Blood Pact
Rainboy's death had rocked the village to its core. Most of the town seemed shocked into a stunned silence, and when someone suggested that cml be again beaten and imprisoned, nobody protested, and everyone silently just nodded. Even cml didn't speak in his own defense, and instead of his yells of protest from the day before, all that could be heard from the village square were subdued groans, and the dull thud of the cudgel.

As night fell, few turned their backs on their doors, and even fewer slept. The wind that had plagued the town since the first attacks howled and shrieked louder than ever, and the villagers shifted uneasily in their beds. Some thought they could faintly hear screams in the night, but it was hard to tell. One thing was certain, though: Nobody wanted to leave their houses to go check on this god-forsaken night.

Morning dawned, and quickly the stone huts emptied. The townsfolk worriedly huddled in the town square, where Arsenic (a newcomer to the village) lay, barely alive, bleeding out on the ground. As people started to gather around him, tending to his wounds, he gasped out the all too familiar story of being set upon by stronger creatures, and having his blood drained from his veins. Several heads nodded in agreement to his description of the event, though others raised their eyebrows. After all, just what WAS Arsenic doing out on such a night?





cml Lynched
cml Survived
Arsenic Attacked
Arsenic Survived


[log cml, lynched]
[dusk]
[log arsenic, attack by vampires]
[dawn]

Sun Oct 25, 2015 6:27 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#111 (ISO #28)  Re: [S2] Vampires I: Blood Pact
All pms are out now (whew).

I'm changing up the time a little bit, especially because we're entering a crucial phase of the game. It's been a tad stressful for me to end rounds at midnight on school night, so I'm changing to noon round endings. This should please our European audiences a bit as well.



R3 has ended. New signups are no longer accepted.

If the vampires had a conversion, they have used it by now. There are currently 3 Vampires in the game.

R4 will end at noon monday, EDT. (Approx. 33 hours from the time of this post.)


Sun Oct 25, 2015 7:19 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#118 (ISO #29)  Re: [S2] Vampires I: Blood Pact
For the last time, please, please please read the OP. Especially in regards to desperate gamble.


I've had too of many people skim over details of desperate gamble thinking it's a magical free shield/heal thing. It's not.

Yes, it has no cost. Yes, it can heal you -- but only if you take damage greater than or equal to the amount of the shield. And the shield also can damage you in you don't take enough damage that round. It also prevent all other heals on you and turns them into MORE shield for that round. And it refreshes each round, and is impossible to cancel.


It also procs the NEXT round, before lynch. I apologize for the inconvenience in the order of actions. The current place of Desperate gamble in the order of actions corresponded to the health cost only (back when it HAD a health cost).


Just to be clear, desperate gamble works like this:

Say Bob is in R2 and has 200 life. He thinks will will be lynched and NKed R3, so he casts desperate gamble for 500 HP next round.

The next round, Bob votes. He would have healed for 50 damage but instead that is added to the shield amount, for a total of 550. He is lynched for 350 damage, then NKed for 200 more, and drained for an additional 150 (700 total damage).

His shield breaks at 550 damage, healing him for 75% of its amount (+413 for a total of 613 health.). He then takes 150 damage from the drain, bringing him down to 463 health.

The next round (r4), Bob's shield refreshes, again resetting to 500 life. He gains 50 shield from voting. So he has 463{+550} life {+shield}. This time let's say he takes only 150 damage from a stray drain.

That only takes off 150 from his shield, leaving it at 400. He gets damaged for the unused shield amount, leaving him at 63 life only.



----------------

(Salvation will keep a person with desperate gamble from losing health to the shield but the 100 healing proc will be wasted).


Outside healing increases the shield amount instead of healing the player and therefore increases the amount of damage they will take if the shield is not broken. Hence Blood Pact is a very strong counter to Desperate gamble.

And finally, Desperate gamble's shield does not shield from health costs you spend on abilities. Those will come directly from your life pool, not from the shield amount. % health costs do not factor in the shield either.

Hope this clears things up for you all, I've had like 5 people these last two round get the completely wrong idea of how it works.

-HATER

Sun Oct 25, 2015 6:35 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#135 (ISO #30)  Re: [S2] Vampires I: Blood Pact
ARSENIC wrote:
WaywardVole wrote:
The thought process here is solid, but I'll correct you on one front. I peeked Numble last night and he is definitely a vampire. The result came back positive and there is no false positive in this game.


Of all the people you could have blown 700 life on, you pick the one guy who's been completely afk (no lynch, no actions, as confirmed by HATER) for two rounds, and therefore of no value to the village, even if he's a villager? You're either stupid, or you're framing him to pull heat off of konjin.



Just to correct you-- I can't say anything about whether or not numble has performed actions, but he voted in all rounds except R3 (including this one, actually).
I have not confirmed anything of the sort and if someone dies from modkill damage it will be noted publicly.

Mon Oct 26, 2015 7:57 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#142 (ISO #31)  Re: [S2] Vampires I: Blood Pact
Round 4 has ended. Post and pms are coming out soon.

Also, Desperate gamble has been fixed in the order of actions to accurately represent how it works.

Mon Oct 26, 2015 4:36 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#143 (ISO #32)  Re: [S2] Vampires I: Blood Pact
Numble Lynched
Numble Survived

KatCrusader Attacked
KatCrusader Survived


[log Numble, Lynched]

[dusk]
[log Katcrusader, Attacked by Vampires]
[dawn]

Mon Oct 26, 2015 5:45 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#149 (ISO #33)  Re: [S2] Vampires I: Blood Pact
Again, sorry for late PMs. Should all be sent out.

This about sums it up:

4:33 PM - HATER: Soon(TM)
4:34 PM - HATER: it's been a little slow cause I had to wait 3 hours for someone to confirm something
4:35 PM - HATER: and I had class
4:35 PM - MM4ge: how dare you have a life
4:35 PM - MM4ge: you should exist only to host WW games on neon

Mon Oct 26, 2015 10:32 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#158 (ISO #34)  Re: [S2] Vampires I: Blood Pact
round end - 20m

Tue Oct 27, 2015 3:40 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#159 (ISO #35)  Re: [S2] Vampires I: Blood Pact
The round has ended.

Numble Lynched
Numble died to a total of 450 damage to the Village Lynch.
Numble was a Vampire.
Katcrusader Attacked
Katcrusader Survived



[kill numble, lynched]
[dusk]
[log katcrusader, attacked by vampires]
[dawn]

Tue Oct 27, 2015 5:36 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#160 (ISO #36)  Re: [S2] Vampires I: Blood Pact
Going to class soon, so some pms may be late.

Tue Oct 27, 2015 6:32 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#168 (ISO #37)  Re: [S2] Vampires I: Blood Pact
Due to hostfail, some pms were drastically late.

Because of this, the round has been extended 24 hours (36 hours from now).

Thank you for your cooperation.

Wed Oct 28, 2015 4:35 am Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#177 (ISO #38)  Re: [S2] Vampires I: Blood Pact
The round has ended. post and pms coming soon, as always.

Thu Oct 29, 2015 6:21 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#178 (ISO #39)  Re: [S2] Vampires I: Blood Pact
The game is over!

The Village has won! The vampires surrendered in the face of little hope to stop the village onslaught.

The vampires were: Numble, cml, and MMage.




Awards coming soon.

Thu Oct 29, 2015 7:09 pm Profile Send private message
User avatar

Joined: Thu Sep 06, 2012 4:20 pm
#180 (ISO #40)  Re: [S2] Vampires I: Blood Pact
Awards:




Vamp Team MVP: MMage, who was the only active member of the vamp team and quite nearly managed to turn things around for his team r3 but was countered by the peek from WaywardVole.

Village MVPs: WaywardVole, for getting a spot-on peek on numble just in time to save an innocent Konijn from being lynched (who, ironically, called him an idiot), and Konijn, for being a generally correct and vocal villager.

Surrender @ 20 GG WP Award: Cml, who (essentially) afked after he was lynched R2.

OVERKILL Award: Wolf team ft. Rainboy, for dat 1753 damage.

Thick-Skinned Teeth Award: ARSENIC, for surviving by the skin of his teeth twice in a row.

Justin Timberlake ft. One Republic Award: Cml, who flaccidly tried to apologize R6, but was just....too late.

I'm just here so I don't get fined modkilled: Styx, who never sent in one action. Each round (except R3, where he didn't vote at all), he just made one vote and left.

Thu Oct 29, 2015 7:25 pm Profile Send private message
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.