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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    This Game has been cancelled due to lack of interest/availability.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    This Game is Officially on Hold
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    @Gyrlander , @Mesk514 , and @SuperJack . I don't mean to be rude, but it's been four days since anyone posted for this game. Not sure if you lost interest or are all very busy, but if you don't make your moves by the end of the day, I will be ending this game. Even if you can't sync up for a skype chat, post your theories for your team to review when they have time. A day in the game shouldn't take longer than 48 hours.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Day 3

    Table Talk is ENABLED for this game. Please feel free to discuss what is happening during the game at anytime.

    Loop 1 of 4
    Day 3 of 5 (Leader: Gyrlander)
    Incident: Hospital Incident

    Phase 1: Day Start - Morning

    Phase 2: Mastermind Actions

    Mastermind wrote:
    The Mastermind intends to perform an action on the following characters/locations:
    • Boy Student
    • Hospital
    • Doctor
    Hospital
    Girl Student
    Patient ☹☹
    Shrine Maiden ☹☹
    Shrine
    Doctor
    City
    Office Worker
    School
    Boy Student ☹☹

    Phase 3: Protagonists Actions
    The Protagonists may now discuss what actions they would like to take. To confirm your action, reply in bold, red colored font.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Phase 4: Resolve Actions

    The Girl Student and the Shrine Maiden travel to the Hospital in an effort to seek further assistance for her condition. Meanwhile, Gyrlander discovers a shipment of organophosphates being delivered to the hospital under the guise of standard medical supplies.

    Something was stressing out the Boy Student, at least, all of his friends seemed to think so. For someone who routinely achieved a perfect score on his exams, a C was almost unheard of. Mesk certainly wasn't helping matters by suggesting that perhaps someone sabotaged his exam, perhaps even one of the teachers.


    Mastermind wrote:
    The Mastermind performs the following actions:
    • Boy Student: Paranoia +1
    • Hospital: Intrigue +1
    • Girl Student: Movement Horizontal
    The Protagonists wrote:
    The Protagonists perform the following actions:
    • Hospital: Forbid Intrigue (Gyrlander) This cancelled the Mastermind's Intrigue +1.
    • Boy Student: Paranoia +1 (Mesk514)
    • Shrine Maiden: Movement Horitzontal (SuperJack)
    Hospital
    Girl Student
    Patient ☹☹
    Shrine Maiden ☹☹
    Shrine
    Doctor
    City
    Office Worker
    School
    Boy Student ☹☹

    Phase 5: Mastermind Abilities
    After hearing the Shrine Maiden's describe her dreams, the Girl Student felt herself sharing in her unease.
    The Girl Student gains +1 Paranoia.

    Phase 6: Goodwill Abilities
    You do not have enough Goodwill to use any abilities.

    Phase 7: Incidents
    There is no incdent scheduled for today.

    Phase 8: Switch Leader
    Tomorrow's leader will be: @Gyrlander

    Phase 9: Day End
    Everyone has a peaceful night's sleep.

    End of Day.

    At the end of the day, the board looked like:

    Hospital
    Girl Student
    Patient ☹☹
    Shrine Maiden ☹☹
    Shrine
    Doctor
    City
    Office Worker
    School
    Boy Student ☹☹
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    @SuperJack , did you mean 'horizontally to the Hospital'? Cause the Shrine Maiden can't be moved to the City, and even if she could, you can't move her diagonally.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Troll Town USA. Actually, if you're trying to force an incident to occur to reveal a culprit when I'm not ready to, Paranoia +1 can be a useful card.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Just as a quick note, I changed one of my actions to play on the Hospital, rather than the Office Worker.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Day 2

    Table Talk is ENABLED for this game. Please feel free to discuss what is happening during the game at anytime.

    Loop 1 of 4
    Day 2 of 5 (Leader: SuperJack)
    Incident: None

    Phase 1: Day Start - Morning

    Phase 2: Mastermind Actions

    Mastermind wrote:
    The Mastermind intends to perform an action on the following characters/locations:
    • Boy Student
    • Hospital
    • Girl Student
    Hospital
    Patient ☹☹
    Shrine
    Shrine Maiden ☹☹
    Girl Student
    Doctor
    City
    Office Worker
    School
    Boy Student

    Phase 3: Protagonists Actions
    The Protagonists may now discuss what actions they would like to take. To confirm your action, reply in bold, red colored font.
  10. Replies
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Phase 4: Resolve Actions

    The Girl Student travelled to the Shrine at the end of the school day, to visit her friend, the Shrine Maiden, who has been having trouble sleeping lately. The Doctor also visited the Shrine to see another of his patients.

    Meanwhile, the Office Worker was having a particularly stressful day. He had cost his company a major account and no matter where he went, he felt as though people were talking about his failure behind his back. Fortunantly, Gyrlander manages to calm him down and remind him that he was a valuable member of the company with a bright future ahead.


    Mastermind wrote:
    The Mastermind performs the following actions:
    • Shrine Maiden: Paranoia +1
    • Girl Student: Movement Veritcal
    • Office Worker: Paranoia +1
    The Protagonists wrote:
    The Protagonists perform the following actions:
    • Office Worker: -1 Paranoia (Gyrlander) This cancelled the Mastermind's Paranoia +1.
    • Doctor: Movement Horizontal (Mesk514)
    • Shrine Maiden: Forbid Intrigue (SuperJack)
    Hospital
    Patient
    Shrine
    Shrine Maiden
    Girl Student
    Doctor
    City
    Office Worker
    School
    Boy Student

    Phase 5: Mastermind Abilities
    The Shrine Maiden has a brief consultation with the Doctor while he visits before returning to her conversation with the Girl Student. She hoped that she might feel better by the end of the day, but instead she only seems to feel worse.
    The Shrine Maiden gains +1 Paranoia.

    Phase 6: Goodwill Abilities
    You do not have enough Goodwill to use any abilities.

    Phase 7: Incidents
    Something is causing unease to spread, as you predicted.
    The Patient gains +2 Paranoia. ☹☹
    The Girl Student gains +1 Intrigue.

    Phase 8: Switch Leader
    Tomorrow's leader will be: @SuperJack

    Phase 9: Day End
    Everyone has a peaceful night's sleep.

    End of Day.

    At the end of the day, the board looked like:

    Hospital
    Patient ☹☹
    Shrine
    Shrine Maiden ☹☹
    Girl Student
    Doctor
    City
    Office Worker
    School
    Boy Student
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    Game Start

    Protagonists know nothing at the start of the game, other than what is above.

    Pay particular attention to the Incident list in the first post. You do know there should be Increasing Unease on the 1st day, Hospital Incident on the 3rd day, and/or a Faraway Murder on the 5th day.

    Table Talk is ENABLED for this game. Please feel free to discuss what is happening during the game at anytime.

    Loop 1 of 4
    Day 1 of 5 (Leader: Mesk514)
    Incident: Increasing Unease (Requires the Culprit to have max Paranoia)

    Phase 1: Day Start - Morning
    Everything seems so peaceful. If only it could remain so...

    Phase 2: Mastermind Actions

    Mastermind wrote:
    The Mastermind intends to perform an action on the following characters/locations:
    • Shrine Maiden
    • Office Worker
    • Girl Student
    Hospital
    Doctor
    Patient
    Shrine
    Shrine Maiden
    City
    Office Worker
    School
    Boy Student
    Girl Student

    Phase 3: Protagonists Actions
    The Protagonists may now discuss what actions they would like to take. To confirm your action, reply in bold, red colored font.
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    ►►Re: Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    That's alright, I'm not rushing anyone. Feel free to ask question in the skype chat and come back here when you're ready to start.
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    ►►Tragedy Looper #2 Tutorial Game (First Steps)◄◄

    This game will be running Script #2 in the Mastermind Rulebook, using the "First Steps" Tragedy Set. I will be the game's Mastermind. Please let me know if you have any questions.

    This Game is Officially on Hold

    Game 2
    1. @Mesk514
    2. @SuperJack
    3. @Gyrlander

    If you can no longer participate or take your turn in a reasonable amount of time, please let us know so that one of the other Protagonists can take your turn for you.

    Thematic text will appear in a blue font like this. This information is mostly intended to weave an immersive story around the actions we are taking throughout the game. I will remain purposefully vague until some fact has been undeniably confirmed, such as a character's role or a plot in play. This information is not intended to give hints or mislead you.

    Use the following information to help you figure out what's going on. Below you will find:
    • What the Characters do
    • All the Main Plots possible (reminder: only one of the three is being used)
    • All the Sub Plots possible (reminder: only one of the three is being used)
    • All the Roles that will be assigned to characters if a Main or Sub Plot is active (reminder: a person can have no role, and no more than one!)
    • The abilities of the Roles, and if Goodwill usage can be denied by the Mastermind (note when the abilities can activate as well if the Mastermind can deny the usage of a Goodwill ability!)
    • What the Incidents mean (Each has a different Culprit, which is NOT a Role!)

    Players know the following things:
    Tragedy Set: First Steps
    Number of Loops: 4
    Days per Loop: 5

    Character Summary
    These are your 'persons of interest' for this scenario.

    Boy Student
    Paranoia Limit 2 ☹☹
    Student/Boy
    ♥♥ - Remove 1 Paranoia from any other student in this location.

    Doctor
    Paranoia Limit 2 ☹☹
    Adult/Man
    ♥♥ - Remove or add 1 Paranoia to any other character in this Location. If the Doctor's role has Goodwill refusal, the Mastermind may use this ability as his own, providing the Doctor has the necessary Goodwill.
    ♥♥♥ - The Patient may go outside the of the hospital for the rest of the loop.

    Girl Student
    Paranoia Limit 3 ☹☹☹
    Student/Girl
    ♥♥ - Remove 1 Paranoia from any other student in this location.

    Office Worker
    Paranoia Limit 2 ☹☹
    Adult/Man
    The Office Worker may not visit the School.
    ♥♥♥ - Reveal this character's role.

    Patient
    Paranoia Limit 2 ☹☹
    Boy
    The Patient may not leave the Hospital.
    No Goodwill abilities.

    Shrine Maiden
    Paranoia Limit 2 ☹☹
    Student/Girl
    The Shrine Maiden may not visit the City.
    ♥♥♥ - If in Shrine: Remove 1 Intrigue from the Shrine.
    ♥♥♥♥♥ - Reveal the role of any character in this location.

    Day - Incident
    These are the incidents that you know will occur this loop.

    1 - Increasing Unease
    2 - None
    3 - Hospital Incident
    4 - None
    5 - Faraway Murder

    Faraway Murder
    One character with at least 2 Intrigue �� dies. The culprit does NOT have to be in the same location as the target.

    Hospital Incident
    If at least 1 Intrigue on Hospital: Everyone in Hospital dies .
    If at least 2 Intrigue �� on Hospital: Protagonists die .

    Increasing Unease
    Place 2 Paranoia ☹☹ on any character, and 1 intrigue on another.

    Special rules:
    Please note that because this is a First Steps scenario, the protagonists do NOT get a Final Guess.

    Remember: you may not read the Mastermind Rulebook as it contains spoilers.

    Tragedy Plots

    MAIN PLOTS:
    Murder Plan
    Roles Present: Key Person, Brain, Killer
    Plot rule: None

    Light of the Avenger
    Roles Present: Brain
    Plot rule: At loop end, if there are at least 2 Intrigue �� tokens on the Brain's starting location, the Protagonists lose.

    A Place to Protect
    Roles Present: Key Person, Cultist
    Plot rule: At loop end, if there are 2 or more Intrigue �� tokens on the School, the Protagonists lose.

    SUBPLOTS:
    Shadow of the Ripper
    Roles Present: Conspiracy Theorist, Serial Killer
    Plot rule: none

    An Unsettling Rumor
    Roles Present: Conspiracy Theorist
    Plot rule: [Optional] The Mastermind may add an Intrigue token to a location of his choice.

    A Hideous Script
    Roles Present: Conspiracy Theorist, Friend, 0-2 Curmudgeon
    Plot rule: None

    Roles

    Key Person
    Max limit: none
    Ability: [Mandatory] [Always] When this character dies , the Protagonists immediately lose and the loop ends
    Appears in plots: Murder Plan (main plot), A Place to Protect (main plot)

    Killer
    Max Limit: None
    Optional Goodwill Refusal
    Abilities:
    [Optional] [Day end] If the Key Person has at least 2 Intrigue �� and is on this character's location, you may kill the Key Person .
    [Optional] [Day end] If this character has at least 4 Intrigue ����, you may kill the Protagonists .
    Appears in plot: Murder Plan (main plot)

    Brain
    Max limit: none
    Optional Goodwill Refusal
    Ability: [Optional] [Mastermind ability] You may place 1 Intrigue token on this location or on any character in this location.
    Appears in plots: Murder Plan (main plot), Light of the Avenger (main plot)

    Cultist
    Max limit: none
    Mandatory Goodwill Refusal
    Ability: [Optional] [Action resolve] You may ignore all "Forbid Intrigue " effects on this location and on all characters in this location.
    Appears in plots: A Place to Protect (main plot)

    Friend
    Max limit: 2
    Abilities:
    [Mandatory] [Loop end] If this character is dead , reveal its role, and the Protagonists have lost.
    [Mandatory] [Loop start] If this character's role has been revealed, it gets one Goodwill token.
    Appears in plots: A Hideous Script (subplot)

    Conspiracy Theorist
    Max limit: 1
    Ability:
    [Optional] [Mastermind ability] You may place 1 Paranoia token on a character in this location.
    Appears in plots: Shadow of the Ripper (subplot), An Unsettling Rumor (subplot), A Hideous Script (subplot)

    Serial Killer
    Max limit: none
    Ability: [Mandatory] [Day end] If there is exactly 1 other character in this location, that character dies . If a Serial Killer is in a location with one character and one or more corpses, the Serial Killer will still be able to kill the character.
    Appears in plot: Shadow of the Ripper (subplot)

    Curmudgeon
    Max limit: none
    Optional Goodwill Refusal
    Ability: None
    Appears in Plot: A Hideous Script (subplot)

    Turn Summary

    1. Day Start – Morning
    Day start effects happen here

    2. Mastermind Actions
    Declares 3 actions on characters/locations (not more than one on same spot)

    3. Protagonists Actions
    Performs 1 action on characters/locations (not more than one on same spot as another Protagonist action).

    4. Actions Are Resolved
    Reveal all actions and resolve them. Make a note of any once per loop actions used.

    5. Mastermind Abilities
    Uses whatever abilities are applicable

    6. Leader Uses Goodwill Abilities
    Leader declares which abilities he uses, and any targets. Mastermind resolves the effects. May refuse to resolve the effects if the character using the ability has Goodwill Refusal

    7. Incidents Happen
    If there is an Incident for this day, announce if it happens or not (culprit is alive and has enough Paranoia), and then resolve if possible

    8. Switch Leader
    Leadership is passed to next player in turn

    9. Day End – Night
    Day end effects happen here

    If this was not the last day:
    Go back to Day start of next day

    If this was the last day:
    Go to Loop end resolve.

    Action List

    This is a list of the actions that the Protagonists and the Mastermind use, together with some details on exactly how the actions work. Use this if some effects conflict and/or you don’t know in what order to resolve things. “Together” here means “played on the same location or character”.

    Protagonists Actions

    • Paranoia +1: Place 1 Paranoia counter on this character. If together with a Forbid Paranoia , the Forbid takes precedence and nothing happens. If together with a Paranoia –1, the +1 goes first. Placed on a location, nothing happens.
    • Paranoia –1: Remove 1 Paranoia counter from this character. If together with a Forbid Paranoia , the Forbid takes precedence and nothing happens. If together with a Paranoia +1, the +1 goes first. Placed on a location, nothing happens.
    • Goodwill +1: Place 1 Goodwill token on this character. If together with a Forbid Goodwill , the Forbid takes precedence and nothing happens. Placed on a location, nothing happens.
    • Goodwill ♥♥ +2: Place 2 Goodwill ♥♥ tokens on this character. If together with a Forbid Goodwill , the Forbid takes precedence and nothing happens. Placed on a location, nothing happens.
    • Forbid Intrigue : If on the same spot as an Intrigue +1 or +2 , this takes precedence and nothing happens. However, if 2 or more players have played Forbid Intrigue on the same day (no matter where on the playing field), they nullify each other.
    • Movement - Vertical: This character moves either up or down. If together with another vertical movement, it’s still a vertical movement (they do not nullify each other). If together with a horizontal movement, they combine to form a diagonal movement. If together with a diagonal movement, they combine to form a horizontal movement. If placed on a location, nothing happens.
    • Movement - Horizontal: This character moves either left or right. If together with another horizontal movement, it’s still a horizontal movement (they do not nullify each other). If together with a vertical movement, they combine to form a diagonal movement. If together with a diagonal movement, they combine to form a vertical movement. If placed on a location, nothing happens.
    • Forbid Movement: If together with a Movement action, the Forbid takes precedence and nothing happens.


    Mastermind Actions

    • Paranoia +1: Place 1 Paranoia token on this character. If together with a Paranoia –1, the +1 goes first. If placed on a location, nothing happens. The Mastermind has 2 of these.
    • Paranoia –1: Remove 1 Paranoia token from this character. If together with a Paranoia +1, the +1 goes first. If placed on a location, nothing happens.
    • Forbid Paranoia : If together with a Paranoia +1 or Paranoia –1, the Forbid takes precedence and nothing happens. If placed on a location, nothing happens.
    • Forbid Goodwill : If together with a Goodwill +1 or Goodwill +2, the Forbid takes precedence and nothing happens. If placed on a location, nothing happens.
    • Intrigue +1: Place 1 Intrigue token on this character or location. If together with a Forbid Intrigue action , and only one Forbid Intrigue action is played this day, the Forbid takes precedence and nothing happens
    • Intrigue �� +2: Place 2 Intrigue �� tokens on this character or location. If together with a Forbid Intrigue action, and only one Forbid Intrigue action is played this day, the Forbid takes precedence and nothing happens.
    • Movement - Vertical: This character moves either up or down. If together with Forbid Movement, the Forbid takes precedence and nothing happens. If together with another vertical movement, it’s still a vertical movement (they do not nullify each other). If together with a horizontal movement, they combine to form a diagonal movement. If placed on a location, nothing happens.
    • Movement - Horizontal: This character moves either left or right. If together with Forbid Movement, the Forbid takes precedence and nothing happens. If together with another horizontal movement, it’s still a horizontal movement (they do not nullify each other). If together with a vertical movement, they combine to form a diagonal movement. If placed on a location, nothing happens.
    • Movement - Diagonal: This character moves diagonally. If together with Forbid Movement, the Forbid takes precedence and nothing happens. If together with a horizontal movement, they combine to form a vertical movement. If together with a vertical movement, they combine to form a horizontal movement. If placed on a location, nothing happens

    Tips and Reminders
    1. Be sure to fully discuss your options and come to a consensus with your fellow players before posting your moves.
    2. The leader should take the time to map out the known information at the start of each day. The other players should examine this information for any mistakes in logic.
    3. This first script has one plot and one subplot. Each character can have only one role but a character with a role may also be culprit in an incident.
    4. When you have decided what to play during Phase 3, please post your choice in bold and red color in the thread (like this: "[Action] on the [character/location].") Remember: Once you bold what you're doing, it cannot be undone! You can be thematic in your post, so long as it is clear what acyion you are performing and where/on whom.
    5. Only one protagonist action can be played on any one location/character. A Protagonist action can be performed on the same character/location as a Mastermind action.


    State of the Board - Day 1 Loop 1

    Hospital
    Doctor
    Patient
    Shrine
    Shrine Maiden
    City
    Office Worker
    School
    Boy Student
    Girl Student

    Legend
    - Mastermind Action
    - Goodwill
    - Paranoia
    - Intrigue
    - Extra
    - Dead

    Once everyone checks in, I will go ahead and officially start the game.
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