S-FM: Prelude
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  1. ISO #1

    S-FM: Prelude

    *cracks knuckles* Alright, it's time for me to take a shot at this.



    S-FM: Prelude



    This shall be a relatively normal game of Mafia. No special roles, no special mechanics.

    Why "Prelude"? Because this is really just a test game to make sure all the mechanics of hosting and my night chat forum work out before I host the real games I have planned. Also, it gives me an excuse to use piano-themed RP music

    FYI: I'm not exactly the world's greatest creative writer, so don't expect awesome RP. If any.

    Days and nights will be 24 hours unless otherwise stated.



    Roles List:

    Godfather
    Hidden Mafia
    Hidden Mafia

    Hidden Evil Neutral
    Hidden Benign Neutral
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Citizen
    Citizen


    Possible Hidden Mafia Roles: Consigliere, Consort, Framer, Janitor, Mafioso
    Possible Hidden Evil Neutral Roles: Arsonist, Cult Leader, Cultist, Mass Murderer, Serial Killer, Witch
    Possible Hidden Benign Neutral Roles: Amnesiac, Executioner, Jester, Survivor
    Possible Hidden Town Roles: Bodyguard, Bus Driver, Citizen, Coroner, Detective, Doctor, Escort, Investigator, Jailor, Lookout, Mason, Mason Leader, Mayor, Sheriff, Veteran, Vigilante



    Role Cards:

    Spoiler : Town Roles :

    Spoiler : Bodyguard :
    The Bodyguard is a role intended for keeping town aligned roles alive. If a player the Bodyguard selected at night is attacked, the Bodyguard and the attacker die instead of the person being protected.

    For example: The Sheriff is attacked at night by the Serial Killer after the Bodyguard selected to protect the Sheriff. The Serial Killer and the Bodyguard will die, but the Sheriff will survive.

    -Ignores invulnerability
    -Cannot be healed when defending target
    -Prevents Cultist conversion
    -Protects from ALL attacks against his target that night, but will only retaliate against the first killer. (First killer to PM me his action)

    Spoiler : Bus Driver :
    The Bus Driver is one of the most chaotic yet influential roles in the game, capable of drastically turning the tide both for and against the town. The role has the ability to swap the positions of two players each night, night actions that target one of the swapped players will be redirected to the other one.

    -Can target self

    Spoiler : Citizen :
    The Citizen is the bread-and-butter role of Mafia (when played traditionally) and often tend to make up much of the town. The role has a bulletproof vest to protect them from all night-time attacks for a single night.

    -Bullet-proof vest (1 use, must be activated)
    -Does NOT win ties against mafia

    Spoiler : Coroner :
    The role has the ability to view the roles of dead players and see their last target depending on the settings.

    -Discovers last night target
    -Discovers last will
    -Discovers role
    -Can check pre-emptively

    Spoiler : Detective :
    This role has the ability to track one person's activity each night. The Detective can be considered the opposite of the Lookout.

    -Ignores detection immunity

    Spoiler : Doctor :
    The Doctor is one of the most critical roles to the Town and has the potential to nullify the attempts of killing roles. Every night the Doctor can target a player to heal, and that player will survive if attacked by only one killing role (unless it is an Arsonist burning).

    -Prevents Cultist conversion

    Spoiler : Escort :
    The Escort is one of the more powerful Town roles, with the potential to disrupt the Mafia, deduce killing roles or simply prevent a Mafia or Neutral role from ever achieving anything at night. The role has the ability to role-block a target at night, preventing them from using their night ability.

    -Cannot be roleblocked
    -Will not receive notification of blocking a role-block immune target

    Spoiler : Investigator :
    The Investigator is one of the Town's more powerful roles and necessary to the long-term survival of the Town. The role can investigate a player at night, revealing a clue pertaining to their role or their role itself depending on the settings.

    Spoiler : Jailor :
    This role has the ability to jail and role-block one player each night. The Jailor can speak anonymously with the jailed person at night, and optionally execute them.

    -Limited to 2 executions
    -Can jail on lynch days, but not execute
    -Jailing grants detainee temporary night immunity
    -Execution ignores night immunity
    -Jailing ignores role-block immunity

    Spoiler : Lookout :
    The Lookout has the ability to observe a player and see who "visited" them. The Lookout can be considered the opposite of the Detective.

    -Ignores Detection immunity

    Spoiler : Mason :
    The Mason is a unique role that becomes exponentially more powerful the more players are Masons and the longer the game goes on. The role knows the identity of the Mason Leader and other Masons and is able to communicate with them at night.

    -Replaces the Mason Leader

    Spoiler : Mason Leader :
    The Mason Leader attempts to recruit members of the town to be come a Mason. This ability only works on Citizens.

    Mason Leaders are also an Anti-Cultist role, as when an Mason Leader attempts to recruit a Cultist, he will bludgeon the Cultist to death.

    -Unlimited recruits
    -Targeting a mafia member will reveal your identity to them

    Spoiler : Mayor :
    The Mayor is a role that gets huge power late in the game as he can choose to almost single-handedly lynch someone when there are few people left to vote. A Mayor can reveal their role to the entire town during the day by PMing the host a -vote command.

    -Revealed vote counts for 3
    -Cannot be healed after revealing
    -Loses extra votes if culted

    Spoiler : Sheriff :
    The Sheriff is the most critical role to the success of a town, what the Sheriff knows is absolute and not open to interpretation such as an Investigators clues are. As such the Sheriff also tends to act as a form of leadership for the town to follow. The role has the ability to check the innocence of a player at night.

    -Detects Mafia, Serial Killer, Arsonist, Cultist, Mass Murderer

    Spoiler : Veteran :
    The Veteran is a passive killing role aligned with the town. This role automatically kills any player who targets him if the Veteran goes on alert. The Veteran is a high-risk high-reward role.

    -Limited to 2 alerts
    -Does not ignore invulnerability

    Spoiler : Vigilante :
    The Vigilante is a dirty-cop aligned with the Town and is one of two Town roles with the ability to kill someone at night. As such, the Vigilante is crucial when it comes to helping tip the balance in the Town's favor. The roles as the ability to kill a target at night, with a limited number of shots available.

    -Limited to 2 shots
    -CANNOT day-shoot
    -Does not ignore invulnerability



    Spoiler : Neutral Roles :

    Spoiler : Amnesiac :
    The Amnesiac is a neutral role with the ability to take on the roles of people in the graveyard, swaying the game balance into either faction, depending on what he chooses. He is one of the most sought-after roles, being able to reinforce any side which has taken losses.

    -Cannot become Mafia
    -Cannot become Mason Leader or Cult Leader

    Spoiler : Arsonist :
    The Arsonist is one of most deadly roles in the game when left unchecked for an extended period of time. With the Potential to drop the amount of players in the town from plentiful to very few in a single night the Arsonist is a role to be feared. The role has the ability to douse a target in gasoline or ignite all previously doused players at night. The Arsonist wins by being the last player left standing.

    -Ignores immunity
    -Ignores healing
    -One use auto-vest
    -Targets are not informed of being doused

    Spoiler : Cultist :
    A Cultist is a member of a shadowy cult. The Cult's main strength is its ability to neutralize powerful Town members by recruiting one of them into the cult at night and use its greatest advantage - its numbers - against them. The Cult can be considered the opposite of the Masons. The Cult shares a night chat.

    -Replaces the Cult Leader (does not receive a vest)
    -Can be sent to recruit
    -Does not retain original role's ability when recruited.


    Spoiler : Cult Leader :
    The leader of the Cultists. Chooses who to recruit and who does the recruiting.

    -One use auto-vest
    -Can be sent to recruit
    -Can recruit EVERY night
    -Recruited cultists lose their original role's ability.
    -Cannot recruit Mafia
    -Cannot recruit killing roles (eg. Jailor, Vigilante)
    -CAN recruit bodyguards
    -Cannot recruit Masons

    Spoiler : Executioner :
    The Executioner is a neutral role with no active abilities. The Executioner wins if his target is lynched during the day. If the target is killed at night, the Executioner will become a Jester.

    -Target is always town

    Spoiler : Jester :
    The Jester is a neutral role that is able to annoy other players at night; the Jester only wins if they are lynched during the day.

    -Targets are not informed of being annoyed.
    -If you are lynched during the day, you may choose one person regardless of whether or not they voted for you to take with you to the grave.
    -This lynch kill will ignore any night immunities/healing the victim may have.
    -Kill happens at end of day, simultaneous with the lynching of the Jester.

    Spoiler : Mass Murderer :
    Each night, you target someone and kill everyone at their "house". Being at their house means someone targeting them with their ability. For instance, if a Sheriff visits your target, then the Sheriff will die. If your target has targetted someone else, they are deemed "not at home" and will not be killed. Killing two or more people will trigger a cooldown on your killing ability, forcing you to wait 1 night before you are allowed to try to kill again. If a Bodyguard visits your target, they will save all players there (aside from themself) and kill you instead.

    -Can target self
    -One use auto-vest

    Spoiler : Serial Killer :
    Serial Killers are one of the most deadly roles in the game and essentially work as an independent Mafia. The Serial Killer must be the last player remaining in the game in order to win. The role has the ability to kill one player each night.

    -Kills roleblockers (excluding Jailors)
    -One use auto-vest

    Spoiler : Survivor :
    Survivors, much like Citizens, can use various strategies in their favor even if the role doesn't boast many night options. The role has bulletproof vests to survive attacks at night and must simply survive to the end of the game in order to win regardless of whether the Town or Mafia win.

    -Limited to 3 vests (must be activated)

    Spoiler : Witch :
    The Witch is an extremely versatile role whose power is determined by the combination of roles in the setup. Its potential ranges from relatively lackluster to extremely powerful. The role has the ability to control a target at night, selecting who they use their night ability on. The Witch wins if the town loses and the Witch is still alive.

    -Victims are not informed of being witched.
    -Can cause self-targets
    -Can be seen by lookouts/detectives


    Spoiler : Mafia Roles :

    Spoiler : Godfather :
    The leader of the mafia, the Godfather makes the final decisions on night actions for all members of the mafia, and chooses who to send for the kill.

    -One use auto-vest
    -Cannot be role-blocked (except by Jailor)
    -Can be sent to kill

    Spoiler : Consigliere :
    The Consigliere is an Investigator affiliated with the Mafia. The role can investigate a target every night to determine clues pertaining to the target's role.

    Spoiler : Consort :
    The Consort has the potential to be one of the most powerful players a Mafia can utilize. Essentially an Escort affiliated with Mafia, they have the ability to block one player every night, preventing them from using their night ability.

    -Cannot be role-blocked

    Spoiler : Framer :
    The Framer is a particularly powerful role capable of discrediting Sheriffs or Investigators as well as being capable of deceiving the Town into lynching a Town member.

    -Chooses an investigation result to be received by investigative roles
    -Can deceive Lookouts and Detectives

    Spoiler : Janitor :
    The Janitor is a potentially amazing role for the Mafia, creating confusion amongst the Town and giving affiliates of the Mafia multiple believable lies to utilize. The Janitor has the ability to Sanitize a player at night; if the player dies that night then their role will not be displayed.

    -Limited to 3 cleanings.

    Spoiler : Mafioso :
    The Mafioso is essentially a Mafia-aligned Citizen. Has no night ability but to be sent for kills. But hey, atleast you have the power of the vote, right?




    Investigation Pairings:

    • "Your target seeks justice" - Executioner / Sheriff
    • "Your target works with sharp knives" - Doctor / Serial Killer
    • "Your target snoops around for information" - Consigliere / Investigator
    • "Your target owns a lot of Gasoline" - Arsonist / Bus Driver
    • "Your target spends the night with people" - Consort / Bodyguard / Escort
    • "Your target is a leader among men" - Mason Leader / Mayor / Cult Leader
    • "Your target is a loner" - Amnesiac / Survivor / Witch
    • "Your target is a member of secret society" - Cultist / Mason
    • "Your target owns several weapons" - Jailor / Mafioso / Vigilante
    • "Your target is strangely observant" - Framer / Lookout / Detective
    • "Your target deals with dead bodies" - Coroner / Janitor
    • "Your target owns a veritable arsenal of weapons of all shapes and sizes" - Mass Murderer / Veteran
    • "Your target is not suspicious" - Citizen / Jester / Godfather





    Order of Operations:

    1) Jailor detains
    2) Night Chats Open
    3) Survivor / Citizen uses vest
    4) Veteran alerts
    5) Witch controls
    6) Lookout / Detective watches
    7) Bus Driver swaps
    8) Escort / Consort blocks
    9) Jester annoys
    10) Framer frames
    11) Investigations
    12) Bodyguard protects
    13) Killing Actions / Arson Dousing / Jailor Execute
    14) Cult Recruiting / Mason Recruiting
    15) Bodyguard retaliates (-1)
    16) Autopsies / Healing (+1)
    17) Janitor cleans
    18) Amnesiac Remembers His Role
    19) Jailor Releases




    Rules and Regulations:

    • No Private Messages / Rep Messages
    • No quoting PM's. Ever.
    • No autoplay music. There will be music on the first post of day and night.
    • No direct quoting Jail chat. Or Roughly-paraphrasing EVERY SINGLE LINE.
    • You may lie about game mechanics at your own risk. If questioned, I will correct it.
    • Any Mafia or Neutral role can write a Death Note with Killing Action.
    • No Skype. Period.
    • You cannot use invisible text.
    • Actions / last wills sent after deadlines will be ignored.
    • Votes must be in red. Ex: -vote Glip
    • Questions must be in green. Ex: Why is Glip so awesome?
    • Any violation of the rules may result in a warning or immediate removal from game.
    Last edited by Glip; September 24th, 2012 at 06:31 PM.

  2. ISO #2

    Re: S-FM: Prelude

    /sign
    I love oops

    Spoiler : :

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  3. ISO #3

  4. ISO #4

    Re: S-FM: Prelude

    Quote Originally Posted by AppleyNO View Post
    OMG A GLIP GAME

    /SIGN
    that was my thought process.
    I love oops

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  5. ISO #5

  6. ISO #6

    Re: S-FM: Prelude

    UPDATE:

    • Clarified some role card information
    • Added a lynch penalty to the jester
    • Made a promise to myself to actually try and write some RP.
    • Selected some RP music for days and nights.
    • Added some extra stuff to this update list to make it look like I updated more than I actually did
    • Wondered why there's been no response to this from Borky, or anything at all from anyone other than just 3 guys presigning

  7. ISO #7

  8. ISO #8

  9. ISO #9

    Re: S-FM: Prelude

    Do cultists lose their original power when converted?

    -Cannot recruit killing roles (eg. Jailor, Vigilante)

    Does this include the bodyguard?

    If an amnesiac remembers Mason Leader or Cult Leader, does that result in 2 MLs/CLs? Can both recruit simultaneously?

    Where is the jeser annoy/jester kill on the OoO? And the Bodyguard?

    Is the witch invisible to lookout/detective?

    4) Veteran alerts
    5) Witch controls
    6) Lookout / Detective watches
    7) Bus Driver swaps
    Escort / Consort blocks
    Can these actions affect each other?

    Can the coroner check preemptively?

    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  10. ISO #10

    Re: S-FM: Prelude

    Quote Originally Posted by BorkBot View Post
    Do cultists lose their original power when converted? Yes.


    Does this include the bodyguard? No. Bodyguard CAN be recruited by the cult.

    If an amnesiac remembers Mason Leader or Cult Leader, does that result in 2 MLs/CLs? Can both recruit simultaneously? Amnesiac cannot remember Mason Leader or Cult Leader.

    Where is the jeser annoy/jester kill on the OoO? And the Bodyguard? Jester kill happens during the day, simultaneous with his lynching, so is not included in the night OoO. Bodyguard's retaliation

    Is the witch invisible to lookout/detective? No.


    Can these actions affect each other? Witch cannot force a veteran to alert, but will die if she tries to control a veteran that has already alerted. Lookout/Detective can be controlled by witch. Bus Driver swaps do not affect Lookout/Detective. (If Lookout tries to watch X but is witched to visit Y while Detective follows Lookout, Mafia shoots X, and Bus Driver switches X and Y, Lookout will see Mafia and Bus Driver visit Y, Detective sees Lookout visit Y, and Y is killed by mafia.) Escort/Consort blocks work retroactively except that they can't stop a Veteran from alerting (and will die if they visit him while he's alerted) and if witch controls them while they try to roleblock witch, the witch will successfully control them instead. (The witch WILL be roleblocked if she is controlling anyone other than the exact escort/consort that is blocking her.)

    Can the coroner check preemptively? As implied by the OoO, with autopsies occurring after killing actions, a coroner CAN check preemptively.

    OP updated to reflect these changes.

    Also changed Bodyguard to protect against ALL attacks/cult recruiting on his target, but he will only retaliate against the first killer/cultist. (First one to PM me his night action.)

  11. ISO #11

    Re: S-FM: Prelude

    So a bodyguard always stops a kill from happening on his target even if he gets killed directly by someone else, but if his protection is successful and he is also attacked by someone else, he does not retaliate against the attacker of his target?

    Still wondering about jester annoy on OoO to see which other actions it's affected by. It matters even though it gives no feedback.
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  12. ISO #12

    Re: S-FM: Prelude

    Quote Originally Posted by BorkBot View Post
    So a bodyguard always stops a kill from happening on his target even if he gets killed directly by someone else, but if his protection is successful and he is also attacked by someone else, he does not retaliate against the attacker of his target? What? He will still retaliate against the first attacker on his target, regardless of if he himself is attacked. It's hard to make an OoO that's not ambiguous. If I place the retaliation before normal killing actions, it looks like he's not actually retaliating against any attacks, because none have happened yet. If I place it concurrent with the other killing actions, it looks like he won't actually protect from or retaliate against a cultist recruiting his target.

    Still wondering about jester annoy on OoO to see which other actions it's affected by. It matters even though it gives no feedback.
    Jester annoy is affected by all other actions, and goes through even on the night he is killed.
    How's that?
    Last edited by Glip; September 25th, 2012 at 11:25 AM.

  13. ISO #13

  14. ISO #14

 

 

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