S-FM 349: KRC: Game of the Decade - Page 171
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  3. ISO #8503

    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by Stellaria View Post
    I wish I didnt change my mind on shooting Renaissance Panda to shoot Smiley. GG though guys
    GGWP!
    Sadpeepo (taku) here!
    @Stellaria don't Feel bad about changing your shot, that was intentional
    I figured I could bait Kirby into defending panda so he wouldn't get vigi shot that night through my post because according to the fake wincon he told me, he couldn't really allow any extra towns to die
    so even though it was for all the wrong reasons, the play still worked out in our favor ;;
    Doki doki delete yourself (9'^')9

  4. ISO #8504

  5. ISO #8505

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  8. ISO #8508

  9. ISO #8509

  10. ISO #8510

    Re: S-FM 349: KRC: Game of the Decade

    Not wasting any time, I present the first admission:

    The Infinity Mirror
    By: Macdougall
    Game: KRC: Game of the Decade


    The role utilizes a particularly interesting and unique method for creating a neighborhood, then after the hood is created it presents the members of the hood a number of interesting options. Should they reveal what they're voting for? Should the reveal how they're voting? Should they treat the powers as something that's voted on by a consensus, or should it be up to the players that actually have control over the action? And the fact that the actions can only target players within the hood, with a vigilante shot included, makes this role into a sort of day-at-night with a lot of very neat dynamics. I think it's no surprise that this role was one of the highest voted roles, earning it a spot in the hall of fame.

    Spoiler : The Infinity Mirror :

    Role: The Infinity Mirror
    Rolecard:
    Any time during the day, submit the name of another player to the game hosts, that player will then be asked to submit the name of another player who will then be asked to submit the name of another player and so on until someone submits the name of a player who was already submitted, forming a mirror, or the Day phase ends. If the Day ends before a mirror is formed, the last person to be targeted will automatically target you and complete the loop.

    Once the mirror is formed, all members of the Infinity Mirror will receive a temporary neighborhood chat for the following Night phase.

    The first name may choose to rolecop someone from the group before end of night and will receive the result at the end of the night.

    The second name may choose to protect someone from the group before end of night.

    The third person may choose to track someone from the group before end of night.

    The fourth person may choose to vig someone from the group before end of night.

    The fifth and any subsequent players who form part of the infinity mirror go back to the start (rolecop, protect, track, vig in that order) but share the same use of their respective action with the other players in the hood with the same action and must vote on who they wish to target (voting for an action is determined identically to voting for the daytime elimination but is submitted privately). All players with that action get identical night action feedback and all will be seen visiting their target by any relevant investigative roles.

    You may be added to the neighbourhood, in which case you are treated like any regular player with respect to potential night actions.

    As a mirror, you are highly fragile and will always die if you are attacked in the Night even if you would normally be protected from dying.

  11. ISO #8511

    Re: S-FM 349: KRC: Game of the Decade

    The Keeper of Dramatic Irony
    By: Amaya
    Game: KRC: Game of the Decade


    This role achieved something that is very difficult to do - creating a powerful wish granting role, restricted enough to not be over-powered, while restricted in ways interesting enough to make it still a lot of fun to play. Similar to many other roles in the Hall of Fame - the extent of what this role is actually able to do mechanically, isn't that unusual - it can protect, create investigative results, redirect, etc. But where this role, and many other Hall of Fame roles, shines is in the method it uses for actually triggering those effects. An interesting range of effects, triggered in an innovative way, while not suffering from complexity bloat - it's also no surprise that this role was highly voted.

    Spoiler : The Keeper of Dramatic Irony :

    Role: The Keeper of Dramatic Irony
    Rolecard:
    Bound to guarding the Quill of Dramatic Irony in one of the seven fabled shrines of Literary Devices, they are now tasked to use its perverse power to oversee a new story?s unfolding: the story of KRC: Game of the Decade.

    Cursing the Champion (Night, Night 0, Unmanipulatable): Choose a player to become the protagonist for the following day and night. After the day has ended, they will learn that they were under the influence of the Keeper of the Dramatic Irony.

    It?s Not Like That?ll Ever Happen (Night): Submit a post from your protagonist where they make a prediction about unknown quantities in the game or a future event within the game. Tonight, if it is true after the initial action processing, the hosts will make you take an action in order to falsify that prediction. You will not know the exact nature of this action.

    You may only perform one action over the course of the game per archetype:
    Investigative / Protective / Killing / Action-Manipulative / Role-Manipulative / Miscellanea

    If the hosts interpret an post as attempting to repeat an archetype, you will at the end of the night that your action failed due to having already used the use of the [XXX] archetype.

    All ongoing effects granted by your abilities cease functioning at dusk.
    You cannot affect players? win conditions.
    Actions that involve sharp mechanics, or that are otherwise overpowered, may be rejected at the discretion of the hosts.
    You are permitted to interact with your targets to covertly goad them into making a prediction, but if you claim or soft the nature of your ability then you lose it.
    All post submissions are subject to host veto, no explanation required.


    Examples

    Submitted Post:
    Yeah, I?m basically never dying tonight.
    Result: Submitted Vig shot on target player.

    Submitted Post:
    I don?t think Marl ever does that to Wisdom if he were any wolf role other than wolf kp
    Result: If Marl is wolf kp, an action is submitted to convert Marl into an arbitrary other role, such as a wolf roleblocker. If Marl is a different wolf role, nothing happens because the prediction was already false. If Marl is town, there is no feasible way to falsify the statement without changing Marl?s alignment, so nothing happens.

    Submitted Post (on D1)
    I?m probably getting executed by D3 anyways
    Result: Submitted action to protect that target from execution until D3. However, it only functionally lasts until D2 because it dissipates at the start of N2.

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  14. ISO #8514

    Re: S-FM 349: KRC: Game of the Decade

    Compulsive FPSer
    By: Ryast
    Game: KRC: Game of the Decade


    Quite similar to The Keeper of Dramatic Irony, the Compulsive FPSer is able to utilize a wide range of powers, but they're locked behind a particularly innovate activation method. The role is theoretically able to do anything as the fake claim by the player can be anything - and while it would be rebalanced if it were overpowered - it still leaves a huge range of potential abilities at the player's disposal with clever play. But the catch is - you have to be both right and able to push (or at the very least predict) a player's flip happening that day. Overall the submission demonstrates a method to allow for unlimited versatility without breaking balance.

    Spoiler : Compulsive FPSer :

    Role: Compulsive FPSer
    Rolecard:
    Can?t help yourself
    At some point during the first day, you must fullclaim any role. If you rescind this claim or claim any part of your initial role, you will be vanillaized. Breadcrumbing your true role can result in you being vanillaized, depending on host discretion.

    Target Locked
    Each night except night 0, you may visit a player. You will have a 0% ITA shot if used on that player during the next day.

    The ends justify the means
    At any point during the day, you can send the host a link to a post you made presenting information from your fakeclaim about the player you visited the night before with Target Locked. If that player dies during the same day after the post is made, you will also gain one of the following effects:

    Works every time
    If that player is not the same alignment as you, you gain the role you initially fakeclaimed. This role will follow the fakeclaim as closely as possible, while being rebalanced in the same way another role would be if it were created at the start of the game. You will still be vanillaized for the same reasons as above, but you lose the rest of your initial role. You gain nightkill immunity for the night following the elimination.

    ?My bad
    If that player is the same alignment as you, you will no longer be vanillaized for claiming your initial role, and you gain the role of the player that was eliminated.

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  16. ISO #8516

    Re: S-FM 349: KRC: Game of the Decade

    Frog
    By: May
    Game: KRC: Game of the Decade


    This role's admission is very different from the other three admissions from KRC: Game of the Decade so far. Where those roles demonstrated particularly innovative mechanics, this role doesn't have anything new mechanically. What this role does well is its humor. The "because you're a frog" bit became a running joke among hosts during balance, among players in dead chat, and even prompted the #spoiler-discussion to be renamed to #frog-discussion. It shows how you can put together standard mechanics mixed with humor to make a memorable role that earned it one of the highest vote counts in HoF voting.

    Spoiler : Frog :

    Role: Frog
    Rolecard:
    + Frog A (Passive): Frog. You're a frog.
    + Frog B (Passive): The first time someone would hit you with an ITA, you jump out of the way because you're a frog.
    + Frog C (Passive): You may submit messages in your role PM during the Night phase, which will be posted in the game thread by the host. The messages will be noted to have come from a frog because you're a frog.
    + Frog D (Passive): You will receive a copy of all investigative ability feedback from abilities targeting you because you're a frog.
    + Frog E (1 target at night): Choose someone. Create a group chat and let them know you're a frog. You can also use it for whatever you want because you're a frog.
    + FFFFrog (1 target at night): Send the message ""I'm a frog"" to target player because you're a frog.

  17. ISO #8517

    Re: S-FM 349: KRC: Game of the Decade

    Woman of Many Masks
    By: Ruby
    Game: KRC: Game of the Decade


    This role is an excellent demonstration of combining excellent theming and storytelling with a few innovative mechanics here or there.

    If the role didn't also incorporate creative mechanics, I would be saying something like "While Frog showed how humor can carry a role even without mechanical innovation, this role shows how a well put together, cohesive, and thematic ability set can similarily carry a role"

    Except this role has that and it has a few of innovative mechanics of its own. The Nest Cover, Shapeshifting, and Lucky abilties stand out there.


    Spoiler : Woman of Many Masks :
    Role: Woman of Many Masks
    Rolecard:
    You possess the powers of many masks passed down through the generations in your town. After your town fell 10 year ago, you are the only survivor and the wielder of the many masks. The masks, while not all mastered yet, can still be used for limited power; however the overuse of a mask could be cause temporary or even permanent consequences to the user.

    Family Heirloom
    (Passive)

    You know the powers of your family's mask, the ?Fox Mask? and are able to handle all masks generated with this role to their full potential.

    Abilities with the key word mask have a negative that roleblocks the user of the item the cycle after use and this restriction is revealed to anyone who acquires one. However you are immune to this restriction.

    Equipping Masks
    (Day)

    To fully use the powers of a mask they require you to embrace them during the day and select which mask you will wear into the night. You may only have one mask equipped at a time and equipping a new one removes the previous.

    If a mask has at most 2 uses left, you may also swap out the mask during the night, however this destructive action will result in the mask's powers being lost forever.

    Embraced Powers
    (Night)

    You have the power of the 5 main animals of your village at your disposal, some with more than one effect, however if any fall to zero charges they will be lost forever and can not be recharged.




    Fox Mask
    (3-Shot, Mask)

    You may use both of the following powers of the fox. The fox is imbued with cunning and shapeshifting powers, though they are known for their mischief as well.

    Shapeshifting
    Assume the form of a dead town player's investigative ability that had uses remaining (In the case there was none remaining you will be refunded that shot of this ability and learn as such.) During that night any role investigations will view you as if you had the role of your target.

    Mischief
    Target two players tonight and learn if any of them visit you or the other target (not themselves). If the answer would be no you will be informed if either of them have targeted you throughout the game. In the case you would get a no from this you will get the same feedback as if you were roleblocked.



    Wolf Mask
    (2-Shot, Mask, 1-night cooldown)

    You may use one power of the wolf. Known for their teamwork and the power to hunt, whether it be to hunt down the ones planning to do harm or to find food to feed others.

    Hunt
    Target a player, they will be attacked and bleed which causes them to die at the end of the following night unless healed. (This can be prevented by a protection on the target night or a heal on the following day.) (This option can only be used once per game.)

    Pack Tactics
    Target a player their actions will be strong manned tonight



    Hare Mask
    (2-Shot, Mask, 1-night cooldown)

    This mask is of the hare and represents the family's reflexes and luck generated from it. This mask passively removes a usage at the end of every night it was worn and de-equips itself at the end of the night in exchange for receiving the benefits of both passives.

    Lucky
    (Passive)

    Tonight if you are directly and singley targeted with any ability that has a luck/random element you will always have the most favorable outcome happen to you. In the case that the best is not obvious the hosts will random one within the beneficial options if any exist.

    Trigger
    (Passive)

    Block the one action from each player that visits you tonight. If the only action to target you is a SINGLE attack that attack will be prevented.



    Bear Mask
    (2-Shot, Mask, 2-Night cooldown)

    You may use both powers of the bear. The Bear represents the strength of one?s self and the protection of one?s young no matter the cost.

    Protect Young
    Target player is protected from a single attack during the night as long as they haven't been successfully protected yet in this game. If you protect them from multiple attacks at this time you will gain the Macho Modifier. (Macho means you can no longer be protected.)

    Gather Honey
    Tonight you will gather honey as it is a resource used within the mask repair process. At the end of the following day you will gain the ?Honey? Item.

    Honey
    (1-Use, Day, Multitaskable)
    Gain a single use of a mask within your possession. This can?t exceed the starting uses a mask has however.



    Owl Mask
    (2-Shot, Mask. 1-Night Cooldown)

    You may use both powers of the owl. The mask of the owl was represented by wisdom and the people of the night, not to mention the power of the skies.

    Keep Watch
    Learn the number of times a player was visited over the last cycle. (Previous day and night) however you will gain the feedback at the start of the following night

    Nest Cover
    For the following cycle you and the target player will gain a private chat. At the end of the chat you may grant the target one of your masks, losing all its abilities and giving it to them. You can?t give away your family masks and if that player dies the mask will flip with them.

  18. ISO #8518

    Re: S-FM 349: KRC: Game of the Decade

    The Magician
    By: Firekitten
    Game: KRC: Game of the Decade


    For the final admission to the Hall of Fame from KRC: Game of the Decade, we have The Magician. The role starts out as just as standard JOAT - but its unique gambling mechanic is what earns it a spot here. The recipient of the role can gamble away one of their abilities by betting on who will die that night, and if they're correct then they gain that ability they wagered permanently, with infinite shots, and the ability to multitask it alongside it's other standard JOAT actions. This gambling risk vs reward is unique and creates an interesting dilemma for the player - gamble something weak and you only gain something weak, if even at all, but gamble something strong, and you might have just thrown away your strongest ability for the whole game.


    Spoiler : The Magician :
    Role: The Magician
    Rolecard:
    Passive - Prepared: You start the game with 1-shot of every card. You gain another shot of a random card if you are on the wagon of someone who is executed. You may use two different day abilities (only one day ability 1 a day, only one day ability 2 a day) during one day
    Day Ability 1 - Magic Trick: Activate one of your cards. The person you activate it on will be aware that a card named [insert name of the card you activated] was used on them, along with the effect of that card. Activating a card causes you to lose a shot of that card. You may only use this ability once a day and you may not activate the same card two days in a row.
    Night Ability 1 - Gamble: Gamble a specific card away. When using this ability, tell the host the name of the card you want to gamble, along with a player who you think will die that night. If that player dies that night, that card will become infinite shot and you will gain that card as an additional day ability (what this means is, you gain day ability 2- card name and effect - infinite shot if you are correct) however, you still may not use the same card on two consecutive Days. If you are wrong, all shots of that card will be lost. You may only gamble cards that you have shots left and you may only gamble one time every Night - infinite uses.


    Cards:
    1. Exposed - Whenever a target player uses a day ability, whether today or any time in the future, the host will always announce that the target used a day ability. Likewise, the host will announce each night whether or not the target used a night action successfully for all future nights.
    2. Life Swap - Submit two players. Both players will be aware that this card was used on them, along with the effects. They will not be aware who the other target of life swap is. If player A dies tonight, player B will die instead. If player B dies tonight, player A will die tonight instead.
    3. Neighborizer - Target a player and become a neighbor with them.
    4. Poison - Poison a player. They will die at the end of the NEXT day phase if a protective action is not used on them (whether it be a day or night protective action, even if the action itself doesn?t heal poison). If they are poisoned day 1, they will die at the end of day 2 unless a protective action is used on them.
    5. Magic Trick - All actions targeting you tonight will instead target the other player. The target will not be aware who you are.

  19. ISO #8519

    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by Lumi View Post
    Not wasting any time, I present the first admission:

    The Infinity Mirror
    By: Macdougall
    Game: KRC: Game of the Decade


    The role utilizes a particularly interesting and unique method for creating a neighborhood, then after the hood is created it presents the members of the hood a number of interesting options. Should they reveal what they're voting for? Should the reveal how they're voting? Should they treat the powers as something that's voted on by a consensus, or should it be up to the players that actually have control over the action? And the fact that the actions can only target players within the hood, with a vigilante shot included, makes this role into a sort of day-at-night with a lot of very neat dynamics. I think it's no surprise that this role was one of the highest voted roles, earning it a spot in the hall of fame.

    Spoiler : The Infinity Mirror :

    Role: The Infinity Mirror
    Rolecard:
    Any time during the day, submit the name of another player to the game hosts, that player will then be asked to submit the name of another player who will then be asked to submit the name of another player and so on until someone submits the name of a player who was already submitted, forming a mirror, or the Day phase ends. If the Day ends before a mirror is formed, the last person to be targeted will automatically target you and complete the loop.

    Once the mirror is formed, all members of the Infinity Mirror will receive a temporary neighborhood chat for the following Night phase.

    The first name may choose to rolecop someone from the group before end of night and will receive the result at the end of the night.

    The second name may choose to protect someone from the group before end of night.

    The third person may choose to track someone from the group before end of night.

    The fourth person may choose to vig someone from the group before end of night.

    The fifth and any subsequent players who form part of the infinity mirror go back to the start (rolecop, protect, track, vig in that order) but share the same use of their respective action with the other players in the hood with the same action and must vote on who they wish to target (voting for an action is determined identically to voting for the daytime elimination but is submitted privately). All players with that action get identical night action feedback and all will be seen visiting their target by any relevant investigative roles.

    You may be added to the neighbourhood, in which case you are treated like any regular player with respect to potential night actions.

    As a mirror, you are highly fragile and will always die if you are attacked in the Night even if you would normally be protected from dying.
    This one was my favorite but congratulations to all of the new Hall of Famers!

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