S-FM 339: ?KRC, M-FM edition - Page 80
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  1. ISO #3951

    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by FM-Chad Knight View Post
    I can't believe Tess was town after that hammer. That was unbelievably scummy.
    I'm more surprised that Purple would claim a lie detector shot on a townie.

    Forgive me for the intrusive question, but have you bought anything from the shop you'd like to claim publicly?

  2. ISO #3952

  3. ISO #3953

  4. ISO #3954

    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by FM-Forsaken Bones View Post
    I'm more surprised that Purple would claim a lie detector shot on a townie.

    Forgive me for the intrusive question, but have you bought anything from the shop you'd like to claim publicly?
    The lie detector shot was likely affected by the miller aspect of the role. I believe Purple to still be town.

    I did predict Tesseract to be town. It's unfortunate this his play all game has been absolutely abysmal.

  5. ISO #3955

  6. ISO #3956

    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by FM-Chad Knight View Post
    I purchased a crab hat, and a lootbox.
    Best of luck with it.
    Quote Originally Posted by FM-Chad Knight View Post
    The lie detector shot was likely affected by the miller aspect of the role. I believe Purple to still be town.

    I did predict Tesseract to be town. It's unfortunate this his play all game has been absolutely abysmal.
    Is that possible? I was under the impression lie detecting wasn't affected by the miller modifier.
    Quote Originally Posted by FM-Chad Knight View Post
    I also purchased a crab, which I adore greatly. If your memory has faltered, his name is Otis.
    I do remember Otis. I like the name.

  7. ISO #3957

    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by Lag View Post
    ?KRC M-FM Edition

    Night 3

    Vote Counts
    FM-Tesseract (4)
    FM-Mr Bones, FM-Purple, FM-CBI Agent, FM-Forsaken Bones

    Skip (1)
    FM-Tesseract

    FM-Tesseract has been executed.

    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: The Powerwolf

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are very adept at manipulating the town. You are determined to be the top poster at all times, so as to keep the town in your control.

    -At the end of the day, you must be the top poster. If at the end of the day someone else is the top poster, you will be vanillaized and lose all powers listed here. You will regain your role as long as you are top poster the previous day phase. (Host Clarification: "top poster the previous day phase" means the player with the most posts during that specific day)

    -You must maintain your image. If you are voted by two or more players and are one of the top 3 wagons at the end of the day, you will be incapable of doing anything during the night.

    -Every post must have at least 200 characters, to prevent spamming. If it looks like you are attempting to circumvent this, you will lose your ability to post for the rest of the day phase.

    -Starting day 2, your vote will count as two.

    -You have a 1-shot Bulletproof Vest. The first attack against you will not kill you.

    Night Actions -
    Every night, you may use both of the following actions:

    -Ultimate Rolestopper - Players targeted by this will be roleblocked and rolestopped. They will be unable to perform any actions for that night, and will also be un-targetable.
    -Power Doctor - Heal someone. You will heal whoever they target as well.

    Modifiers -
    You have the following modifiers. These modifiers remain even when vanillaized for not being top poster:

    -Miller - You will appear as guilty to any investigations.
    -Articulate - You are immune to post modifiers.

    Their Edited Role Submission
    Spoiler : Flip :
    Role: Art Thief
    Rolecard:
    Four other players excluding yourself are in possession of works by Edvard Munch, the four most known versions of The Scream. The versions are believed to have been made in: 1893, 1893, 1895, and 1910.

    You must vote carefully, as your vote on any these filthy art thieves (clearly, you are a noble individual that would never steal yourself, WINK WINK) has the following consequences.

    Voted for a player that possesses a painting, but they were not the lynch:
    No bonuses or penalties

    Did not vote or voted for a player that does not possess a painting:
    You are roleblocked for the next night. (And may not use your role ability as a result)

    Voted for a player that possesses a painting, and they were the lynch:
    Gain a bonus depending on the painting they possessed:
    - Original 1893 - Ah yes, the original. How did they steal it? Anyone chasing you the following night will instead be chasing themselves! Redirect the first visitor to visit themselves.
    - 1893 - They must have used wire cutters to get their dirty hands on this! Whatever it is they used, you gain possession of one random item in their arsenal. In the event they've ditched all their equipment already, you will learn one of their skills (abilities) and be able to use it one time. Don't forget: KNOWLEDGE IS POWER.
    - 1895 - Receive a one-shot ability to roleblock a person, you gotta defend your rights to this masterpiece!
    - 1910 - You own it now! Gain a one-time bulletproof vest that can be used at night only.

    You may save these bonus actions to use on a future night if you wish, they are multitaskable and will not be roleblocked by failing to vote for a player that possess a painting.

    If a player dies in possession of a painting, it will be shown alongside their flip and you will visit their body that night to collect the painting. This visit is not able to be roleblocked, redirected, or manipulating in any way, although you do not gain the bonus from the painting and instead simply add it to your collection.

    Complete Collection:
    After you have collected all the paintings, you may use your role ability unrestricted by the requirement to vote someone that possesses a painting during the day.

    Role ability:
    At night, choose a person to copy one of their random abilities (selected at random, if there are multiple abilities). You will be informed of the acquired ability, and it has one-shot use until you copy the next ability. You lose the ability if/when you copy another one.


    Hidden Info:
    The four paintings:
    https://i.imgur.com/FSz5Dk4.jpg
    https://i.imgur.com/YnN478i.png
    https://i.imgur.com/QUtI6r7.jpg
    https://i.imgur.com/8CmhRO3.jpg

    The player may also obtain the paintings via purchases on the player market. This will satisfy the conditions for gaining powers/avoiding roleblocks as if the player had successfully eliminated the owner of the painting.

    The original post has also been updated.

    Players Alive Graveyard
    @FM-Father and Sun
    @FM-Mr Bones
    @FM-Dark Unicorn
    @FM-Earless Artiste
    @FM-Forsaken Bones
    @FM-Purple
    @FM-Is that a leaf
    @FM-Bizarro Pepsi
    @FM-Demonic TP
    @FM-Myopia
    @FM-Blue Beard
    @FM-Chad Knight
    @FM-ohno
    @FM-CBI Agent
    FM-Kaleidoscope
    FM-Arcade
    FM-Eyes
    FM-Kitty Cat Dance
    FM-Inconspicuous Man
    FM-Comrade PickleRadish
    FM-Its SOMETHING
    FM-Mafia Bro
    FM-Mr Pain
    FM-Tesseract

    Night 3 Ends at 7 PM CST on Sunday February 27th
    [Countdown Timers Cannot be Quoted from Other Posts]

    Night action deadline is 2 hours before SoD

    I TOLD YOU SO

  8. ISO #3958

    Re: S-FM 339: ?KRC, M-FM edition

    ?KRC M-FM Edition

    A shot was fired at FM-Blue Beard!

    The shot hit and killed FM-Blue Beard!

    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: Chopper Dave + The Puzzle Master

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You may use actions from both roles independently (e.g you may use an action from both Chopper Dave and The Puzzle Master each night)

    Chopper Dave
    Spoiler : Chopper Dave :
    Once per game you can choose to kill a player during the day with your helicopter's blades of vengeance. This ability can only be used if a town player was killed or lynched the prior day. After using this ability, you will explode at the end of the following night.

    At night, you transform into a werewolf to sniff out crime from your helicopter. You can target 2 different players to see who they visited at night. This ability does not count as a visit.


    The Puzzle Master
    Spoiler : The Puzzle Master :
    You are a lover of puzzles, and are incredibly skilled at designing them. Every night, you may construct a puzzle and hand it out to a player.

    For every puzzle you design, you must decide what the actual puzzle is. This could be anything from a riddle to a coded message (though these puzzles cannot have actual meaning that people can read in to). You can vary the difficulty, though it cannot be too hard, nor can it be too easy. You may wish to work with the mod to come up with a fair puzzle.

    You may design the following puzzles:

    Protective Puzzle - A puzzle meant to protect someone's house. All players who wish to apply a negative effect on that player will have their action blocked and be forced to solve a puzzle the following day phase. If they do not solve the puzzle during that day phase, then their action will not go through at all. If, however, they solve the puzzle in time, the negative effect will be applied at the end of that day phase. You may self target with this action.

    Energizing Puzzle - A simple hand held puzzle, which the targeted player must solve during the day after receiving it. If a player succeeds in solving this, they will be motivated the next night, meaning they will be able to use whatever personal action they may have one additional time. If a player does not solve it before the day ends, they will be so frustrated that they will be unable to do anything that night. You may not self target with this action.

    Soul Reading Puzzle
    - A trick puzzle. This puzzle does not benefit or harm the target in any way. However, if they solve it, you will learn if they have any guilt on their conscience (A.K.A, you will learn if they have ever killed anyone during this game). The target is not informed of this puzzle's effects nor of it's name, and you cannot attempt to coerce them into solving it. Attempting to coerce them will result in the puzzle losing it's soul reading power.

    Escape Room - This puzzle is unique in that it requires more than one puzzle, although the puzzles must still be fair difficulty-wise. A player trapped in an escape room will be unable to use any actions until they have solved every puzzle. You must have a minimum of 5 puzzles, and may have a maximum of 15. Players in an escape room may still be targeted by other actions.


    Their Edited Role Submission
    Spoiler : Flip :
    Role: Gunslinger
    Rolecard:
    You have 3 abilities, all of which occur during the day

    1. The Good - Once Per Game, if someone directly accuses you of being a wolf you can quickshot them. You have a 50% chance to hit. If there are any pre-existing day shots in the thread unprocessed your shot will be processed before them. You must tag the moderator and your target in the thread. This shot is public

    2. The Bad - You are wearing a 1x bulletproof vest. The first shot that would kill you does not.

    3. The Ugly - If you are killed during the day in any way you receive a vengeance shot. This vengeance shot is public, has 100% chance to hit the target. You must tag the moderator and your target in the thread. If you are the day kill (Chop) you have 30 minutes from the time voting closes to make your shot. You may pre-submit a target for The Ugly which you will shoot at automatically if you do not submit another target within 30 minutes after the chop.

    The original post has also been updated.

  9. ISO #3959

  10. ISO #3960

  11. ISO #3961

  12. ISO #3962

  13. ISO #3963

  14. ISO #3964

  15. ISO #3965

  16. ISO #3966

  17. ISO #3967

    Re: S-FM 339: ?KRC, M-FM edition

    ?KRC M-FM Edition

    A message is broadcasted across the planet:
    Thank you for your business!

    FM-Forsaken Bones was the Tradestar Midas. Having collected 20,000 gold they have de-orbited the planet and exited the solar system with a win!

    The Tradestar Midas is now closed!

    The game continues!

    Their Flip
    Spoiler : Flip :
    Alignment: Space Station
    Role: Tradestar Midas

    Factional Abilities:
    Upgraded Rolecard
    As you are a solo faction, your abilities have been upgraded.
    Upgrades are shown in pink on your rolecard.

    Win Condition:
    You exit the game with a win after you collect 20,000 gold.

    Warning: You are not classified as anti-town, you being alive does not prevent the game from ending. If the game ends before you complete your win condition, you will lose.

    Rolecard:
    You are the Tradestar Midas from 2012 indie game Cortex Command. You are a space station orbiting planet Epsilon MT-1096. You are the only space station in orbit of this planet, which means any planetary operations must be routed through you.

    There is an ongoing bidding war for the rights to mine on Epsilon MT-1096, which is rich in valuable metals, most notably Gold. You serve as a launching point for all military and mining operations on Epsilon MT-1096 for each faction. The Intergalactic Mining Commission is taking bids for the planet currently, but until then any person can mine on it.

    You are a space station. As a space station, you may take unlimited unique actions per night. Unfortunately, you do not have hands, which means you cannot use items.

    Gold
    Each player begins the game with 2000 gold- including you. Gold can be used to purchase items from you. Lynched players give half their gold split among each voter, while killed players transfer half of their gold (rounded down) to their killer. If applicable, players that are revived do not retain their gold.

    You gain additional powers as you gather more Gold. You will know what current powers you have and what the next power you gain will be. If you lose gold, you lose the respective power.

    Unlockable Abilities:
    2000: You may send the police to investigate an item, learning who owns the item. You must specify the name of the item prior to using this ability. 1 charge.
    2500: You gain plated armor, giving you immunity to traditional night attacks.
    3000: You may send the police to investigate a player, learning their alignment. 1 charge.
    4000: You may send a medic drone to a player, giving them a one time automatic immunity to traditional night attacks. The medic drone is an item and may be sold on the shop. 1 charge.
    5000: You gain an additional item investigation charge.
    6000: You gain defense lasers, which you may activate to kill any players who visit you. 1 charge.
    8000: You gain an additional alignment check charge and an additional medic drone charge.
    10000: Your defense lasers are upgraded to automatic lasers, passively killing any players who visit you.
    12500: You gain unlimited charges on your above abilities.
    15000: You gain a phase minefield, allowing you to teleport and detonate mines on top of other players, killing them. 1 charge.
    17500: You gain unlimited phase minefield charges.
    20000: You exit the game with a win.

    Shop
    As the bustling center for trade, weapons, tools and artifacts can be bought and sold from the Tradestar Midas. You are open for business at all times, anonymously running a shop where players can spend their gold on various items for themselves or to gift to other players to impact them in the game. Items listed in the shop are presented with only their name, price, and a short advertising description (flavor). The effects of the item are not listed, or may not behave as advertised. As you ARE the space station, you are unable to purchase from this shop. The items for sale and the prices of said items, but not their effects, are determined by you- with the exception of 3 things.

    Crabs: Crabs are always sold for free. A player owning 100 or more crabs at once will kill themselves due to hitting the entity limit. This is a kill that cannot be avoided or protected and ignores all immunity. Crabs cannot be gifted to other players.

    Weapons: As a military operations hotspot, arms dealers are always operating on the Tradestar Midas. Some type of weaponry must be available at all times- determined by you.

    Mining Contract: Available for 10000 gold, the Intergalactic Mining Commission is selling the mining contract for Epsilon MT-1096 to anyone.

    You may refresh the shop at most once every 24 hours. Purchases from the shop can be done at any time, are made anonymously and are first come first serve unless otherwise specified.

    To list items from the shop you should:
    1) Request a price quote from your suppliers.
    You may send a message to the host at any time with a description of an item containing the desired name, effect, and available quantity. The host will give you a price quote for how much that item will cost you to purchase.

    2) Determine the sale price.
    Determine how much you wish to sell each item for on your shop. As you are looking to make a profit, you should sell items for more than they cost you.

    3) Update Inventory.
    Once a list of new items to sell has been compiled by you, you must update the shops inventory as long as it has not been updated within the last 24 hours.

    4) Profit.
    You will be credit gold equal to the difference between the price you listed the item for and the price it cost you to purchase the item. Note: you do not have to purchase the item from your suppliers until you also have a buyer - (you are a futuristic space station after all, you don't have to worry about supply chains or inventory management.)

    Any items that you are selling for a loss will be automatically delisted as soon as your reserve gold drops too low to be able to afford the transaction.

    As you the space station hosting the shop, if you are destroyed, so is the shop. Upon your death the shop closes. The ability host a large amount of shops takes a lot of space, and as such, the ability to open the shop cannot be stolen or copied unless the thief or copier is a large building (such as a large space station, a mall, or a warehouse) or somehow possesses enough private property to reopen the shop (either through mechanics or through flavor at hosts discretion).

    Selling
    Players can also sell using the shop. For a price that they choose, players may list their items on the shop. If they successfully sell their wares, you get a 30% tax cut of the profit- being a space station is expensive! Players can also sell their actions temporarily for gold, allowing other people to choose what they do for the night. The player may choose how much information they want others to know when purchasing their action, including who is selling, what the individual action does, or what their role does. Players do not have to be honest in their advertising descriptions, buyer beware!

    Gold Rush
    Players will periodically receive gold from the mining operations on the planet.


    Their Edited Role Submission
    Spoiler : Flip :
    Role: The Pincushion
    Rolecard:
    As the pincushion, you utilize pins to collect large amounts of information. When a player is pinned by one of your pins, it will inform you when that player uses an action of the same type as the pin. Your pins can be one of five types:

    - Pin of Information: Will notify you when the pinned player uses an informative action. (This is determined by the host, but includes things like cops, watchers, investigations, and trackers)
    - Pin of Killing: Will notify you when the pinned player uses a killing action. (This is determined by the host, but includes things like executions, vigilante shots, vengeful kills, PGO kills, werewolf kills, and arsonist ignites)
    - Pin of Protection: Will notify you when the pinned player uses a protective action. (This is determined by the host, but includes things like bodyguard, doctor, poison heal, and faith heal)
    - Pin of Support: Will notify you when the pinned player uses a supportive action. (This is determined by the host, but includes things like roleblocks, bus drives, motivations, and neighborizes)
    - Pin of Ambiguity: Will notify you when the pinned player uses a miscellaneous action, defined as any action that the host does not categorize as informative, killing, protective, or support.

    Passive Ability:
    Pins and Needles – Anyone who visits you during the day or night will be struck with a pin type of your choosing. They will not be notified of this. If someone is already pinned with a pin of a different type, they will gain this pin in addition to the pin they already had. If someone is already pinned with a pin of the same type, nothing will happen. You will be notified of everyone who is pinned visiting you at the end of each day and night phase. This passive cannot be roleblocked.


    Active abilities:
    - At the start of each day and night phase, you can choose from killing, informative, protective, support, and miscellaneous. For the rest of that phase, all pinning actions will use pins of that type. This active ability can be used in conjunction with all other abilities, and cannot be roleblocked.

    - During the night phase, you may choose to strike a player with a pin. They will be struck with whatever pin type you’ve chosen, and will not be informed.

    - Once per game, you may choose to forego striking a player with a pin, and instead change the type of each individual pin you’ve already placed to a type of your choosing (The pins do not have to all be the same type).

    Notes on the pins themselves:
    -Pins cannot be removed, and persist on death and revival. If a pinned player dies, and uses an action while dead, or after being revived, you will still be notified.

    -A player can be pinned with as many different kinds of pins as possible, but cannot be pinned with more than one of the same kind of pin. If a player chooses to set two of their pins on someone to the same type, one will be removed.

    -Pins will notify the user of astral (ie nonvisiting) actions, but not of passive abilities.

    -If the pincushion somehow pins themselves, the pin will function as normal.

    Spoiler : Example :
    Player A is the pincushion. Player B is a day cop / night vigilante.
    During the start of day 1, Player A sets their pins to Informative. Player B uses their day cop action on Player A, and receives their result as normal. At the end of day 1, Player A is informed that they struck Player B with a pin during the day phase (Player A does not know when exactly this happened, and is only given a list of players that were struck during that phase). At the start of night 1, Player A sets their pins to killing, and pins Player B. Player B vigilante kills Player C. At the end of night 1, Player A is informed that their killing pin on Player B reacted, informing them that Player B used a killing action.


    The original post has also been updated.
    Last edited by Lumi; February 27th, 2022 at 06:38 PM.

  18. ISO #3968

    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by Lag View Post
    ?KRC M-FM Edition

    A message is broadcasted across the planet:
    Thank you for your business!

    FM-Forsaken Bones was the Tradestar Midas. Having collected 20,000 gold he has de-orbited the planet and exited the solar system with a win!

    The Tradestar Midas is now closed!

    The game continues!

    Their Flip
    Spoiler : Flip :
    Alignment: Space Station
    Role: Tradestar Midas

    Factional Abilities:
    Upgraded Rolecard
    As you are a solo faction, your abilities have been upgraded.
    Upgrades are shown in pink on your rolecard.

    Win Condition:
    You exit the game with a win after you collect 20,000 gold.

    Warning: You are not classified as anti-town, you being alive does not prevent the game from ending. If the game ends before you complete your win condition, you will lose.

    Rolecard:
    You are the Tradestar Midas from 2012 indie game Cortex Command. You are a space station orbiting planet Epsilon MT-1096. You are the only space station in orbit of this planet, which means any planetary operations must be routed through you.

    There is an ongoing bidding war for the rights to mine on Epsilon MT-1096, which is rich in valuable metals, most notably Gold. You serve as a launching point for all military and mining operations on Epsilon MT-1096 for each faction. The Intergalactic Mining Commission is taking bids for the planet currently, but until then any person can mine on it.

    You are a space station. As a space station, you may take unlimited unique actions per night. Unfortunately, you do not have hands, which means you cannot use items.

    Gold
    Each player begins the game with 2000 gold- including you. Gold can be used to purchase items from you. Lynched players give half their gold split among each voter, while killed players transfer half of their gold (rounded down) to their killer. If applicable, players that are revived do not retain their gold.

    You gain additional powers as you gather more Gold. You will know what current powers you have and what the next power you gain will be. If you lose gold, you lose the respective power.

    Unlockable Abilities:
    2000: You may send the police to investigate an item, learning who owns the item. You must specify the name of the item prior to using this ability. 1 charge.
    2500: You gain plated armor, giving you immunity to traditional night attacks.
    3000: You may send the police to investigate a player, learning their alignment. 1 charge.
    4000: You may send a medic drone to a player, giving them a one time automatic immunity to traditional night attacks. The medic drone is an item and may be sold on the shop. 1 charge.
    5000: You gain an additional item investigation charge.
    6000: You gain defense lasers, which you may activate to kill any players who visit you. 1 charge.
    8000: You gain an additional alignment check charge and an additional medic drone charge.
    10000: Your defense lasers are upgraded to automatic lasers, passively killing any players who visit you.
    12500: You gain unlimited charges on your above abilities.
    15000: You gain a phase minefield, allowing you to teleport and detonate mines on top of other players, killing them. 1 charge.
    17500: You gain unlimited phase minefield charges.
    20000: You exit the game with a win.

    Shop
    As the bustling center for trade, weapons, tools and artifacts can be bought and sold from the Tradestar Midas. You are open for business at all times, anonymously running a shop where players can spend their gold on various items for themselves or to gift to other players to impact them in the game. Items listed in the shop are presented with only their name, price, and a short advertising description (flavor). The effects of the item are not listed, or may not behave as advertised. As you ARE the space station, you are unable to purchase from this shop. The items for sale and the prices of said items, but not their effects, are determined by you- with the exception of 3 things.

    Crabs: Crabs are always sold for free. A player owning 100 or more crabs at once will kill themselves due to hitting the entity limit. This is a kill that cannot be avoided or protected and ignores all immunity. Crabs cannot be gifted to other players.

    Weapons: As a military operations hotspot, arms dealers are always operating on the Tradestar Midas. Some type of weaponry must be available at all times- determined by you.

    Mining Contract: Available for 10000 gold, the Intergalactic Mining Commission is selling the mining contract for Epsilon MT-1096 to anyone.

    You may refresh the shop at most once every 24 hours. Purchases from the shop can be done at any time, are made anonymously and are first come first serve unless otherwise specified.

    To list items from the shop you should:
    1) Request a price quote from your suppliers.
    You may send a message to the host at any time with a description of an item containing the desired name, effect, and available quantity. The host will give you a price quote for how much that item will cost you to purchase.

    2) Determine the sale price.
    Determine how much you wish to sell each item for on your shop. As you are looking to make a profit, you should sell items for more than they cost you.

    3) Update Inventory.
    Once a list of new items to sell has been compiled by you, you must update the shops inventory as long as it has not been updated within the last 24 hours.

    4) Profit.
    You will be credit gold equal to the difference between the price you listed the item for and the price it cost you to purchase the item. Note: you do not have to purchase the item from your suppliers until you also have a buyer - (you are a futuristic space station after all, you don't have to worry about supply chains or inventory management.)

    Any items that you are selling for a loss will be automatically delisted as soon as your reserve gold drops too low to be able to afford the transaction.

    As you the space station hosting the shop, if you are destroyed, so is the shop. Upon your death the shop closes. The ability host a large amount of shops takes a lot of space, and as such, the ability to open the shop cannot be stolen or copied unless the thief or copier is a large building (such as a large space station, a mall, or a warehouse) or somehow possesses enough private property to reopen the shop (either through mechanics or through flavor at hosts discretion).

    Selling
    Players can also sell using the shop. For a price that they choose, players may list their items on the shop. If they successfully sell their wares, you get a 30% tax cut of the profit- being a space station is expensive! Players can also sell their actions temporarily for gold, allowing other people to choose what they do for the night. The player may choose how much information they want others to know when purchasing their action, including who is selling, what the individual action does, or what their role does. Players do not have to be honest in their advertising descriptions, buyer beware!

    Gold Rush
    Players will periodically receive gold from the mining operations on the planet.


    Their Edited Role Submission
    Spoiler : Flip :
    Role: The Pincushion
    Rolecard:
    As the pincushion, you utilize pins to collect large amounts of information. When a player is pinned by one of your pins, it will inform you when that player uses an action of the same type as the pin. Your pins can be one of five types:

    - Pin of Information: Will notify you when the pinned player uses an informative action. (This is determined by the host, but includes things like cops, watchers, investigations, and trackers)
    - Pin of Killing: Will notify you when the pinned player uses a killing action. (This is determined by the host, but includes things like executions, vigilante shots, vengeful kills, PGO kills, werewolf kills, and arsonist ignites)
    - Pin of Protection: Will notify you when the pinned player uses a protective action. (This is determined by the host, but includes things like bodyguard, doctor, poison heal, and faith heal)
    - Pin of Support: Will notify you when the pinned player uses a supportive action. (This is determined by the host, but includes things like roleblocks, bus drives, motivations, and neighborizes)
    - Pin of Ambiguity: Will notify you when the pinned player uses a miscellaneous action, defined as any action that the host does not categorize as informative, killing, protective, or support.

    Passive Ability:
    Pins and Needles – Anyone who visits you during the day or night will be struck with a pin type of your choosing. They will not be notified of this. If someone is already pinned with a pin of a different type, they will gain this pin in addition to the pin they already had. If someone is already pinned with a pin of the same type, nothing will happen. You will be notified of everyone who is pinned visiting you at the end of each day and night phase. This passive cannot be roleblocked.


    Active abilities:
    - At the start of each day and night phase, you can choose from killing, informative, protective, support, and miscellaneous. For the rest of that phase, all pinning actions will use pins of that type. This active ability can be used in conjunction with all other abilities, and cannot be roleblocked.

    - During the night phase, you may choose to strike a player with a pin. They will be struck with whatever pin type you’ve chosen, and will not be informed.

    - Once per game, you may choose to forego striking a player with a pin, and instead change the type of each individual pin you’ve already placed to a type of your choosing (The pins do not have to all be the same type).

    Notes on the pins themselves:
    -Pins cannot be removed, and persist on death and revival. If a pinned player dies, and uses an action while dead, or after being revived, you will still be notified.

    -A player can be pinned with as many different kinds of pins as possible, but cannot be pinned with more than one of the same kind of pin. If a player chooses to set two of their pins on someone to the same type, one will be removed.

    -Pins will notify the user of astral (ie nonvisiting) actions, but not of passive abilities.

    -If the pincushion somehow pins themselves, the pin will function as normal.

    Spoiler : Example :
    Player A is the pincushion. Player B is a day cop / night vigilante.
    During the start of day 1, Player A sets their pins to Informative. Player B uses their day cop action on Player A, and receives their result as normal. At the end of day 1, Player A is informed that they struck Player B with a pin during the day phase (Player A does not know when exactly this happened, and is only given a list of players that were struck during that phase). At the start of night 1, Player A sets their pins to killing, and pins Player B. Player B vigilante kills Player C. At the end of night 1, Player A is informed that their killing pin on Player B reacted, informing them that Player B used a killing action.


    The original post has also been updated.
    literally a fucking free win role

    i hate my rng sometimes

    gg forsaken

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    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by FM-Forsaken Bones View Post
    Best of luck with it.

    Is that possible? I was under the impression lie detecting wasn't affected by the miller modifier.

    I do remember Otis. I like the name.
    According to purple, it was impossible. But either Purple was lying and is a multiball scum, or Purple was wrong. I think he was wrong.

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    Re: S-FM 339: ?KRC, M-FM edition

    Oh, and Purple's got some explaining to do with his role, mister "my lie detector bypasses miller" I kind of want to just park my vote on him because of that. Is there a world where purple busses his triad for extra credit and gets a lynch off? Tesseract survived a long time despite having a form of red check on him since day 2. Ugh, I don't know what to make of this at all

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    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by FM-CBI Agent View Post
    Outside of Myopia, you have any other reads?
    I have absolutely zero reads. If that makes me the worst player this game, so be it. I shot myopia because they were scum read by most. As of now, I'm basically a vanilla. And again, to be clear, I didn't poison myopia

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    Re: S-FM 339: ?KRC, M-FM edition

    Quote Originally Posted by Lag View Post
    ?KRC M-FM Edition

    A message is broadcasted across the planet:
    Thank you for your business!

    FM-Forsaken Bones was the Tradestar Midas. Having collected 20,000 gold they have de-orbited the planet and exited the solar system with a win!

    The Tradestar Midas is now closed!

    The game continues!

    Their Flip
    Spoiler : Flip :
    Alignment: Space Station
    Role: Tradestar Midas

    Factional Abilities:
    Upgraded Rolecard
    As you are a solo faction, your abilities have been upgraded.
    Upgrades are shown in pink on your rolecard.

    Win Condition:
    You exit the game with a win after you collect 20,000 gold.

    Warning: You are not classified as anti-town, you being alive does not prevent the game from ending. If the game ends before you complete your win condition, you will lose.

    Rolecard:
    You are the Tradestar Midas from 2012 indie game Cortex Command. You are a space station orbiting planet Epsilon MT-1096. You are the only space station in orbit of this planet, which means any planetary operations must be routed through you.

    There is an ongoing bidding war for the rights to mine on Epsilon MT-1096, which is rich in valuable metals, most notably Gold. You serve as a launching point for all military and mining operations on Epsilon MT-1096 for each faction. The Intergalactic Mining Commission is taking bids for the planet currently, but until then any person can mine on it.

    You are a space station. As a space station, you may take unlimited unique actions per night. Unfortunately, you do not have hands, which means you cannot use items.

    Gold
    Each player begins the game with 2000 gold- including you. Gold can be used to purchase items from you. Lynched players give half their gold split among each voter, while killed players transfer half of their gold (rounded down) to their killer. If applicable, players that are revived do not retain their gold.

    You gain additional powers as you gather more Gold. You will know what current powers you have and what the next power you gain will be. If you lose gold, you lose the respective power.

    Unlockable Abilities:
    2000: You may send the police to investigate an item, learning who owns the item. You must specify the name of the item prior to using this ability. 1 charge.
    2500: You gain plated armor, giving you immunity to traditional night attacks.
    3000: You may send the police to investigate a player, learning their alignment. 1 charge.
    4000: You may send a medic drone to a player, giving them a one time automatic immunity to traditional night attacks. The medic drone is an item and may be sold on the shop. 1 charge.
    5000: You gain an additional item investigation charge.
    6000: You gain defense lasers, which you may activate to kill any players who visit you. 1 charge.
    8000: You gain an additional alignment check charge and an additional medic drone charge.
    10000: Your defense lasers are upgraded to automatic lasers, passively killing any players who visit you.
    12500: You gain unlimited charges on your above abilities.
    15000: You gain a phase minefield, allowing you to teleport and detonate mines on top of other players, killing them. 1 charge.
    17500: You gain unlimited phase minefield charges.
    20000: You exit the game with a win.

    Shop
    As the bustling center for trade, weapons, tools and artifacts can be bought and sold from the Tradestar Midas. You are open for business at all times, anonymously running a shop where players can spend their gold on various items for themselves or to gift to other players to impact them in the game. Items listed in the shop are presented with only their name, price, and a short advertising description (flavor). The effects of the item are not listed, or may not behave as advertised. As you ARE the space station, you are unable to purchase from this shop. The items for sale and the prices of said items, but not their effects, are determined by you- with the exception of 3 things.

    Crabs: Crabs are always sold for free. A player owning 100 or more crabs at once will kill themselves due to hitting the entity limit. This is a kill that cannot be avoided or protected and ignores all immunity. Crabs cannot be gifted to other players.

    Weapons: As a military operations hotspot, arms dealers are always operating on the Tradestar Midas. Some type of weaponry must be available at all times- determined by you.

    Mining Contract: Available for 10000 gold, the Intergalactic Mining Commission is selling the mining contract for Epsilon MT-1096 to anyone.

    You may refresh the shop at most once every 24 hours. Purchases from the shop can be done at any time, are made anonymously and are first come first serve unless otherwise specified.

    To list items from the shop you should:
    1) Request a price quote from your suppliers.
    You may send a message to the host at any time with a description of an item containing the desired name, effect, and available quantity. The host will give you a price quote for how much that item will cost you to purchase.

    2) Determine the sale price.
    Determine how much you wish to sell each item for on your shop. As you are looking to make a profit, you should sell items for more than they cost you.

    3) Update Inventory.
    Once a list of new items to sell has been compiled by you, you must update the shops inventory as long as it has not been updated within the last 24 hours.

    4) Profit.
    You will be credit gold equal to the difference between the price you listed the item for and the price it cost you to purchase the item. Note: you do not have to purchase the item from your suppliers until you also have a buyer - (you are a futuristic space station after all, you don't have to worry about supply chains or inventory management.)

    Any items that you are selling for a loss will be automatically delisted as soon as your reserve gold drops too low to be able to afford the transaction.

    As you the space station hosting the shop, if you are destroyed, so is the shop. Upon your death the shop closes. The ability host a large amount of shops takes a lot of space, and as such, the ability to open the shop cannot be stolen or copied unless the thief or copier is a large building (such as a large space station, a mall, or a warehouse) or somehow possesses enough private property to reopen the shop (either through mechanics or through flavor at hosts discretion).

    Selling
    Players can also sell using the shop. For a price that they choose, players may list their items on the shop. If they successfully sell their wares, you get a 30% tax cut of the profit- being a space station is expensive! Players can also sell their actions temporarily for gold, allowing other people to choose what they do for the night. The player may choose how much information they want others to know when purchasing their action, including who is selling, what the individual action does, or what their role does. Players do not have to be honest in their advertising descriptions, buyer beware!

    Gold Rush
    Players will periodically receive gold from the mining operations on the planet.


    Their Edited Role Submission
    Spoiler : Flip :
    Role: The Pincushion
    Rolecard:
    As the pincushion, you utilize pins to collect large amounts of information. When a player is pinned by one of your pins, it will inform you when that player uses an action of the same type as the pin. Your pins can be one of five types:

    - Pin of Information: Will notify you when the pinned player uses an informative action. (This is determined by the host, but includes things like cops, watchers, investigations, and trackers)
    - Pin of Killing: Will notify you when the pinned player uses a killing action. (This is determined by the host, but includes things like executions, vigilante shots, vengeful kills, PGO kills, werewolf kills, and arsonist ignites)
    - Pin of Protection: Will notify you when the pinned player uses a protective action. (This is determined by the host, but includes things like bodyguard, doctor, poison heal, and faith heal)
    - Pin of Support: Will notify you when the pinned player uses a supportive action. (This is determined by the host, but includes things like roleblocks, bus drives, motivations, and neighborizes)
    - Pin of Ambiguity: Will notify you when the pinned player uses a miscellaneous action, defined as any action that the host does not categorize as informative, killing, protective, or support.

    Passive Ability:
    Pins and Needles – Anyone who visits you during the day or night will be struck with a pin type of your choosing. They will not be notified of this. If someone is already pinned with a pin of a different type, they will gain this pin in addition to the pin they already had. If someone is already pinned with a pin of the same type, nothing will happen. You will be notified of everyone who is pinned visiting you at the end of each day and night phase. This passive cannot be roleblocked.


    Active abilities:
    - At the start of each day and night phase, you can choose from killing, informative, protective, support, and miscellaneous. For the rest of that phase, all pinning actions will use pins of that type. This active ability can be used in conjunction with all other abilities, and cannot be roleblocked.

    - During the night phase, you may choose to strike a player with a pin. They will be struck with whatever pin type you’ve chosen, and will not be informed.

    - Once per game, you may choose to forego striking a player with a pin, and instead change the type of each individual pin you’ve already placed to a type of your choosing (The pins do not have to all be the same type).

    Notes on the pins themselves:
    -Pins cannot be removed, and persist on death and revival. If a pinned player dies, and uses an action while dead, or after being revived, you will still be notified.

    -A player can be pinned with as many different kinds of pins as possible, but cannot be pinned with more than one of the same kind of pin. If a player chooses to set two of their pins on someone to the same type, one will be removed.

    -Pins will notify the user of astral (ie nonvisiting) actions, but not of passive abilities.

    -If the pincushion somehow pins themselves, the pin will function as normal.

    Spoiler : Example :
    Player A is the pincushion. Player B is a day cop / night vigilante.
    During the start of day 1, Player A sets their pins to Informative. Player B uses their day cop action on Player A, and receives their result as normal. At the end of day 1, Player A is informed that they struck Player B with a pin during the day phase (Player A does not know when exactly this happened, and is only given a list of players that were struck during that phase). At the start of night 1, Player A sets their pins to killing, and pins Player B. Player B vigilante kills Player C. At the end of night 1, Player A is informed that their killing pin on Player B reacted, informing them that Player B used a killing action.


    The original post has also been updated.
    I fuccing new it.
    Listen- everyone who isnt mafia, triad, or 3p:
    A lot of things happened, and i have a lot to say. But my wall is on pc, and im on phone rn, so please have patience.

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