DEFCON Mafia 2.0 - Over, American Victory!


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DEFCON Mafia 2.0 - Over, American Victory!

Post Post #0 (ISO) » Tue Dec 07, 2010 5:12 pm

Post by AlmasterGM »

[DEFCON Mafia 2.0]


"Everybody dies. Again."


Image


[NOARD SYSTEM] ...
[NORAD SYSTEM] System booting up...
[NORAD SYSTEM] Verifying architecture integrity...
[NORAD SYSTEM] Checking login credentials...
[NORAD SYSTEM] Connecting to network...
[NORAD SYSTEM] Done.
[NORAD SYSTEM] Looking for default scan range...
[NORAD SYSTEM] None found. Standing by for manual user input...

...


"I question your decision to put the systems back online."
"Yeah, I always knew you weren't a fan of national security."
"Oh please. It's poor taste. How can we justify strategic arms limitation talks while simultaneously arming ourselves to the teeth?"
"They're
limitation
talks. Not shut-down-everything talks. America will not be a sitting duck."
"I don't care what the media is calling them now. It sends a bad political message."
"It's called being prepared. It was never a crime to be prepared."
"It's like going to a diplomatic meeting wearing a bulletproof vest. It's not a crime, but it sure as hell makes it look like you expect one."
"Well, if the other players are carrying guns, that's not a half-bad idea."
"It puts us in a neverrending cycle."
"I disagree. But we'll see what the President says."
"Indeed. But for now, the system will run as planned."
"Over my objections."
"Yes."

...


Welcome to DEFCON Mafia 2.0! The modern world is a dangerous place, filled with weapons capable of inflicting catastrophic damage upon mankind, and people crazy enough to consider using them. Can you keep your wits about you and save the Western World from utter destruction?
Last edited by AlmasterGM on Tue Jan 25, 2011 4:52 pm, edited 15 times in total.
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Post Post #1 (ISO) » Tue Dec 07, 2010 5:13 pm

Post by AlmasterGM »

[Rules and Regulations]


[General Rules]


1) All site-wide rules apply.
2) Unless your role PM permits you to do so, do not discuss this game with any player outside the game thread.
3) Do not edit or delete posts.
4) Do not post in the thread when dead. A single "bah" post with no game-related content is permitted.
5) All posts must be readable. Using smaller-than-normal text, invisible text, or
external
encryption and decryption tools to hide information in your posts is prohibited.
This includes any posts made in quicktopics.

6) Do not quote any communication you have with the moderator, including timestamps. Careful paraphrasing is acceptable. Please contact me first if you are unsure of whether a post will violate this rule.
7) Inactivity kills games. Please be considerate and play the game you signed up for. If you do not post every 48 hours, you will be prodded. If you do not post 24 hours after that, you will be replaced. If you receive 3 or more prods, you may be automatically replaced without additional warning at the moderator's discretion. Please notify me if you will be V/LA.
8) Blue is the reserved moderator color. Please refrain from using it. Black will also be used by the moderator. It, however, is not reserved.
9) To cast a vote, post a bolded
Vote: PLAYERNAME
command in the thread. Unvotes are appreciated, but not mandatory.
10) A player will be lynched when they have received a majority of votes. Once a majority has been reached, all players may still converse until the moderator arrives to close the thread,
but no game actions may be taken (including nuclear launches).

11) If no player reaches a majority of votes by the deadline, a no-lynch will occur.
12) If you do not wish to lynch, you may
Vote: No lynch
just like a normal vote on a player.
13) This is a full reveal game. Upon death, that player’s alignment and any abilities they had will be flipped.
14) There is zero-tolerance for using subterfuge or deception with the moderator commands (posting
Nuke: PLAYERNAME
when you do not possess a missile silo in nuclear launch mode, for example). Violations of this rule are punishable by modkill on the first offense.
15) Flavor is written for your enjoyment only and has absolutely no relation to in-game alignment. Analyze it at your own risk.

[Setup]


There are 14 American players.
Spoiler: United States of America Role PM
[BEGIN MESSSAGE]

[CLEARENCE LEVEL: TOP SECRET]
[RECEPIENT: [PLAYER NAME]]

Welcome to DEFCON Mafia 2.0, [PLAYERNAME]! You are a well-established and important member of the American government. Although the nation breathed a sigh of relief when the Cold War ended, the battle was never really over – hate still hung between Washington and Moscow. In addition, a new contender soon rose to power on the global playground – the People's Republic of China. The PRC, armed with a massive population, strong economy, and most importantly, a sizeable nuclear arsenal and military, has been aggressively expanding and clashing with the US. Although US soil is oceans away from both of these superpowers, their looming encroachment makes you uneasy. You must do everything in your power to defend the American way of life from these threats.

You are aligned with the United States of America. You win if, for 72 hours, all threats to the USA have been neutralized and at least one member of your faction remains alive.

Please confirm in the game thread, located here.. Good luck!

[END MESSAGE]


There are 3 Chinese players.
Spoiler: People's Republic of China Role PM
[BEGIN MESSAGE]

[CLEARENCE LEVEL: TOP SECRET]
[RECEPIENT: [PLAYERNAME]]

Welcome to DEFCON Mafia 2.0, [PLAYERNAME]! You are a high-ranking Chinese military officer. For centuries, your nation has endured the weight of imperialism. With the rise of the modern era, however, it finally broke free of its oppressor’s chains and revolted against their entire way of life. Since then, your country has enjoyed astronomical population, economic, and military growth - and it's hungry for more. Standing in your way is the United States. The majority of their citizens do not even know what real work is, and there government is a massive corrupt mess. Knock them off their high horse and give them a little taste of their own imperialistic medicine. And take down Russia too, while you’re at it – you do communism better than they do, anyway.

[PLAYERNAME] and [PLAYERNAME] are your fellow Chinese compatriots. You may communicate with them at anytime here: . You are reminded that communications ... [url]here.. Good luck!

[END MESSAGE]


There are 3 Russian players.
Spoiler: Russian Federation Role PM
[BEGIN MESSAGE]

[CLEARENCE LEVEL: TOP SECRET]
[RECEPIENT: [PLAYERNAME]]

Welcome to DEFCON Mafia, [PLAYERNAME]! You are a high-ranking Russian general. Ever since the United States dropped the first pair of atomic bombs in 1945 and took the helm of the “western world,” you have been jealous of their status as the world’s only hyper-super power. Even more embarrassing than constantly playing catch-up in the nuclear race, though, was Russia's partial collapse at the end of the Cold War. You want to destroy the evils of capitalism, bring a bounty of goodness to your people, and see Russia restored to its former glory. To do this, the USA must be crushed. You also plan on obliterating China along the way, who you see as a massive liability and a traitor to the Marxist and Leninist philosophies. Fortunately, in order to get through this massive undertaking, you have a motto: “Take no prisoners, comrades.”

[PLAYERNAME] and [PLAYERNAME] are your fellow Russian operatives. You may communicate with them at any time here: . You are reminded that communications ... [url]here. Good luck!

[END MESSAGE]


[Game Phases]


This game will be divided into traditional day and night phases as well as a series of levels of “military alertness,” known as DEFCON. The levels and their various characteristics are as follows:

Image


DEFCON 5
Normal readiness
– 72 hours.
a) Discussion and confirmation only. Votes cannot yet be cast.
b) Players with private communication channels (quicktopics) may talk openly.

DEFCON 4
Increased intelligence watch and strengthened security measures
– 72 hours.
a) Discussion only. Votes cannot yet be cast.
b) Players must submit their deployment choices (missile silo, offensive troops, or defensive troops) via PM.
c) Players with private communication channels (quicktopics) may talk openly.

DEFCON 3
Increase in force readiness above that required for normal readiness
– Two weeks or until lynch.
a) Players may cast votes.
b) Following a lynch, a 48 hour night phase will occur.
c) During night phases, players may use any activated abilities they have.
d) All militaries switch to encrypted callsigns. Players with private communication channels may still talk openly at any time, but any messages sent during the day phase have a 10% chance of their contents being intercepted and posted publically in the thread.

DEFCON 2
Further increase in force readiness, but less than maximum readiness
– Two weeks or until lynch.
a) The PRC and the Russian Federation each gain the following activated ability:
Stealth Bomber:
In preparation for your campaign against the Americans, your military aerospace engineers have outfitted your Air Force with the cutting edge in stealth technology. You are capable of conducting air strikes anywhere in the world with precise and deadly force. {Kill target player.}
b) All other characteristics are identical to DEFCON 3.

DEFCON 1
Maximum readiness
– Two weeks or until lynch, repeating.
a) Nuclear launch becomes available to all players deploying missile silos in nuclear launch mode.
b) The game continues as normal in this DEFCON, cycling through the night and day phases, until a win condition has been achieved.
c) All other characteristics are identical to DEFCON 2.

[DEFCON 4 Specific Procedures]


During DEFCON 4, players choose what forms of military they wish to deploy – a missile silo, offensive troops, or defensive troops.

Missile silo


An unlimited number of players may choose to deploy a missile silo. Silos operate in one of two modes – nuclear launch mode, and anti-ballistic missile mode. Silos are deployed in nuclear launch mode by default. During the night phase, you may opt change the mode your silo is deployed in by PMing the mod.

Nuclear launch mode:


As the commander of a nuclear facility, you have the red button. One little push and a wave of destruction like no other will be unleashed upon the world. {Once per day, if the game is in DEFCON 1, you may attempt to kill another player by posting the command
Nuke: PLAYERNAME
in the thread. It will take 72 hours for any nuke to hit its target. Players may abort nuclear launches by posting
Abort launch
in the thread up to 48 hours after launch. Nuclear strikes continue regardless of whether the game is in day or night phase, or whether the launching player is still alive (note, however, that if the game enters night phase, a launch cannot be recalled as the thread will be locked)}.

Anti-Ballistic missile mode:


The ABM missile systems are counter-ICBM rockets designed to shoot down incoming enemy warheads. {The first nuclear launch made against you each day will fail.}


Troops


If you choose to deploy troops, you must choose whether to deploy them offensively, which grants you an activated ability, or defensively, which grants you a passive ability. Active abilities can be used during the night phases; passive abilities are constantly in effect. Unlike missile silos, which can switch between firing modes, armies take significant time to deploy. Your initial choice is permanent for the entire game.

Only
one
instance of each activated and passive abilities exists. If multiple players desire the same ability, a randomization system will be used to distribute it. It is
highly
recommended that you send a list of multiple choices ranked by preference in case you do not receive your first choice. If you do not send me a preference by the time DEFCON 3 begins (either because you sent me nothing OR you sent only a single activated ability choice and you did not win it), a missile silo will automatically be deployed for you.

Available Activated Abilities:


Fighter:
The fast and lightweight fighter is easily able to penetrate enemy territory, making it the perfect craft for reconnaissance. {I will reveal to you whether target player has deployed a missile silo, offensive troops, or defensive troops}.

Espionage:
Knowing is half the battle, and when a nation needs to know, it relies on its clandestine organizations like the CIA, MI6, or the KGB to get the job done. {Choose a faction you are NOT aligned with. I will reveal to you whether target player is aligned with that faction or not.}

Aircraft Carrier:
The monstrous aircraft carrier is capable of parking itself just outside territorial waters, allowing it to shoot down enemy troops or ICBMs before they leave enemy territory and become a threat to the globe. {All abilities activated by target player fail. During the following day, all nuclear launches made by target player fail.}

Battleship:
Mobile, hidden in the wide open sea away from population centers, capable of withstanding even the most directed air strikes, and armed with an array of incredibly powerful weapons, a battleship is one of the safest places on the planet. {Until the next night phase, the first time target player would be eliminated, that player survives instead. You cannot target yourself.}

Radar:
The night may be dark, but your radar screen is neon green. And it’s hard to miss stuff flashing in neon green. {I will inform you of who target player targets, if anyone.
Note: The Stealth Bomber is a shared activated ability and cannot be detected.
}

Available Passive Abilities:


Submarine:
Silent and deadly, a submerged nuclear submarines can survive for months without surfacing and can creep incredibly close to enemy shores without being detected. {You may launch nuclear weapons as though you possessed a missile silo in nuclear launch mode without revealing yourself as the aggressor.}

Eavesdrop:
A crucial part of the Allies’ success during WWII was its ability to crack into German communications. It worked then. Why wouldn’t it work now? {In DEFCON 3 or below, every time a member of an opposing faction communicates with another member of its faction privately during the night, there is a 10% chance the message will be intercepted and its contents PM’d to you. During the day, this possibility increases to 30%.}

Air Base:
Capable of deploying a wide variety of response aircraft within seconds and fortified to the brink, any infrastructure surrounding the air base becomes incredibly difficult to penetrate. {You are immune to all non-nuclear activated abilities
(this includes the Stealth Bomber)
.}

Fallout Shelter:
Duck and cover is for novices. {You are immune to nuclear strikes.}

Fail Safe:
Courtesy of Dr Strangelove or: How I learned to Stop Worrying and Love the Bomb.{If you are targeted by a player with a nuclear launch, you automatically launch a nuclear weapon targeting the player targeting you. Your launch cannot be recalled or prevented}.


If you have any questions at anytime, feel free to post them in the thread or PM me and I will answer as quickly as possible. Remember, this is a game and it is meant to be fun. Do your part and enjoy yourself!
Last edited by AlmasterGM on Fri Feb 25, 2011 9:05 am, edited 4 times in total.
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Post Post #2 (ISO) » Tue Dec 07, 2010 5:15 pm

Post by AlmasterGM »

[Game Information]


Image

...


[NORAD SYSTEM] Querying your request...
[NORAD SYSTEM] Standby..
[NORAD SYSTEM] Results found.

...


[Status]


Over, American Victory!
6 Nuclear weapons have detonated to date

[Deadline]


N/A

[Important Events]


Day 1, DEFCON 5 - Start
Day 1, DEFCON 4 - Start
Day 1, DEFCON 3 - Start
Day 1, DEFCON 3 - Toogeloo lynched
Day 2, DEFCON 2 - Start
Night 2, DEFCON 2 - Internet Stranger stealth bombed
Night 2, DEFCON 2 - RedCoyote stealth bombed
Day 3, DEFCON 1 - Start
Day 3, DEFCON 1 - SpyreX nukes SnakePlissken
Day 3, DEFCON 1 - Faraday nukes Katsuki
Day 3, DEFCON 1 - Fate nukes danakillsu
Day 3, DEFCON 1 - Fate's nuclear launch is prevented
Day 3, DEFCON 1 - SocioPath nukes inHimshallibe
Day 3, DEFCON 1 - Katsuki nukes Fate
Day 3, DEFCON 1 - SnakePlissken obliterated
Day 3, DEFCON 1 - Katsuki obliterated
Day 3, DEFCON 1 - inHimshallibe obliterated
Day 3, DEFCON 1 - Mina nukes bobsnox
Day 3, DEFCON 1 - Nuclear launch against Fate is prevented
Day 3, DEFCON 1 - DizzyIzzyB13 nukes danakillsu
Day 3, DEFCON 1 - Kitoari nukes danakillsu
Day 3, DEFCON 1 - bobsnox obliterated
Day 3, DEFCON 1 - danakillsu obliterated
Day 3, DEFCON 1 - DizzyIzzyB13 lynched
Night 3, DEFCON 1 - SocioPath stealth bombed
Night 3, DEFCON 1 - Percy stealth bombed
Day 4, DEFCON 1 - Fate nukes Jack
Day 4, DEFCON 1 - SpyreX nukes Fate
Day 4, DEFCON 1 - Fate recalls his nuke
Day 4, DEFCON 1 - Fate obliterated
Day 4, DEFCON 1 - Mina nukes AurorusVox
Day 4, DEFCON 1 - AurorusVox obliterated
Day 4, DEFCON 1 - The Russians (AurorusVox, Fate, & inHimshallibe) were defeated
Day 4, DEFCON 1 - Mina lynched
Day 4, DEFCON 1 - Endgame

[Living Players]


chesskid3 (American, Fail safe) - Survived
Faraday - (American, Missile silo) - Survived
Jack (American, Air base) - Survived
SharkFinn
Kitoari
(American, Missile silo) - Survived
SpyreX (American, Missile silo) - Survived

[Deceased Players]


Toogeloo (American, Missile silo) - Lynched Day 1
Bunnylover (American, Missile silo) - Lynched Day 2
Internet Stranger (American, Fallout shelter) - Stealth bombed Night 2
RedCoyote (American, Submarine) - Stealth bombed Night 2
SnakePlissken
Jed Cooper
(American, Fighter) - Nuked Day 3
Katsuki (Chinese, Missile silo) - Nuked Day 3
inHimshallibe
VasudeVa
(Russian, Battleship) - Nuked Day 3
bobsnox (Chinese, Radar) - Nuked Day 3
danakillsu (American, Aircraft carrier) - Nuked Day 3
DizzyIzzyB13
gandalf5166
(American, Missile silo) - Lynched Day 3
SocioPath (American, Missile silo) - Stealth bombed Night 3
Percy (American, Eavesdrop) - Stealth bombed Night 3
Fate (Russian, Missile silo) - Nuked Day 4
AurorusVox (Russian, Espionage) - Nuked Day 4
Mina
Baby Spice
(Chinese, Missile silo) - Lynched Day 4

[V/LAs]
Last edited by AlmasterGM on Tue Jan 25, 2011 5:07 pm, edited 40 times in total.
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Post Post #3 (ISO) » Tue Dec 07, 2010 5:15 pm

Post by Katsuki »

HAI

(Because posting before I was done posting all the initial setup posts was was TOTALLY necessary... --AGM)
Fluffy fluffy~~~ |
"READING KATSUKI IS LIKE SOME SORT OF POSTMODERN ARTFORM"
- GreyICE
Katsuki is by far more absurdly beautiful than Fate. (hai parama)
Katsuki's Madness coming to you shortly: Nov, 2011!

C
u
p
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a
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a
f
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I
coming to you summer 2011! ~ Pre-ins: 11/13
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Post Post #4 (ISO) » Tue Dec 07, 2010 5:40 pm

Post by AlmasterGM »

[Frequently Asked Questions]


The following are inquiries and their answers from DEFCON Mafia 1.0. If you have a question, please check for the answer here first. Any questions asked in the thread will be added to this FAQ (in addition to being answered at their locations in the thread).

Q:
How does the randomization process work?
A:
Choices are resolved with a focus on first-choice maximization. I will begin by attempting to award each player his or her first choice. If multiple players are in contention for a single ability, random.org will determine who gets it. Once all possible first choices have been awarded, I will move on to the second choice echelon and attempt to award a second choice to each player who did not receive a first choice. This will continue, so on and so forth, until each player has received an ability.

Q:
At DEFCON 4, when we choose what to deploy, will that be our only chance to deploy something during the game?
A:
Yes.

Q:
Can I have a missile silo and an active or passive ability? 

A:
No, you can only have one. If you receive an active or passive ability, you don’t get a silo and cannot launch nuclear weapons.

Q:
How many times can I use my activated ability?
A:
Activated abilities are just like standard roles from normal mafia – you use them during the night phase and they have an unlimited number of shots unless otherwise specified.

Q:
Why is encryption banned when it was permitted in DEFCON Mafia 1.0?
A:
While encryption can be fun, it is also very annoying to have to continually cipher/decipher messages. There are also a whole host of technical problems associated with cryptology, such as player using it to establish early, confirmable claims (see MD thread here and the fact that some players may possess special technical abilities that can be used to encode/decode messages while others may not. Under the new rules, you can still obfuscate the intent of your messages, you just can’t use advanced cryptology that requires external aids to do it.

Q:
If someone has Eavesdrop, does the +30% chance of intercepting communications get added to the +10% chance at DEFCON 3 or above?
A:
The Eavesdrop calculation is made independently of the default 10% chance. So, if a message is posted during the day, there is first a 10% chance it gets posted publically, and then a 30% chance it gets sent to the player with Eavesdrop.

Q:
If communications are intercepted, is the author of the communication also revealed?
A:
No, only the text of the message is dropped. The author’s name will never be revealed.

Q:
Does Battleship save you from a lynch?

A:
Battleship protects its target from its first potential elimination. The save can come in any form, including lynches, Stealth Bomber strikes, and nuclear launches.

Q:
Does the fighter reveal a submarine before first strike? After?
A:
Fighter can never tell you that a player specifically has a Submarine. It will, however, reveal that the player is deploying defensive troops (the classification the Submarine falls under).

Q:
Does the Stealth Bomber qualify as a non-nuclear strike?
A:
Yes, the Stealth Bomber uses conventional weapons and is non-nuclear.

Q:
Does anything “reset” the DEFCON counts backwards?
A:
No, the DEFCON level continually decreases until it hits DEFCON 1, where it will remain until the game has completed.

Q:
If the town gets a lynch off before DEFCON 2, will the Warsaw Pact have access to Stealth Bombers?
A:
The DEFCON level decreases at the beginning of each day phase, so there should effectively be two lynches before the Stealth Bombers become active.

Q:
If Town is lynched at 3p and their are nukes in the air, do the scum win automatically or do the nukes land post-lynch and then win conditions are resolved?
A:
At least one member of a factions must survive for at least 72 hours after all enemy nations have been eliminated in order for that faction to win, which leaves ample time for any stray nukes in the air to land (even if their launchers are dead).

Q:
What if, because of fail safe or other retaliatory nuclear launches, everyone dies?

A:
Everybody loses. An unfortunate ending, but such is the reality of nuclear war.
Last edited by AlmasterGM on Sun Dec 12, 2010 5:00 pm, edited 1 time in total.
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Post Post #5 (ISO) » Tue Dec 07, 2010 5:44 pm

Post by AlmasterGM »

[DEFCON Mafia 2.0 - Day 1, DEFCON 5]


[NORAD SYSTEM] Dispatching assignments. Standby...
[NORAD SYSTEM] All assignments dispatched.
[NOARD SYSTEM] Awaiting initial user input...
[NORAD SYSTEM] Received.
[NORAD SYSTEM] Attention all units, this is command. We are at DEFCON 5. Repeat, we are DEFCON 5. No irregular enemy movement detected. Readiness level is normal. Maintain your current positions. Over and out.

...


"So the system is up."
"Yes, yes it is."
"And it's doing what, exactly?"
"Well, right now ... nothing. We're in peace time."
"I love wasting taxpayer money."
"We could go to from DEFCON 5 to DEFCON 1 in under a few hours. It's a matter of being prepared."
"Whatever."

...


It is now Day 1, DEFCON 5. This phase will last until Friday, 10 December at 11:59pm EST.
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Post Post #6 (ISO) » Tue Dec 07, 2010 6:24 pm

Post by Jed Cooper »

That's a /confirm NORAD, repeat
I /confirm!
When you
hang
NUKE
a man, you'd better look at 'em!
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Post Post #7 (ISO) » Tue Dec 07, 2010 6:27 pm

Post by Fate »

DIS GONNA BE SEXY TIME FOR ALL
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"
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Post Post #8 (ISO) » Tue Dec 07, 2010 6:27 pm

Post by Toogeloo »

/CONFIRM

...Katsuki already on the naughty list. Santa will probably be shot out of the sky with all the firepower this game is packing though!
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Post Post #9 (ISO) » Tue Dec 07, 2010 6:29 pm

Post by Katsuki »

NUKE: TOOGELOO
Fluffy fluffy~~~ |
"READING KATSUKI IS LIKE SOME SORT OF POSTMODERN ARTFORM"
- GreyICE
Katsuki is by far more absurdly beautiful than Fate. (hai parama)
Katsuki's Madness coming to you shortly: Nov, 2011!

C
u
p
c
a
k
e
M
a
f
i
a
I
I
coming to you summer 2011! ~ Pre-ins: 11/13
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Post Post #10 (ISO) » Tue Dec 07, 2010 6:30 pm

Post by Toogeloo »

Don't get modkilled before even a quarter of the players have confirmed Kat >_>
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Post Post #11 (ISO) » Tue Dec 07, 2010 6:32 pm

Post by Jed Cooper »

Ya 20 players, like 4 silos :o
When you
hang
NUKE
a man, you'd better look at 'em!
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Post Post #12 (ISO) » Tue Dec 07, 2010 6:33 pm

Post by Jed Cooper »

EBWOP: 10 silos
When you
hang
NUKE
a man, you'd better look at 'em!
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Post Post #13 (ISO) » Tue Dec 07, 2010 6:33 pm

Post by Toogeloo »

Hilarity will ensue if we get to DEFCON 1 with all the Silos intact :)
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Post Post #14 (ISO) » Tue Dec 07, 2010 6:34 pm

Post by Jed Cooper »

O MY.
When you
hang
NUKE
a man, you'd better look at 'em!
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Post Post #15 (ISO) » Tue Dec 07, 2010 6:35 pm

Post by Fate »

DBooooOoOoooM

Please be town this time Baku
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"
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Post Post #16 (ISO) » Tue Dec 07, 2010 6:36 pm

Post by Katsuki »

Why was I assigned Antarctica? =.=
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"READING KATSUKI IS LIKE SOME SORT OF POSTMODERN ARTFORM"
- GreyICE
Katsuki is by far more absurdly beautiful than Fate. (hai parama)
Katsuki's Madness coming to you shortly: Nov, 2011!

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Post Post #17 (ISO) » Tue Dec 07, 2010 6:37 pm

Post by Toogeloo »

You'll have me figured out by Day 2, I'm sure...

I should have "Baku" or "Pandaman" under my name... that'd be cool.
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Post Post #18 (ISO) » Tue Dec 07, 2010 6:37 pm

Post by Jed Cooper »

Who is Baku? And why do you want them to be town O_o
When you
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a man, you'd better look at 'em!
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Post Post #19 (ISO) » Tue Dec 07, 2010 6:38 pm

Post by Katsuki »

Jed Cooper wrote:Who is Baku? And why do you want them to be town O_o
Re: Magician Mafia
Fluffy fluffy~~~ |
"READING KATSUKI IS LIKE SOME SORT OF POSTMODERN ARTFORM"
- GreyICE
Katsuki is by far more absurdly beautiful than Fate. (hai parama)
Katsuki's Madness coming to you shortly: Nov, 2011!

C
u
p
c
a
k
e
M
a
f
i
a
I
I
coming to you summer 2011! ~ Pre-ins: 11/13
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Post Post #20 (ISO) » Tue Dec 07, 2010 6:41 pm

Post by Toogeloo »

Jed Cooper wrote:Who is Baku? And why do you want them to be town O_o
Fate and I know each other from another site where we played Mafia. My tag there is "BakusaiTenketsu" (as you can see, I like my Ranma stuff), but everyone calls me Baku for short.

SpyreX, Katsuki, danakillsu, gandalf, and Fate were all in that game with me where I was scum and they were all town. I won and they are probably still rubbing their bums a bit over the whooping.
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Post Post #21 (ISO) » Tue Dec 07, 2010 6:41 pm

Post by Jed Cooper »

Ok so are any of you guys ALTS from the first game too?

I still want fate to answer why he wants you to be town though.
When you
hang
NUKE
a man, you'd better look at 'em!
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Post Post #22 (ISO) » Tue Dec 07, 2010 6:42 pm

Post by Katsuki »

It helps that there's no shortage of nukes.
Fluffy fluffy~~~ |
"READING KATSUKI IS LIKE SOME SORT OF POSTMODERN ARTFORM"
- GreyICE
Katsuki is by far more absurdly beautiful than Fate. (hai parama)
Katsuki's Madness coming to you shortly: Nov, 2011!

C
u
p
c
a
k
e
M
a
f
i
a
I
I
coming to you summer 2011! ~ Pre-ins: 11/13
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Post Post #23 (ISO) » Tue Dec 07, 2010 6:43 pm

Post by Toogeloo »

My list of games on MS can be found in my Wiki... it's pretty short. I have a lot more games worth of experience though, since like I said, I play on another site as well.
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Post Post #24 (ISO) » Tue Dec 07, 2010 6:44 pm

Post by Jed Cooper »

Ya looks like Socio scored a hit with the Mod. :D
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