[Standard] Paper Mario Mafia (Sign-Ups)

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approved by billymills
Paper Mario Mafia

I've hid several notes regarding your sign-up post between the various rules, better check them all thoroughly!

1) Role PMs:
Each player gets a Role PM. You may not show your Role PM to others in any way, be it screenshots or simply pasting parts of it, until Prologue ends (aka N0). This is not relevant if you are in the same united faction, however. All roles are extremely vague in detail and originate from this.

2) Cycles:
The game begins at Prologue, which will last 24 hours. You do not send in any action during Prologue, as it is meant purely for exploring your role, contacting your teammates (if at all) and planning ahead. The game will from then on split into day and night half-cycles, in which you send in actions. The only difference is that vote actions are only submitted during the day, and there are some actions that are exclusive to either day or night. Many actions are to be used once per cycle, which means you use them either during the day or during the night of a given cycle. Each day and night half-cycle will last 48 hours, as there are many actions to be submitted during each of them.

3) Deadtalking:
Just... don’t. If you’re dead, you’re dead. Don’t try influencing the game after death, no matter the circumstances. You may not even plan with your teammates. To prove that you have read thus far, be sure not to capitalize your 'p' during signups. (p1, p2, etc.)

4) Actions:
  • Actions are described in every player’s Role PMs. Each action has one of three marks--
    1. [X], when X is any whole number. These are damaging actions that deal damage in the following way: Attack + (X). Meaning, that if a player has 3 Attack and uses a [+1] action, the action will have an attack power of 4. This, of course, is not necessarily the damage to be inflicted, as there are other things such as Defense that are taken into account. These actions do not have any effect other than dealing damage.
    2. [Non-Damage]. These are actions which have some sort of effect that doesn’t include dealing damage. This can be anything as long as it does not deal damage.
    3. [Special]. These are actions that deal damage while having some sort of effect. When dealing with opposing actions that affect damaging or non-damaging actions in specific, the damaging and non-damaging aspects split. Therefore, if an attack that has attack power and a certain effect hits a target guarded from non-damaging moves, the damage will go through while the effect will not. If anything like this happens, do not fear-- you will be notified.
  • Actions are to look something like this: “Bow Down - Blue_Tornado”. Bow Down is an action that does not exist in this game, while Blue_Tornado is your host, here an example for a player’s username.
  • I better clarify this: “You may use this every cycle” means once a cycle, be it day or night. You may not use such an action during the night if you’ve used it during the former day.
  • This will be repeated in scavenge, but-- Some actions refer to “actions used”, which are actions described in a player’s Role PM, while some refer to “actions sent”, which are any actions to be sent to the host via PM, aka all actions (including votes, more on this immediately). This is usually relevant for “hooking” actions, as most do not stop all actions.
  • There are certain actions that cause you to be in “Vanish” mode. While in “Vanish” mode, you are unable to use any action, but any action targeted at you will fail, including Badge pass but excluding vote.
  • If more than one thief targets the same player, the thefts fail.

5) Lynches:
  • Lynch votes are not public- they are sent as actions to the host during a Day. Votes are to look something like this: “Vote - Blue_Tornado”. Again, Blue_Tornado is your host, here representing a player’s username. This move shown, however, is not recommended!
  • The player receiving the most votes will be inflicted a certain amount of unblockable damage (unblockable damage is not stopped by any ability, nor does it take things like Defense into account), starting from 5 HP and topping at 40 HP, which should be an instant KO for any role.
  • The player receiving the second most votes will be unable to use (again, this refers to actions mentioned in your Role PM, not Badge pass or scavenge) any actions during the following night.
  • Should there be a tie for first place, all participants of said tie will be unable to use any actions during the following night, but none damaged. Be there a tie for second place, none of the participants will be harmed.
  • To prove that you have read thus far, be sure to bold your priority in your sign-up post.
  • Since these lynches will be private, “stealth lynches” and “majority” are not a factor, and the results of the lynch will be shown with the day-to-night update. There are roles that affect your vote without you getting a warning about it-- don’t be surprised if something doesn’t go your way, and more importantly, don’t rage about some hosting mistake when it may as well not exist!
  • For clarification: a negligible vote is worth nothing, essentially “0 votes”.

6) Damage Mechanics:
  • Each player has respective stats for HP, Attack and Defense. Once your HP reaches 0 and nothing interferes, you will be knocked out, the equivalent of death. Any action you send in during that night, however, will go through as if nothing happened. There are no means of reviving a player in this game.
  • As explained earlier, a player’s Attack in combination with a damaging action forms a variable called “attack power”. This attack power may be affected by all kinds of actions, and most importantly, Defense. Subtracting a player’s Defense from an action’s final attack power (attack power after taking into account everything but Defense) forms the damage said player will be taking from said action.
  • “Unblockable damage” avoids all this and the player receives exactly as much damage is described.

7) Badges:
  • Badges give certain effects to the holder.
  • Each Badge has a certain BP cost. You may hold as many Badges as you like as long as their total BP cost does not pass your total BP points, which will always be 5. There are no exceptions for this.
  • As many times as you want in a given half-cycle, you may take off a Badge. Your action must look something like this: “Take off Quick Change” or “Take off Spike Shield” (Quick Change and Spike Shield are both Badges that are not in this game). This has the highest priority out of all actions, and cannot be stopped in any way. A Badge that has been taken off will return to the scavenge Bank. A Badge’s effect will not be taken into account during the half-cycle it was taken off. Also, due to the high priority, if someone aims to steal a Badge from you and you take it off, they will not succeed, at least for that particular Badge.
  • Badges may be given to other players by sending something like this: "Give Spike Shield to Blue_Tornado”. Blue_Tornado is your host blah blah.. You may only do this once every half-cycle, and only one Badge a time.
  • If you receive a certain amount of Badges that, as a result, sets your total BP cost over 5, you will not accept the Badges in order of: Badges given to you -> scavenged Badges -> Badges stolen from others. For example, if I currently have a Badge with a BP cost of 1, and I scavenge a Badge with a BP cost of 3 while someone gives me a Badge with a BP cost of 2, the Badge to be placed in the Scavenge Bank is the one given to you. If the example was only scavenge and stolen Badge, the scavenged Badge would have been put in the Scavenge Bank instead.
  • To clarify, the “Badge Priority List” looks something like this: Badge Drop, Steal, scavenge (according to scavenge priority), Badge Pass. It is to be noted that all of these happen before death.
  • Any Badge that has been taken off, by will or by force, will return to the Scavenge Bank only by the half-cycle’s end. Therefore, you may not take off a Badge for someone else to scavenge it all in the same half-cycle.
  • If a Badge has been stolen, scavenged or given but didn’t get accepted due to BP usage, it will go to the Scavenge Bank by the end of the half-cycle.
  • All Badges, altered or not, originate from this.

8) Scavenge, Scavenge Bank and Scavenge Priority Rules:
  • Every half-cycle, a scavenge Bank will be presented. When you scavenge, your targeted Badge must be in the scavenge Bank. In the scavenge Bank, you will see the BP cost of the given Badge, but not it’s detailed effect (the wiki should hint you on what they do, although some are modified to suit the game).
  • You may only scavenge once every half-cycle. A scavenge action should look something like this: “Scavenge - Quick Change”.
  • Some actions stop scavenges, some don’t and some stop scavenges in specific. If such an action refers to “actions used”, it stops actions that have been mentioned in the target’s Role PM, and not their vote, scavenge or Badge pass. If it refers to “actions sent”, it stops all actions that have been PM’d to the host, which means all actions, no exceptions. If an action stops Scavenging (it will usually stop both Scavenging and passing of a Badge), it will be clear.
  • If more than one player scavenges the same Badge, the player with the higher scavenge priority will obtain the Badge, while the other’s scavenge will fail. Note: you do not receive a result when your scavenge fails this way. If there is a tie between players sharing the highest scavenge priority (out of all people Scavenging the same Badge), none will get it and their scavenge will fail.
  • If you are not told otherwise, your scavenge priority is +0.
  • Scavenge priority rises by 1 if you choose not to use (again, this refers to actions mentioned in your Role PM, not Badge pass or vote) any action but the scavenge itself during a given half-cycle.

9) Miscellaneous:
Don't screenshot. Fake PMs. Fake logs. Don't impersonate. Deadline and update will be made early if all actions are in during a given half-cycle, but I doubt this will happen often. To prove that you have read thus far, when posting your priority, be sure to post nothing else on that specific line, you can always hit the enter key. The official channel is #papermario -- go there and stay active, as activity is an absolute must in this game. I will be very strict when it comes to activity, and will not hesitate to sub you out after two consecutive no-show half-cycles or three no-shows overall. This game is very complicated but very much set in stone-- there are surprises, but all of them are set in stone. Every player has at least two potential actions, and this is excluding scavenge, badge pass and vote, so you really shouldn't have any reason to get bored. Overall the game is very competitive while not exactly stale so have fun~!

Sign-ups:

Priority Un:
iiMKUltra
Nachos
Engineer Pikachu
imperfectluck
Aura Guardian
coolking49
asim
Flamestrike
Bass
Crux

Priority Deux:
ginganinja
theangryscientist
Nightmare jigglypuff
J-man
Brammi
zorbees
Hydrattler
danmantincan
smashlloyd20
Darkamber8828
Spiffy
vanilla bear
HiipFire

Priority Trois:
Ditto
Wild Eep
Fatecrashers
Tsuk
Quagsires
Yeti

PS: this is really similar to tcg/fe2 mechanics-wise (by sheer coincidence) but factions should pull it apart from those dramatically. just thought i'd note that for anyone who loved those games.
PSS: i was going to post this tomorrow but posting this now doesn't make much of a difference. however, this means that the game will start in exactly 9:00 pm gmt+2, tuesday, so plan accordingly.

go
 
1) feel free to post p1/p2/p3 if you're p1/p2/p3 in vikings, that game will close earlier than this one so you're able to edit later.

2) if you haven't made it on the sign-up list, maybe it's because your post violates the rules i've mentioned earlier. might be worth double-checking!

actually this is the official FAQ post:

<~Blue_Tornado> this game only has roles from paper mario
<~Blue_Tornado> no paper mario ttyd
<~Blue_Tornado> also: no partners
<~Blue_Tornado> that would be fucked up

will be edited with more
 
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