Team Fortress Mafia [SIGN UPS]

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Are you joining the team?

Last one alive, lock the door! (Yes)
18
64%
Team Fortress 2? Isn't it that hat simulator? (Maybe/Replacement)
6
21%
I think I prefer Team Fortress Classic (No)
2
7%
I will be the one providing the weapons and hats (Host/Mod)
2
7%
 
Total votes: 28
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Dragon D. Luffy
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Team Fortress Mafia [SIGN UPS]

#1

Post by Dragon D. Luffy »

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Ladies and gentlemen, I have returned, with a new role madness setup to finish 2021.

Welcome to Team Fortress Mafia, based on the game Team Fortress 2 by Valve.

Players: 18
Type: Semi-Open (all roles are known, but you don't know which are town and which are mafia)
Start Date: December 17th


SETUP:

There are 9 roles, based on the classes from the game. Each role has two copies, a Red and a Blue copy. The two copies are identical and have the same abilities.

4 of those copies are part of the mafia faction, the other 14 are town.

Town faction wins the game when they eliminate all 4 mafia.

Mafia has a team chat and can kill once per night. They win the game when they are at least 50% of the living players.

Each role has 3 abilities. They may use one of those abilities each day/night cycle. Some abilities are to be used at night, some in the day. The mafia night kill is not included in that one ability/cycle limit.

The 9 roles are as follows:

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Medic

While this doctor does not have a lot of adherence to medical ethics, he nonetheless serves as the healer of the team.

- Medi Gun: Once per night, the Medic may use this to keep another player healed, protecting them from one kill. However, the Medic is a key enemy target. Every time he prevents a kill, the attacker will learn he was the one who did it. The Medic may not protect another Medic.

Each time the Medi Gun is used, the Medic will fill 1/3 of his Übercharge meter. After the meter is filled, he may activate the Übercharge while healing someone, which will make both him and his patient immune to every kill (even criticals) for a night and will not give any information to attackers.

- Vaccinator: Same as the Medi Gun, but this weapon will charge 2/3 of the ÜberCharge meter. However, the healing done by it is weaker, so if the patient is also hit with a second negative ability that night, the protection will fail.

- Solemn Vow: Instead of healing, the Medic may choose to hit someone with a bust of Hypocrates, roleblocking them. The bust will then break and will reappear after a cooldown of one night.

“Zat was a doctor-assisted homicide!” – the Medic.

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Soldier

The crazy patriot. It is unclear what he is actually fighting for (and I doubt he knows it either), but you don’t want to be around while he tries to find out.

- Rocket Launcher: Although this weapon was designed to fire at others, the Soldier can use it to shoot at his own feet, performing a rocket jump so he can watch a player from above and learn who targeted them. Doing so hurts him, though, so he starts the next day with a +1 vote on him, which increases to +3, +5, etc. and only resets when he stops using it for a night.

- Liberty Launcher: this rocket launcher is somewhat safer, but also less accurate. If the Soldier performs a rocket jump with it, he won’t get any additional votes next day. However, he will not get results of faction-kills, only class abilities.

- Disciplinary Action: The Soldier likes to us this tool to whip those “maggots” into shape. Once per night, he can whip a player, boosting them so whatever action they use cannot be blocked or stopped by other abilities. Because no one likes being whipped, this cannot be used two consecutive days on the same player.

“We have you surrounded, at least from this side!” – the Soldier.

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Pyro

The flamethrower maniac. No one knows their name, origin or gender, and no one can understand what they say behind that gas mask. The only known thing is that the Pyro really likes to burn things down.

- Flamethrower: Once per night, the Pyro can burn a player. Being on fire will make it hard for that player to aim, so whatever actions they use will be misdirected to a random target (but not self-target).

- Degreaser: A weaker alternative to the flamethrower which can be equipped more quickly. During the day phase, the Pyro can burn a player with it to misdirect their vote to a random player (but not self-vote).

- Air Blast: The Pyro’s weapons can blast air instead of fire, allowing the Pyro to deflect projectiles. Once per night, the Pyro can target a player to deflect any abilities that hit them to random targets.

"Mmph mphna mprh!” – the Pyro.

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Sniper

The quintessential camper. You won’t see him coming, because his job is to put a bullet in your head from miles away before you do. Just don’t call him a “crazed gunman”. He is an assassin, thank you very much.

- Sniper Rifle: Once per night, the Sniper can aim his rifle on a player’s head. If nobody votes for the Sniper next day, he will kill the player at the end of the following night.

If the Sniper kills a player, his position will be exposed, and he will have to be more careful. He won’t be able to aim the Sniper Rifle in the following cycle.

- The Sydney Sleeper: The Sniper may opt for a non-lethal approach. Whenever he uses this weapon, he will roleblock the target for the night and reduce their vote power by 1 for the next day, instead of attempting to kill them. But the Sniper is too much of a professional to keep using non-lethal methods, so this weapon cannot be used two consecutive cycles.

- Jarate: A… fluid that the Sniper tends to gather after many consecutive hours of camping. During the day, he may douse all the players currently voting for him with it to make them smelly, which will automatically add one vote to each one of them. Cannot be used more than once (please no).

“Thanks for standing still, wanker!” - the Sniper.

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Heavy

Short for Heavy Weapons Guy. It’s a huge dude with a machine gun, what else do you need to know? Hard to take down and even harder to ignore once he enters the battlefield.

- Sasha: Once per day, the Heavy can use his intimidating heavy fire to protect another player from votes. Whoever votes for that player will also get +1 vote at the end of the day.

- Natascha: Heavier but more powerful than Sasha, this weapon will give +2 votes to players who vote for whoever the Heavy is protecting. However, it will make him a sitting duck, meaning votes on the Heavy will be doubled.

- Sandvich: Because a man needs a snack time too. Eating this will restore the Heavy to full health, meaning one kill made on him that cycle will fail. This ability can only be used once in the game.

“Who send all these babies to fight?” - the Heavy.

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Demoman

The demolition specialist. Having lost his eye in the job, he has become very skilled at making sure his explosives only detonate at enemies and not at his allies or himself… most of the time.

- Grenade Launcher: Once per night, the Demoman can shoot a grenade onto a player, roleblocking them for the night.

- Stickybomb Launcher: Once per night, the demoman my throw a stickybomb at a player’s foot. During a day phase, the Demoman may choose to explode all stickybombs he placed in previous nights, roleblocking all corresponding players for a night and reducing their vote power by 1 for a day.

- Eyelander: If all else fails, a Scotsman can count on a big, old, medieval sword. This doesn’t do anything since swords are bad at gunfights, but the entire thread will hear the Demoman shouting as he runs with his sword (the Demoman may have the host post a message in the thread).

“Kablooie!” – the Demoman.

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Scout

He runs really, really fast. And also “double jumps”, however that actually works. Sounds silly, but have you tried to hit this guy? You will waste your time and your ammo trying, until he wears you down, kills you and then says some rude things about your family members.

The Scout’s weapons are pretty weak, but he gets movement options instead, which work pretty much the same way.

- Fast Running: Once per night, the Scout may run into the enemy base and approach a player to track them and learn who they targeted. However, doing so is risky since the Scout is frail. If he fails to learn the player targeted someone else, he will be exposed for that night. An exposed Scout will die if he is hit with any two negative abilities, even if neither are kills.

- Double Jump: Against all the laws of physics, the Scout can jump again mid-air during the first half of the day. This will annoy other players and make any votes on him count double, but will make him harder to hit, so he will be protected from one kill at night.

- Baseball Bat: Ok, he has one weapon ability, his signature bat. Once per night, the Scout may bash a player with it. This won’t block them but will delay the ability’s effect until the end of the next day.

“Bonk!” – the Scout.

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Engineer

A man who knows the value of automation. Why shooting people when you can make robots that shoot people for you while you can just sit down and relax?

Advanced Base: Each engineer has a base in the battlefield, where he can place his buildings to support other players. Once per night, he can choose one building to make. He can only have one copy of each building at the base at any given time. At the start of each day, the host will announce what buildings are available in each base.

In the first half of each day phase, players send a PM to the host to enter either the BLU or the RED Engineer’s base. The Engineer must choose one of the players who made that request to allow into the base during the second half of the day (this choice can’t be misdirected/blocked by another ability). If he doesn’t choose, the choice will be randomized.

Being in the base means the player won’t be able to make any actions that cycle but will benefit from all the buildings in it. If the Engineer belongs to the opposite faction as the player who enters the base, the buildings won’t help them, but will still block them. The Engineer does not benefit from his base’s effects.
Players may not enter Engineer bases two consecutive cycles, even if they are from different Engineers. If the Engineer is roleblocked or survives a kill attempt due to protection, the oldest building in the base will be destroyed in the crossfire.

Buildings are as follows:

- Sentry: This building will protect the player in the base from one regular kill.

- Dispenser: This machine will provide ammo to the player in the base, granting them +1 vote power.

- Teleporter: This machine allows the player to move more quickly from the base to the battlefield. The next night action they use after leaving the base will have priority over other players’ abilities, not being affected by them.

“Another satisfied customer!” - the Engineer

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Spy

You don’t know the meaning of the word “paranoia” until you have been in a battlefield with this guy. Before you know it, he is already behind your lines, disguised as a member of your team, and about to backstab, steal or sabotage something, then slip away while everyone is hopelessly yelling “SPY!”

- Disguise Kit: Once per night, the Spy can choose a class/color combo that is still alive and disguise himself as them. While disguised, every day phase, the Spy will be allowed to check a player and learn their class/color (but not if they are town or mafia), and will be able to use his other abilities at following nights.

Starting from the next day after disguising, the Spy will have to work to maintain his disguise. He will lose it if he is targeted by anything at night, voted by a Pyro, if the Spy himself targets the player he is disguised as, or if he successfully kills a player. If his cover is blown, he will have to disguise again next night. If it was blown because he killed a player, he will also have to spend a night laying low and doing nothing to disguise again.

- Butterfly Knife: If the Spy is currently disguised, he can use his knife to stab a player in the back and kill them.

- Electro Sapper: Once in the game, at night, a disguised Spy can invade an engineer base of his choice and sap every building in it, preventing them from working. If the spy is still alive at the end of the next day, the buildings will be destroyed. The host will announce the base is being sapped at the start of the day.

“I never really was on your side.” – the Spy.

Mafia Buffs

Mercenaries who work for the mafia have more advanced equipment that grant them the following bonuses:

- Soldier: Will also learn the target’s class/color when he watches them.
- Scout: Will also learn the target’s class/color when he tracks them.
- Medic: His healing does not give information to the player who attacked his target.
- Pyro: Negative abilities and votes that get deflected cannot affect the Pyro’s teammates.
- Sniper: His aiming will only fail he if gets at least two votes in the day phase.
- Spy: His cover will only be blown if he is hit by at least two abilities and/or pyro votes.
- Heavy: The Sandvich can be given to another member of the faction.
- Engineer: The first time in the game one of his buildings would be destroyed (except by a Spy), it survives.
- Demoman: He can actually use his Eyelander to perform the faction's night-kill instead of making an announcement. If he does and succeeds, the next time he makes a faction-kill, it will be immune to roleblocks.

The faction also has one crit canteen, which can turn their faction-kill into a critical hit, making it ignore all protections and defenses, for one night. If only one member of the faction is alive, every kill they make will be a critical hit.

Note: the setup posted in this thread is not necesssarily final and there may be some changes in the roles until the game starts.
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Re: Team Fortress Mafia [SIGN UPS]

#2

Post by MartinGG99 »

Dragon D. Luffy wrote: Tue Nov 09, 2021 7:33 pm Type: Semi-Open (all roles are known, but you don't know which are town and which are mafia)
I missed a game with that sort of mechanic on my homesite, which I really wanted to play or try out but couldn't due to a rough September month. Surprised and glad to see this pop up.

Instant /in, though my activity may be spotty at times due to finals happening in the week after Dec 10th. It should be fine though if I properly plan for it.
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MartinGG99 wrote: Mon May 31, 2021 12:40 am The only notable "solving" I've done publicly has managed to kill someone who had the same power role and alignment as me.

If that doesn't make a mockery of my confidence in my solving then I don't know what will.
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Re: Team Fortress Mafia [SIGN UPS]

#3

Post by Marmot »

I like that mechanic, and am glad it's being used again.
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Team Fortress Mafia [SIGN UPS]

#4

Post by Marmot »

@Justplayingitcool there is a role that says "Bonk!" you should probably play.
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Team Fortress Mafia [SIGN UPS]

#5

Post by Guillotine »

/in
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Re: Team Fortress Mafia [SIGN UPS]

#6

Post by Dragon D. Luffy »

Marmot wrote: Tue Nov 09, 2021 8:30 pm I like that mechanic, and am glad it's being used again.
I stopped while making this game when I realized I was basically redoing Hogwarts Mafia but then I thought "Who cares, that game was awesome" and kept going.

Well it's not EXACTLY Hogwarts Mafia, since only the roles are shuffled this time, not individual abilities. Which let me make some more complicated/thematic roles while at the same time being easier to balance.
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Re: Team Fortress Mafia [SIGN UPS]

#7

Post by MacDougall »

only cuz it's a Luffy game and I haven't played one in donkeys
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Re: Team Fortress Mafia [SIGN UPS]

#8

Post by dunya »

wow only 10 more signups needed! this baby will fill well before december!!!
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Re: Team Fortress Mafia [SIGN UPS]

#9

Post by Dragon D. Luffy »

dunya wrote: Wed Nov 10, 2021 2:10 pm wow only 10 more signups needed! this baby will fill well before december!!!
That would be great, but I really can't host a big game this month due to real life, sorry.
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Re: Team Fortress Mafia [SIGN UPS]

#10

Post by Hally »

MoD
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Re: Team Fortress Mafia [SIGN UPS]

#11

Post by Guillotine »

My god, I hope I get KP in this game
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Re: Team Fortress Mafia [SIGN UPS]

#12

Post by Dragon D. Luffy »

Made some changes to roles, the big one is that the Heavy's mafia buff now lets him share his sandvich with teammates, instead of making his vote manipulation even stronger. Medic's roleblock cooldown was also reduced to 1 night.

Also resized pics to make them all similarly sized.
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Re: Team Fortress Mafia [SIGN UPS]

#13

Post by falcon45ca »

Shore, Y Nut?
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [SIGN UPS]

#14

Post by sig »

I'm tentatively in, but have alot going on with work and what not so activity may be spotty.
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Re: Team Fortress Mafia [SIGN UPS]

#15

Post by MissSparkles »

I’m in!
:cloud9:
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Re: Team Fortress Mafia [SIGN UPS]

#16

Post by Marmot »

MissSparkles wrote: Mon Nov 29, 2021 6:44 pmI’m in!

Don't forget to vote in the poll! :cloud9:
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Team Fortress Mafia [SIGN UPS]

#17

Post by MissSparkles »

Just did thx!
:cloud9:
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Re: Team Fortress Mafia [SIGN UPS]

#18

Post by CRichard »

MissSparkles wrote: Mon Nov 29, 2021 6:53 pm Just did thx!
Hi MissSparkles!
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Re: Team Fortress Mafia [SIGN UPS]

#19

Post by MissSparkles »

CRichard wrote: Tue Nov 30, 2021 7:19 pm
MissSparkles wrote: Mon Nov 29, 2021 6:53 pm Just did thx!
Hi MissSparkles!
Henlo
:cloud9:
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Re: Team Fortress Mafia [SIGN UPS]

#20

Post by Marmot »

4 MORE PLAYERS!!!
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Team Fortress Mafia [SIGN UPS]

#21

Post by JaggedJimmyJay »

This might be your last chance to secure a much-coveted Socky Award gang.
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Re: Team Fortress Mafia [SIGN UPS]

#22

Post by Marmot »

JaggedJimmyJay wrote: Wed Dec 01, 2021 6:00 pm This might be your last chance to secure a much-coveted Socky Award gang.

Right back at ya :beer:
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Dragon D. Luffy
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Re: Team Fortress Mafia [SIGN UPS]

#23

Post by Dragon D. Luffy »

Greetings.

Due to hard to predict real life circunstances (I will be moving to another city on the weekend I scheduled the game to start), I will have to delay the start of this for a week.

The new start date is December 17th.

Thanks for understanding.
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Dragon D. Luffy
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Re: Team Fortress Mafia [SIGN UPS]

#24

Post by Dragon D. Luffy »

One more place! Take it before someone else does!
protocultures
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Re: Team Fortress Mafia [SIGN UPS]

#25

Post by protocultures »

Image

in
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Guillotine
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Re: Team Fortress Mafia [SIGN UPS]

#26

Post by Guillotine »

17th now, fuuuck.

Still in but i will slank hard, that's busy season for me at work.
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Re: Team Fortress Mafia [SIGN UPS]

#27

Post by Marmot »

We've got 18!!

Just gonna write the names down here for you @Dragon D. Luffy in case someone else votes yes.

Seanzie, Lime Coke, MartinGG99, NANOOKTHEGREATANDFEARSOME, Marmot, Guillotine, MacDougall, TonyStarkPrime, Jackofhearts2005, Gavial, NotAnAxehole, DrWilgy, sig, falcon45ca, MissSparkles, Dyslexicon, LinearPoint, protocultures
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Dragon D. Luffy
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Re: Team Fortress Mafia [SIGN UPS]

#28

Post by Dragon D. Luffy »

Thanks Marmot!

I really wish I could start it now but it's not a very good time. But it will be soon!
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CRichard
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Re: Team Fortress Mafia [SIGN UPS]

#29

Post by CRichard »

Well this is unfortunate, seeing as we have enough to start.
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Re: Team Fortress Mafia [SIGN UPS]

#30

Post by Dragon D. Luffy »

CRichard wrote: Tue Dec 07, 2021 11:01 pm Well this is unfortunate, seeing as we have enough to start.
It will start in the scheduled date.
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Re: Team Fortress Mafia [SIGN UPS]

#31

Post by Dragon D. Luffy »

Role cards have been sent. Let me know if you didn't get yours. Also let me know if you won't play so I may replace you if necessary.

@DrWilgy
@Dyslexicon
@Gavial
@Guillotine
@Jackofhearts2005
@Lime Coke
@LinearPoint
@MacDougall
@Marmot
@MartinGG99
@MissSparkles
@NANOOKTHEGREATANDFEARSOME
@NotAnAxehole
@Seanzie
@TonyStarkPrime
@falcon45ca
@protocultures
@sig
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falcon45ca
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Re: Team Fortress Mafia [SIGN UPS]

#32

Post by falcon45ca »

Hawt diggity dawg
we can't stop here...this is bat country!
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DrWilgy
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Re: Team Fortress Mafia [SIGN UPS]

#33

Post by DrWilgy »

ho boi
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Dragon D. Luffy
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Re: Team Fortress Mafia [SIGN UPS]

#34

Post by Dragon D. Luffy »

I am taking one more replacement, if anyone is available.

@Sloonei
@cassandra
@CRichard
@leetic
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