Team Fortress Mafia [END]

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Who took down Dolby?

Poll ended at Tue Jan 04, 2022 5:59 pm

DrWilgy
0
No votes
falcon45ca
0
No votes
Guillotine
0
No votes
Lime Coke
0
No votes
LinearPoint
0
No votes
MacDougall
1
8%
Marmot
0
No votes
MartinGG99
0
No votes
sig
8
67%
TonyStarkPrime
0
No votes
Merasmus the Magician (Host/Mod/NP/Dead)
3
25%
Click here to join the spec chat.
0
No votes
 
Total votes: 12
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Team Fortress Mafia [END]

#1

Post by Dragon D. Luffy »

Image

Ladier and gentlemen, welcome to Team Fortress Mafia, based on the game Team Fortress 2 by Valve.

Players (8/18):

Dolby - Blue Demoman (T)
DrWilgy - Red Pyro (T)
Dyslexicon - Red Spy (T)
falcon45ca - Red Medic (T)
Gavial - Red Sniper (T)
Guillotine - Blue Heavy (T)
Jackofhearts2005 - Blue Soldier (T)
Lime Coke - Red Demoman (T)
LinearPoint - Blue Pyro (T)
MacDougall - Red Heavy (T)
Marmot - Red Soldier (T)
MartinGG99 - Red Engineer (T)
NANOOKTHEGREATANDFEARSOME - Red Scout (M)
NotAnAxehole - Blue Spy (T)
sabie12 - Blue Engineer (M)
Seanzie - Blue Scout (T)
sig - Blue Medic (M)
TonyStarkPrime - Blue Sniper (M)
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Re: Team Fortress Mafia [PRE-GAME]

#2

Post by Dragon D. Luffy »

SETUP:

(Special thanks to Soneji for reviewing the setup and suggesting some improvements for roles)

Spoiler: show
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:

Image

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 hE is blocked while attempting to shoot, he stays aimed at his target.

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.

Image

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. Checking a player is an extra action that doesn't count for the action limit per cycle.

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. If it is blown while he is trying to use an ability, the ability is still used as long as he isn't blocked.

- 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, they will get a second dose of crit canteen, as well as one of the following:

- Cloak canteen: makes the player's actions not appear to trackers or watchers for a night.
- Teleport canteen: player's the player's actions avoid roleblocking or misdirecting for one night.
- Uber canteen: makes the plyaer dodge one kill that targets them.
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Re: Team Fortress Mafia [PRE-GAME]

#3

Post by Dragon D. Luffy »

RULES:

- This game is dividided in day phases and night phases. Day phases are when you post and make votes. The poll will lock exactly 48 hours after it is posted, and afterwards I will come here as early as possible to make the end of day post. Some abilities can be used in the day, but unless stated otherwise, all abilities are night-only.

- Night phases are when you are allowed to send most actions, if you have any. Actions will be accepted 23 hours after the end of day write-up is posted. The final hour will be used by me to process actions, and to correct previous delays in day/night starts. Night posting will not be allowed, as the thread will be locked during the night.

- Voting is done through the poll. I do not require players to announce their votes in the thread or use fancy tags, though it is usually considered common etiquette to do so.

- Self-voting and changing votes are allowed. In case of ties, the day kill result will be resolved at random.

- You must post at least twice per day phase. Failure to do so will be considered inactivity. Players who are inactive may be modkilled or replaced at my discretion. If you know you will be away fror a limited amount of time, let me know so I can give you some leeway before replacing/modkilling you.

- Double targetting is allowed.

- Role revealing and all forms of info dumping are allowed.

- Do not engage in angle-shooting, which means using information from outside of the game to obtain advantage in it. That includes, but is not limited to, making bets or oaths in real life, asking people the time they received PMs from the host, or posting screenshots to prove anything. I may modkill players who break this rule if it affects the outcome of the game substantially. or give buffs to the faction that was affected to make up for it. If you are not sure if something is allowed, ask me first.

- All players who die in the day or in the night will have their alignment and role revealed.

- Town and Mafia will win with their teams, whether they are alive or dead.

- Talking with people about the game in any places other than this thread, or BTSC channels authorized by me, are not allowed.

- On game mechanics: critical-hits are kills that bypass doctor protections and passive defenses, but they can be roleblocked/misdirected. Also for the purposes of this game, positive abilities are anything you'd want to be target with, such as a protection, and negative abilities is anything you wouldn't, such as a roleblock. Information-gathering abilities or misdirects are neither Positive nor Negative.

- Abilities that trigger on votes (i e. the Spy/Sniper losing their cover, Heavy adding votes to people) only consider the state of the poll after votes close, not temporary votes made during the day phase.

- Mafia members are allowed to send actions for one another.

- Players may only use abilities (or have abilities used for them) if they made post requirements during the day (2 posts). The mafia faction kill is excluded from this requirement.

- Dead players must post in red. Non-players must post in blue. Off-topic posts should be in green. I will use this color, please do not use it.

- Your Game Facilitators are Hally and justplayingitcool. If you have any issues with other players or with me and you need to vent out, feel free to talk to them. For gameplay related questions, feel free to ask me and I'll help how I can.

- This is what the town role card looks like:
You are the Class Color.

Spoiler: show
Image of the character (with the right color)

Copy of the description and abilities from the SETUP post

You are town. You win the game when you eliminate the mafia.

Mission begins in December 17th.
- These rules may be edited or I may add more rules as I see necessary. I will inform you when that happens.
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Re: Team Fortress Mafia [DAY 0]

#4

Post by Dragon D. Luffy »

Prologue


I could write a story for this, but it is Team Fortress, the game's story is already about as generic as it can be (red team vs blue team, then later they team up against robots. Just assume the mafia is aligned with the robots or something).

Instead, I'll post Meet the Team videos. No better way to know our protagonists than letting them introduce themselves.

Let's start with the big man. Hailing from Siberia, Mr. Mikhail, a. k. a The Heavy!




Day 0 Begins!

The day kill poll will open in 25 hours.
@DrWilgy
@Dyslexicon
@Gavial
@Guillotine
@Jackofhearts2005
@Lime Coke
@LinearPoint
@MacDougall
@Marmot
@MartinGG99
@Dolby
@NANOOKTHEGREATANDFEARSOME
@NotAnAxehole
@Seanzie
@TonyStarkPrime
@falcon45ca
@sabie12
@sig
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DrWilgy
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Re: Team Fortress Mafia [DAY 0]

#5

Post by DrWilgy »

Mferer!!!
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
Spoiler: show
Image Image Image
JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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i moderated for mafiathesyndicate.com and all i got was this stupid title
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Re: Team Fortress Mafia [DAY 0]

#6

Post by NANOOKTHEGREATANDFEARSOME »

How do you do fellow moba players
Spoiler: show
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Re: Team Fortress Mafia [DAY 0]

#7

Post by Dragon D. Luffy »

NANOOKTHEGREATANDFEARSOME wrote: Fri Dec 17, 2021 4:34 pm moba
Excuse me
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Re: Team Fortress Mafia [DAY 0]

#8

Post by Dolby »

1/4th of the way to Dolby (4)
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Re: Team Fortress Mafia [DAY 0]

#9

Post by LinearPoint »

NANOOKTHEGREATANDFEARSOME wrote: Fri Dec 17, 2021 4:34 pm How do you do fellow moba players
tilted.
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Re: Team Fortress Mafia [DAY 0]

#10

Post by MartinGG99 »

if you don't 'get' this then...

anyways don't expect high activity from me, if this reaches like 1.2k posts per day phase or similar I might as well start skimming and missing the latest plot twist
A.K.A. "That One Idiot"
Spoiler: show
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.
Town Wins (on TS)
ImageImageImageImage
Mafia Wins (on TS)
None lol
Other/3P Wins (on TS)
None lol
Hosted Games (on TS)
ImageImage
Image
Neat Quote:
JaggedJimmyJay wrote: Fri Jul 23, 2021 12:54 pm Competition is only impressive when it is kind.
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Re: Team Fortress Mafia [DAY 0]

#11

Post by NANOOKTHEGREATANDFEARSOME »

Ah whoops sorry just a joke lol jk haha

How do you do fellow mmo players
Spoiler: show
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Re: Team Fortress Mafia [DAY 0]

#12

Post by TonyStarkPrime »

Laying down slank cover for day zero also someone please read the setup and say some false things about it so I can contribute
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Re: Team Fortress Mafia [DAY 0]

#13

Post by Dolby »

TonyStarkPrime wrote: Fri Dec 17, 2021 5:07 pm Laying down slank cover for day zero also someone please read the setup and say some false things about it so I can contribute
we win if all town chain with the role below them on the setup list
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Re: Team Fortress Mafia [DAY 0]

#14

Post by falcon45ca »

I am town! Towniest town that ever towned



I'm Uptown, Midtown, & Downtown. Don't believe me?






Then hack my account and check my inbox.




OR! Just Ask Jesus.
we can't stop here...this is bat country!
Spoiler: show
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Re: Team Fortress Mafia [DAY 0]

#15

Post by sabie12 »

Not sure if I totally understand the game mechanics yet, but it seems like maybe once it gets going it'll make more sense.
Sometimes life does seem all planned out, like there's no choice in the matter. But that's just an illusion.
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Re: Team Fortress Mafia [DAY 0]

#16

Post by sabie12 »

MartinGG99 wrote: Fri Dec 17, 2021 4:46 pm if you don't 'get' this then...

anyways don't expect high activity from me, if this reaches like 1.2k posts per day phase or similar I might as well start skimming and missing the latest plot twist
I feel like it's impossible to read everything if there's that many posts so yeah sometimes skimming for highlights is the way to go.
Sometimes life does seem all planned out, like there's no choice in the matter. But that's just an illusion.
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Re: Team Fortress Mafia [DAY 0]

#17

Post by falcon45ca »

16, 4, 18, 1, 13, 9, 7



That is my RNG POE


So Seanzie, falcon, TSP, Dolby, Nook, LP, & Jack...let's start flipping these goons
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [DAY 0]

#18

Post by Seanzie »

So I briefly considered if it might be good for us to massclaim our colors D1.

Benefits: reduces scums ability to do claimswaps, and also reduces the ability for scum to vague claim (i.e. if they are vaguely hinting at something that sounds a whole lot like your ability, and they're the same color as you, that's clearly sus).

Drawbacks: Could lead to scum being able to guess certain townies roles easier once the game goes on and a few people from own of the colors has flipped.

I didn't actually come to a conclusion on if I think we should or not though, so uhh... thoughts?
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Re: Team Fortress Mafia [DAY 0]

#19

Post by MacDougall »

TonyStarkPrime wrote: Fri Dec 17, 2021 5:07 pm Laying down slank cover for day zero also someone please read the setup and say some false things about it so I can contribute
[VOTE: tsp] aubergine
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Re: Team Fortress Mafia [DAY 0]

#20

Post by MacDougall »

falcon45ca wrote: Fri Dec 17, 2021 5:26 pm I am town! Towniest town that ever towned



I'm Uptown, Midtown, & Downtown. Don't believe me?






Then hack my account and check my inbox.




OR! Just Ask Jesus.
I think this guy is town
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Re: Team Fortress Mafia [DAY 0]

#21

Post by MacDougall »

Seanzie wrote: Fri Dec 17, 2021 5:52 pm So I briefly considered if it might be good for us to massclaim our colors D1.

Benefits: reduces scums ability to do claimswaps, and also reduces the ability for scum to vague claim (i.e. if they are vaguely hinting at something that sounds a whole lot like your ability, and they're the same color as you, that's clearly sus).

Drawbacks: Could lead to scum being able to guess certain townies roles easier once the game goes on and a few people from own of the colors has flipped.

I didn't actually come to a conclusion on if I think we should or not though, so uhh... thoughts?
Seanzie is mafia
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Re: Team Fortress Mafia [DAY 0]

#22

Post by Hally »

hey everyone, @Justplayingitcool and i will be your MoDs for this game

if you need to vent or anything don’t hesitate to reach out to either of us

you can PM me here or reach me on discord (hally#2271)

glhf!
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Re: Team Fortress Mafia [DAY 0]

#23

Post by Seanzie »

MacDougall wrote: Fri Dec 17, 2021 6:15 pm
Seanzie wrote: Fri Dec 17, 2021 5:52 pm So I briefly considered if it might be good for us to massclaim our colors D1.

Benefits: reduces scums ability to do claimswaps, and also reduces the ability for scum to vague claim (i.e. if they are vaguely hinting at something that sounds a whole lot like your ability, and they're the same color as you, that's clearly sus).

Drawbacks: Could lead to scum being able to guess certain townies roles easier once the game goes on and a few people from own of the colors has flipped.

I didn't actually come to a conclusion on if I think we should or not though, so uhh... thoughts?
Seanzie is mafia
If I was mafia, could I do this?

*does a blackflip*
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Re: Team Fortress Mafia [DAY 0]

#24

Post by Lime Coke »

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Re: Team Fortress Mafia [DAY 0]

#25

Post by Dyslexicon »

Ok
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Re: Team Fortress Mafia [DAY 0]

#26

Post by Dragon D. Luffy »

Some points i need to add to the rules:

- Mafia members are allowed to send actions for one another.

- Players may only use abilities (or have abilities used for them) if they made post requirements during the day (2 posts). The mafia faction kill is excluded from this requirement. Also for the sake of counting activity, I'll be adding Day 0 and Day 1 post counts.

- This one isn't a rule, but I figured the description is unclear so I gotta clarify: The Spy's role check doesn't count for the 1 ability/day limit (it's a free action). Only the act of going undercover does. But once undercover, you are allowed to say, investigate in the day then kill at night, or investigate in the day and disguise again at night cuz you lost your disguise.
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Re: Team Fortress Mafia [DAY 0]

#27

Post by DrWilgy »

NANOOKTHEGREATANDFEARSOME wrote: Fri Dec 17, 2021 4:34 pm How do you do fellow moba players
Mmhhoo! Mhooo!
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Team Fortress Mafia [DAY 0]

#28

Post by DrWilgy »

sabie12 wrote: Fri Dec 17, 2021 5:28 pm
MartinGG99 wrote: Fri Dec 17, 2021 4:46 pm if you don't 'get' this then...

anyways don't expect high activity from me, if this reaches like 1.2k posts per day phase or similar I might as well start skimming and missing the latest plot twist
I feel like it's impossible to read everything if there's that many posts so yeah sometimes skimming for highlights is the way to go.
Mrumhuhm
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Team Fortress Mafia [DAY 0]

#29

Post by LinearPoint »

Honestly I don't even see why the Mafia would fake claim in this set up to begin with.
There is quite literally no claim space.
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Re: Team Fortress Mafia [DAY 0]

#30

Post by Dolby »

Also don't see why a claim swap would happen?

If one goes down the other would go down
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Re: Team Fortress Mafia [DAY 0]

#31

Post by Dolby »

Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
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Re: Team Fortress Mafia [DAY 0]

#32

Post by falcon45ca »

MacDougall wrote: Fri Dec 17, 2021 6:15 pm
falcon45ca wrote: Fri Dec 17, 2021 5:26 pm I am town! Towniest town that ever towned



I'm Uptown, Midtown, & Downtown. Don't believe me?






Then hack my account and check my inbox.




OR! Just Ask Jesus.
I think this guy is town
Pocket attempt...




pending approval
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [DAY 0]

#33

Post by MacDougall »

Seanzie is mafia x 25
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Re: Team Fortress Mafia [DAY 0]

#34

Post by LinearPoint »

Dolby wrote: Fri Dec 17, 2021 8:45 pm Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
Pretty much this.
If we massclaim I'd rather it be on a later day when the informative roles at least have information of some kind to contribute.
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Re: Team Fortress Mafia [DAY 0]

#35

Post by DrWilgy »

Dolby wrote: Fri Dec 17, 2021 8:45 pm Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
Mruhuh mruhuh!
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Team Fortress Mafia [DAY 0]

#36

Post by DrWilgy »

MacDougall wrote: Fri Dec 17, 2021 11:43 pm Seanzie is mafia x 25
Mmmffafafa
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Team Fortress Mafia [DAY 0]

#37

Post by MacDougall »

DrWilgy wrote: Sat Dec 18, 2021 12:37 am
MacDougall wrote: Fri Dec 17, 2021 11:43 pm Seanzie is mafia x 25
Mmmffafafa
yeh
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Re: Team Fortress Mafia [DAY 0]

#38

Post by Lime Coke »

😴
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Re: Team Fortress Mafia [DAY 0]

#39

Post by Seanzie »

Dolby wrote: Fri Dec 17, 2021 8:28 pm Also don't see why a claim swap would happen?

If one goes down the other would go down
Claimswaps can happen late game when the remaining mafia members hope to win with both people involved alive.

Granted, I do concede that it is probably not super likely to happen.
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Re: Team Fortress Mafia [DAY 0]

#40

Post by Seanzie »

Dolby wrote: Fri Dec 17, 2021 8:45 pm Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
I agree in regards to a total claim. I am more curious about the merits of a color claim. So no roles, just red team or blue team.
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Re: Team Fortress Mafia [DAY 0]

#41

Post by Lime Coke »

There's a time and place for mech talk.

However I don't want to be starting with it because it's easy for scum to hide behind.
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Re: Team Fortress Mafia [DAY 0]

#42

Post by Dolby »

Seanzie wrote: Sat Dec 18, 2021 2:11 am
Dolby wrote: Fri Dec 17, 2021 8:45 pm Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
I agree in regards to a total claim. I am more curious about the merits of a color claim. So no roles, just red team or blue team.
eh, I'm pretty sleep deprived rn and might go back on this

but

see what I just said with regards to fullclaim

Let's as a thought exercise say that all mafia are red, bam they know that 5 town contain 5 specific roles, and can probably make reads for roles within there. The information gained by town is less than that by mafia, and honestly, same for a 2/2 split.

and for what? to prevent them from claimswapping later? Don't think it would be that effective. The motivation for a claimswap is going to be some mechanical info being outted which makes the mafia look bad probably, and it's going to be bad on us for not catching it if we don't.

tl;dr, mafia gain more info and I don't think stopping a late game claimswap is very +EV for town
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Re: Team Fortress Mafia [DAY 0]

#43

Post by falcon45ca »

Dyslexicon wrote: Fri Dec 17, 2021 6:58 pmOk
OK


What's up Dizzy?
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [DAY 0]

#44

Post by falcon45ca »

Seanzie wrote: Sat Dec 18, 2021 2:10 am
Dolby wrote: Fri Dec 17, 2021 8:28 pm Also don't see why a claim swap would happen?

If one goes down the other would go down
Claimswaps can happen late game when the remaining mafia members hope to win with both people involved alive.

Granted, I do concede that it is probably not super likely to happen.
What's not super likely? That Maf use claim swaps late game, or that Maf have multiple members alive late game?


Sean is in my sus pile
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [DAY 0]

#45

Post by falcon45ca »

Dolby wrote: Sat Dec 18, 2021 4:51 am
Seanzie wrote: Sat Dec 18, 2021 2:11 am
Dolby wrote: Fri Dec 17, 2021 8:45 pm Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
I agree in regards to a total claim. I am more curious about the merits of a color claim. So no roles, just red team or blue team.
eh, I'm pretty sleep deprived rn and might go back on this

but

see what I just said with regards to fullclaim

Let's as a thought exercise say that all mafia are red, bam they know that 5 town contain 5 specific roles, and can probably make reads for roles within there. The information gained by town is less than that by mafia, and honestly, same for a 2/2 split.

and for what? to prevent them from claimswapping later? Don't think it would be that effective. The motivation for a claimswap is going to be some mechanical info being outted which makes the mafia look bad probably, and it's going to be bad on us for not catching it if we don't.

tl;dr, mafia gain more info and I don't think stopping a late game claimswap is very +EV for town
This dude is prolly town
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [DAY 0]

#46

Post by DrWilgy »

Mhf mphreh mhrphd
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Team Fortress Mafia [DAY 0]

#47

Post by falcon45ca »

DrWilgy wrote: Sat Dec 18, 2021 10:09 am Mhf mphreh mhrphd
This is like your GIF gimmick, tho less comprehensible
we can't stop here...this is bat country!
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Re: Team Fortress Mafia [DAY 0]

#48

Post by Dyslexicon »

falcon45ca wrote: Sat Dec 18, 2021 9:55 am
Dyslexicon wrote: Fri Dec 17, 2021 6:58 pmOk
OK


What's up Dizzy?
Not much. Playing Diablo 2 for the nostalgia \o/
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Re: Team Fortress Mafia [DAY 0]

#49

Post by Seanzie »

Dolby wrote: Sat Dec 18, 2021 4:51 am
Seanzie wrote: Sat Dec 18, 2021 2:11 am
Dolby wrote: Fri Dec 17, 2021 8:45 pm Yeah I personally don't see a benefit to a mass claim

Tells mafia who we all are and since they know what they can do it gives them more of an advantage I think, given they know what they as a faction can do and we don't. Mafia aren't going to claimswap anyway I don't think, except near the end. And honestly if we stop on yeeting "x" in f5 after they're tracked to "y" who died because they claim medic and no one CCs that's kinda on us?
I agree in regards to a total claim. I am more curious about the merits of a color claim. So no roles, just red team or blue team.
eh, I'm pretty sleep deprived rn and might go back on this

but

see what I just said with regards to fullclaim

Let's as a thought exercise say that all mafia are red, bam they know that 5 town contain 5 specific roles, and can probably make reads for roles within there. The information gained by town is less than that by mafia, and honestly, same for a 2/2 split.

and for what? to prevent them from claimswapping later? Don't think it would be that effective. The motivation for a claimswap is going to be some mechanical info being outted which makes the mafia look bad probably, and it's going to be bad on us for not catching it if we don't.

tl;dr, mafia gain more info and I don't think stopping a late game claimswap is very +EV for town
Well, stopping a late game claimswap is definitely +EV for town, but yeah I think I am starting to agree that it isn't enough +EV to counter the -EV of info given to scum.

There was another game with a similarish setup (well... only kinda, town was split into two teams) where I thought claiming teams was a horrible idea until I ran the numbers and realized that claiming teams could guarantee a scum chop without fail on either D1 or D2, and was actually almost the only viable strategy to give town a fighting chance (It was a 12p game with 4 wolves, so like... kill a wolf in two days or lose) This setup doesn't seem to have as much benefit to team claiming though.
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Re: Team Fortress Mafia [DAY 0]

#50

Post by falcon45ca »

Dyslexicon wrote: Sat Dec 18, 2021 11:41 am
falcon45ca wrote: Sat Dec 18, 2021 9:55 am
Dyslexicon wrote: Fri Dec 17, 2021 6:58 pmOk
OK


What's up Dizzy?
Not much. Playing Diablo 2 for the nostalgia \o/
Yeah, not a lot to engage this game yet.



Thoughts on Sean & Dolby re: mass claim chatter?
we can't stop here...this is bat country!
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