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Author Topic: Wizard Duel - Round 3 - Over: All Hail Jim Groovester!  (Read 58864 times)

Mephansteras

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Wizard Duel - Round 3 - Over: All Hail Jim Groovester!
« on: November 09, 2009, 08:31:37 pm »

Yet another Wizard Duel!

Game has started! Good luck to everyone!


Player List
  • Org - Tower Justicar of Fire
  • Neruz - Tower Warrior Mage of Fire
  • RedWarrior0 - Tower War Mage of Water
  • MagmaDeath - Tower Time Mage of Air
  • JanusTwoFace - Tower Warrior Mage of Earth
  • Halmie - Tower Archivist of Water
  • Kashyyk - Cabal Subtle Wizard of Water
  • ExKirby - Tower Alchemist of Earth
  • Jim Groovester
  • Leafsnail - Tower Guardian of Fire
  • RandomNumberGenerator - Cabal Enchanter of Air
  • Frelock - Cabal Healer of Darkness
  • Pandarsenic Tower War Mage of Water
  • PrinnyBaal Tower Subtle Wizard of Earth
« Last Edit: January 07, 2010, 04:50:07 pm by Mephansteras »
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Mephansteras

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #1 on: November 09, 2009, 08:31:55 pm »


Rules Section:

Order of Actions:
Phase 1) Voting
  Each player gets 2 votes (which must go to two different Wizards). The two Wizards with the most votes will be the Duelists for that day
    In the event of a tie, the Duelists will be determined randomly
Phase 2) Set-up
  Each player states which Wizard they will Assist, and what kind of Assistance they will give. Wizards may choose not to assist anyone, and Subtle Mages do not need to state what they are doing.
Phase 3) The Duel
  The Duel will be run by me using a script I've written. I'll then do a write-up of the battle to keep things exciting.
  During the duel, some Wizards may use Side Actions (like night actions in normal mafia games). This includes the Dark Cabal Wizards, who select one of their members to incapacitate during the confusion surrounding the duel. Side actions are PM'd to be during the set-up phase.

We then start with the next duel

All Wizards will be Role-flipped upon Incapacitation or losing a duel.

Each player will decide on an Elemental Affinity (Fire, Earth, Air, Water) at the beginning of the game. Cabal wizards may also choose the special Dark element. Your Affinity will give you bonuses and penalties in combat depending on whether or not you are using the correct element against your opponent. The rules that describe this are listed in the technical section below.

Each player will also decide on a Rune Color at the beginning of the game. This is simply for flavor, but will also help differentiate people. Please choose a color which can be used in BBCode.


Technical rules:
Spoiler (click to show/hide)

Special Roles:

Duelist Roles: These wizards are skilled in magic that effects the Duel, and may have advantages in the Duel themselves

War Mage: Has superior offensive magic, and can grant a bigger then usual offensive boost to another mage when assisting a Duel.
  +2 to Attack attribute
  +1 to all Attack Boosts

Battle Mage: Is skilled in personal combat, giving them an edge when defending and can grant a bigger then usual defensive boost to another mage when assisting a Duel.
  +2 to Defense attribute
  +1 to all Defense Boosts
 
Warrior Mage: Trained in both martial and magical combat, the Warrior Mage can shrug off hits that would incapacitate other mages.
  +10 to Health attribute
 
Time Mage: Skilled in manipulating the energies of time, the Time Mage is swifter then most other mages, and can grant a bigger speed boost to other mages. Time Mages are also more apt to get an extra attack in combat, and their opponents cannot get an extra attack on them.
  +2 to Speed attribute
  +1 to all Speed Boosts   

Healer: Has powerful Healing Magic
  +2 to all Healing assists

Subtle Wizard: He specializes in casting magic unseen, and his public Assist actions may not be his real action. He can PM the mod with a different assist choice, if he wishes, which will not be reported to the other players.

Archmage: A very powerful mage, he has a major advantage when dueling other mages.
  +2 to Attack, Defense and Speed. +5 to Health.

Alchemist - While not overly talented in combat magic, the Alchemist has access to very potent magics in the form of potions. When he starts the game he picks one of the following potions. It can either be given to another Wizard as an Assist or he can use it himself before he starts a duel.
    Elemental Affinity - Using this potion allows the Wizard to change their Affinity for the next Duel.
    Fireblood Potion - Using this potion gives the Wizard a huge boost to his offensive capabilities for the next Duel
    Liquid Diamond - Using this potion gives the Wizard a huge boost to his defensive capabilities for the next Duel
    Ironskin potion - Using this potion gives the Wizard a huge boost to his Health rating for the next Duel
    Breath of the Zephyr - Using this potion gives the Wizard a huge boost to his speed capabilities for the next Duel
    Troll's Blood - Using this potion gives the Wizard a huge Healing boost for the next Duel

Celestial Mage: A mage who has the blessings of the Heavens.
  Uses the Light Affinity
  +2 Healing in Combat

Side-Action Roles: These wizards can take actions during the Duel that effect other mages not in the Duel.

Archivist - Has access to all of the records of the Order. Because of this, once per duel he can look through the records to determine what Role a Wizard has as a side-action.

Nullifier: Skilled in the ways of anti-magic, the nullifier can choose one mage each duel and prevent them from effecting the Duel. 

Enchanter: Using their enhanced mind magic, the Enchanter can prevent another Wizard from taking any side-actions that duel.

Guardian: Carefully watches over another Wizard and can prevent them from becoming incapacitated by side-actions during the Duel.

Oracle: Can use their magic to see if another Wizard performs any side-actions during the Duel.

Justicar: A Wizard seeking the destruction of the Dark Cabal. Can examine a Wizard as a side-action to determine if they are part of the Cabal.

Grey Mage: Taking justice into his own hands, he can incapacitate a player each duel as a side-action.

Seer: He can examine one player each duel as a side action to learn their Affinity.



Basic Rules:
The Voting phase will go for 48 hours, or until everyone has cast their two votes. All votes must be in Red
The Set-up phase will last for 48 hours or until everyone has determined their actions.

PMs between players are allowed, and as usual I must be copied on all of them.
Quoting a PM from me (that is not specifically a rules question) will result in a mod-kill. You may quote PMs from other players if you wish.
Incapacitated players may make one final post before heading off to the Medical ward. It may NOT convey any game information.

Unlike most mafias, the game does not actually end until a player has become the High Mage. Therefore all players have two goals, the most important being that someone from their side becomes High Mage. Once the other side has lost, your goal becomes attaining the position of High Mage for yourself.
« Last Edit: November 19, 2009, 04:59:25 pm by Mephansteras »
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Org

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #2 on: November 09, 2009, 08:36:53 pm »

IN FOR ALL WIZARD DUELS EVER
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Neruz

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #3 on: November 09, 2009, 08:39:54 pm »

Hoobajooba IN

Vote Org.

RedWarrior0

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #4 on: November 09, 2009, 08:41:26 pm »

In. Rematch between Org and Neruz
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Org

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #5 on: November 09, 2009, 08:43:09 pm »

Red Warrior Red Warrior
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MagmaDeath

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #6 on: November 09, 2009, 08:47:19 pm »

In
Voting for Org
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Mephansteras

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #7 on: November 09, 2009, 08:49:42 pm »

I'd rather you guys voted on having 12 players or 14.

Also, adding in JanusTwoFace since he was sad he missed out on the last one.
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Org

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #8 on: November 09, 2009, 08:50:31 pm »

15
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Neruz

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #9 on: November 09, 2009, 08:51:16 pm »

I'm cool with either.

If you keep the Cabal with a +2 bonus though, then we're gonna need the extra 2 townies. If you drop the bonus to +1, then 12 is fine.


Also, putting both my votes on Org.

MagmaDeath

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #10 on: November 09, 2009, 09:25:51 pm »

14
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JanusTwoface

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #11 on: November 09, 2009, 11:41:50 pm »

Also, adding in JanusTwoFace since he was sad he missed out on the last one.
Yay!
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Halmie

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #12 on: November 10, 2009, 07:43:19 am »

In.

14
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Kashyyk

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #13 on: November 10, 2009, 12:58:42 pm »

NOO!

not again... :'(
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Mephansteras

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Re: Wizard Duel - Round 3 - Sign-ups
« Reply #14 on: November 10, 2009, 01:10:14 pm »

Not again?
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