Aspiring Rapper's MAFIA- Game Thread

the only way to know for sure is to create 27 mafia-playing robots that can simulate a large number of games rapidly. until then we can never be totally sure, though we can be mostly sure that i'm probably right. :mischief:
 
Bah, reasoned criticisms and disagreement over the game balance won't offend me.

The kind of whining it takes to offend my sensibilities falls under the category of "look at how awesome I am, how bad everyone else is, even though I did poorly myself".

Feel free to offer feedback. You don't have to lose a game to think it's balanced against your team.
That was directed more at fellow players than the host. I can see how it would be grating to 23 people for me to complain that the game was actually balanced against me after the result that played out.
 
They can claim and protect each other, which is why two doctors is an inherently flawed design mechanic
 
@content, I agree with Zack, lower than especially D1 in this game, but higher than normal is about right. I think it got to that point later on. D1 though...and it being the same players all the time. Probably didn't help.

Day 1 was really the only day where the activity level was unmanagably high. The last couple of days were also really active, but it was the end of the game, you'd expect high activity there.
 
GG, thanks Pizza for hosting!
It was fun, too bad I was swamped IRL. The thread volume was also overwhelming, I was protecting Zack without reading most of the posts, just because he was Zack, and no one seemed to be in a dire need of protection.
Congrats to Lohrenswald, I was sure he was town to the end. :)
 
As soon as roleblocker dies, if both doctors are still alive scum are boned

The limited doctors I wrote are not able to protect one another, it's a weakness written into the role for game balance.

They cannot self-protect or be protected by their same power, to prevent 2 doctors from running the game.

Don't worry, I got the balance aspect handled. It's tricky but not impossible.

---

Also, you main 3 die and the remaining 1 guy can shoot through all protection but Bsmith's and it would only work once.

Assuming you don't lynch your informant, you always can win this game. Bonus points- if he's the last one standing he looks exactly like a townie because he never had the PIS.

:goodjob:
 
They can claim and protect each other, which is why two doctors is an inherently flawed design mechanic

Not this game. It should even say so in the doctor role claim that the mafia were given.

It was a lot to read, in fairness.
 
I guessed as much myself after Al had claimed that he couldn't indirectly protect himself (and then flipped town).
 
I worded it in such a way that it wouldn't automatically confirm to each one that there was another doctor in the game.

I don't know how convincing that was, but the ambiguity was real. I gave an example of a bus driver or whatever it was, but the end result was that there's no way for the doctor to be protected by a doctor power, without saying there's another doctor.

Knowing there's another doctor won't help them protect each other, and knowing they can't protect each other means claiming it is usually suicidal. But I still wanted them to probably not be able to clear one another by role pm based knowledge and thus tilt a lynch in town's favor unfairly. They're not masons.

The scums also have a copy so the limited doctor claim isn't always a townie claim either.

Really tried to avoid all permutations of role-based knowledge interfering with townies having to find the scums naturally. It appears to have worked, and might still be effective even if the setup is open.
 
Role: Aspiring Rapper (vanilla)

Alignment: Blue Crew (town)

Even lower than Dan Quayle on the Civilization scorecard, the Aspiring Rapper is the rank given to anyone who signs up for life, but hasn't done anything with it yet. It's like being a professional writer who has produced no content. All you have are your wits and your words and your dreams of making it big. Well, you haven't, and you can't pay your bills with dreams. You're as vanilla as they come.

Your goal is to wipe out the Reds before they wipe you out your entire crew. It's them or you. You can't bust a rhyme when you and all your brothers are dead, so find the sellouts within your crew and take em out.


======================================================


Role: Big Money (Special protection role: "Benefactor")

Alignment: Blue Crew (town)

You've made it to the big time, Big Money. You haven't mentioned this to your crew yet, because you're worried about haters, backstabbers, and moochers, but your last album which you produced under a different name is one of the best selling rap albums of all time. And most of that money is in the bank. However, for your own protection, you've bought a Hummer H2 and you've put gold rims on it, diamonds, and bulletproof armor all around it, and high-density bulletproof glass.

Here's the trick, though- you would rather use this vehicle to help your crew, but you don't want them to know about your riches. So you won't be using it for your own personal protection. Instead, you'll be the Benefactor.

Each night, you decide which person on your crew is worth the protection that Big Money can afford. You will give them the keys to your H2 and a note telling them to use it for the night, and to bring it back.

This bulletproof hummer provides total protection against everything the Red Crew can throw at you, but it will be damaged in the process. When it's damaged, it's done, and you are fresh out of Hummers. If you are roleblocked, the Hummer isn't used that night. If you're dead, it remains in the hands of the last person you gave it to.

Your goal is to wipe out the Reds before they wipe you out your entire crew. It's them or you. You can't bust a rhyme when you and all your brothers are dead, so find the sellouts within your crew and take em out.

  • Gives out 1x Special Protection from kills (Item)
  • Can loan out the item to one player per night until the 1x use has been expended.
  • In the morning, it comes back to you, to be given out again the next night. (It's like a doctor protection, they don't keep it)
  • You can be rendered powerless by a roleblock that night.
  • If you die, the H2 remains in the hands of the last person you were a benefactor of. (They keep it if you die)
  • The player is not aware of the bulletproof nature of the H2, they just think it's cool. (They are not notified you used this power on them)

YOU ARE NOT ALLOWED TO QUOTE THIS ROLE PM, but you may paraphrase.
You are allowed to claim this role. Whether that's a good idea is your decision.

==================================


Role: High Rollah (Self-protection role: "Limited Commuter")

Alignment: Blue Crew (town)

Unlike some of the others in the Blue Crew, you actually are a fairly successful rapper in the local scene. You haven't made it to the big time yet, but you've done enough shows and are in negotiations with a major record label, and have been given some cash up front to produce more. You've used this to buy yourself a very nice, high class ride, and some fancy rims, and now you've moved in to a high class apartment on the Norf side of the river.

Each night, you'll take your swank ride and head to your place. You're loyal to your crew, but you'd rather not get shot, and you don't want your ride stolen, so it's a secret to everybody. While you are away from the Souf side, you're protected from normal kills. But be aware, you are not completely invulnerable, and if you tell people you're a Commuter, the Red Crew will almost definitely be able to track you down, and shoot you in the face, rendering you and your fancy rims useless. Try to avoid this fate, brother.

Your goal is to wipe out the Reds before they wipe you out your entire crew. It's them or you. You can't bust a rhyme when you and all your brothers are dead, so find the sellouts within your crew and take em out.

  • Nightly Limited Commuter power means regular kills, and most other powers, don't affect you. However, you are not completely invulnerable.
  • If there were a roleblocker and they targeted you, it does nothing, you're out of town.
  • If there were a doctor, the doctor cannot protect you, because they would also be out of town.
  • This logic follows for most other kinds of powers, but not all.

YOU ARE NOT ALLOWED TO QUOTE THIS ROLE PM, but you may paraphrase.
You are allowed to claim this role. Whether that's a good idea is your decision.


===============================


Role: Gold Chainz (Self-protection role: "Limited Bulletproof")

Alignment: Blue Crew (town)

You want people to think you're big time, and through various dealings and activities, you've managed to acquire yourself some very authentic looking gold chains, and a bunch of other bling which you wear out to the clubs at night. It's very ostentatious, to say the least. You even got yourself a big clock that you wear around your neck just like Flavor Flav.

You tried to resell some of it, but you found out that most of the stuff you wear isn't even really gold, so you got ripped off. It's just gold-painted lead. You figure, might as well keep wearing it, because it does make you look like you're rolling in cash.

If a stray bullet hits this "fine" lead jewelry, there's a very good chance it will save your life.

However, if someone were to catch wind of the fact that you're bulletproof, they're going to stop aiming for the center of gravity, and shoot you right in the face. And that will end your poseur life, so maybe you don't want to tell the whole world that you're wearing lead chainz instead of gold ones.

Your goal is to wipe out the Reds before they wipe you out your entire crew. It's them or you. You can't bust a rhyme when you and all your brothers are dead, so find the sellouts within your crew and take em out.

  • Nightly Limited Bulletproof power means regular kills don't affect you.
  • However, you are not completely invulnerable.
  • Your power is passive, and therefore, it cannot be roleblocked or removed from you.

YOU ARE NOT ALLOWED TO QUOTE THIS ROLE PM, but you may paraphrase.
You are allowed to claim this role. Whether that's a good idea is your decision.



===============================


Role: Old Timer (Protection role: "Limited Doctor")

Alignment: Blue Crew (town)

You've been rapping since rap was new. You're one of the founding members of the Blue Crew. You have invested your whole life into looking for new talent, and teaching these kids what hip-hop and rap are all about. Several of your homies went on to make the big time, and of course, they forgot you were their inspiration. But, you've made enough money with an independent label, and sold enough albums, to be able to afford some provisions in case of another war between the crews.

In this case, it's in the form of leather jackets. Except they aren't just leather, inside of them, underneath the Blue Crew logo, there are hidden armor plates. You loan these out to members of the Blue Crew that you trust, and want to keep alive when stuff hits the fan. But they have to give them back, because they belong to the Blue Crew, meaning you. You are the embodiment of the Blue Crew, since you and a small group of friends started this crew almost 30 years ago.

You are getting too old to wear something so heavy, so you cannot ever wear these bulletproof Blue Crew jackets.

Your goal is to wipe out the Reds before they wipe you out your entire crew. It's them or you. You can't bust a rhyme when you and all your brothers are dead, so find the sellouts within your crew and take em out.

  • Nightly Limited Doctor powers means you can provide good protection to most other members of the Blue Crew. However, you cannot be successfully targeted with that form of protection.
  • To describe the limits of your power, if there were a Redirector, and hypothetically speaking your protection target was redirected back to you, you would not be able to be protected by these Blue Crew jackets. And you can't target yourself with them to start with.
  • You can be roleblocked, if such a power were to exist.
  • It is also possible that you cannot stop a murder in some situations, so it's not guaranteed.
  • Just as an example, if the Blue Crew is outnumbered, the Red Crew has accomplished their objective and your powers cease to exist.

YOU ARE NOT ALLOWED TO QUOTE THIS ROLE PM, but you may paraphrase.
You are allowed to claim this role. Whether that's a good idea is your decision.

===============================


Role: MAFIA (Roleblocker)

Alignment: Red Crew (MAFIA)

The Blue Crew has always disrespected the Red Crew. You're not just rivals, you've been to war before, and those smug bastards write lyrics and try to sell albums which trash members of your group, the part of town you come from, and rub their rather limited successes in your face. Anyone who is anyone knows that Red Crew represents the best of the best in the rap world. You remember the last time the Red and Blue Crews went to war, you lost your best friend since grade school. It's time to make those fools pay.

You've got an Informant inside the Blue Crew, and he's told you where they hang out to try to keep away from your retribution. If your crew ever wants to fully wipe them out, the time is now. You and two others from the Red Crew have come to this side of town to deliver justice, and you've also got a man on the inside, who has decided to sell them out, for whatever reason. He's proven to be reliable and definitely has a grudge against the Blue Crew, and would like for nothing else than to see them all die. He's basically an honorary member of the Red Crew at this point. You can trust this guy, whoever he is. To protect his identity and keep himself alive, he's chosen not to reveal who he is, since he's surrounded on all sides by Blue Crew members. But he knows when you're going to strike, and isn't in danger if you do. And should you fail in your mission, and he survives, he will deal with the Blue Crew himself.

You've also got a guy with a Lincoln Navigator who is particularly good at following people. If you find any of the Blue Crew trying to escape justice on the Norf side of the river, he can follow them and make them pay. But it's something that takes careful planning on your part. If you wish, your crew can forego regular hit jobs and work together to perform an Anti-Commuter kill.

You've also got a guy who has purchased a high powered automatic rifle with a scope. This mission is serious business, and if regular bullets aren't enough to kill some of those Blue jerks, he can set up shop with a scope and take them out by shooting them in the head. However, this would also take some careful planning. If you wish, your crew can forego regular hit jobs and work together to perform an Anti-Bulletproof kill.

Each of you also has a powerful handgun, except for your Informant. If your crew wishes to, instead of those special kills, you can do 2 regular kills per night, and each must be done by one specific person. Those regular kills will simply be done with a gun.

You, on the other hand, your specialty is that you're particularly good with a metal bat, and you've broken into plenty of houses, cars, and shops and made a stealthy getaway. The key is stealth, so you wouldn't use a gun if you were sneaking around. If you decide to do this, you can whack someone over the head with a metal bat, knocking them unconscious, and rendering them powerless for the night (Roleblock). Then you need to get the heck out of there. You'd finish them off with a knife, but you hate the sight of blood. Guns and bats are all you can do.

Each night, your crew can perform a roleblock and 2 regular kills, or a roleblock and a special kill. If your specialists die, those specific powers are lost.

If you target your Informant with any kind of kill, it will not work. He will always survive. You will not be told that he is the Informant, however. If your group of three is wiped out, but the Informant survives, he will continue your bloody work and gain your faction's killing power, and if he wins, your team still wins. So he's a full member of your team, even if you can't work in unison.

You will be provided with cover roles, or you can claim vanilla. You can also make up some roles, just keep in mind that there's already mod confirmation of no Cops and no Vigilantes in the game, so be careful what you claim, if you claim.

You cannot quote this role PM, or reveal your mafia quicktopic to anyone, or communicate with anyone other than the other 2 main members of your mafia team. You must remember not to fake PM communications from the game host, and you cannot fake or copy any role PM or mod communication, you may paraphrase and give the gist of what you're claiming the mod says, but do not provide exact copies or nearly exact copies.

Your goal is to exact vengeance upon the Blue Crew, and outnumber them or reach parity. If you fail, the Red Crew will go on, but they'll have to try to exact vengeance another day. Your personal survival is not important, only that the Blue Crew is wiped out or mostly wiped out, and that at least one member survives, or the Informant survives to join the Red Crew in your place. You are MAFIA.


You are the MAFIA ROLEBLOCKER and can perform a regular kill instead, if you wish.


===============================


Role: MAFIA (Navigator)

Alignment: Red Crew (MAFIA)

The Blue Crew has always disrespected the Red Crew. You're not just rivals, you've been to war before, and those smug bastards write lyrics and try to sell albums which trash members of your group, the part of town you come from, and rub their rather limited successes in your face. Anyone who is anyone knows that Red Crew represents the best of the best in the rap world. You remember the last time the Red and Blue Crews went to war, you lost your best friend since grade school. It's time to make those fools pay.

You've got an Informant inside the Blue Crew, and he's told you where they hang out to try to keep away from your retribution. If your crew ever wants to fully wipe them out, the time is now. You and two others from the Red Crew have come to this side of town to deliver justice, and you've also got a man on the inside, who has decided to sell them out, for whatever reason. He's proven to be reliable and definitely has a grudge against the Blue Crew, and would like for nothing else than to see them all die. He's basically an honorary member of the Red Crew at this point. You can trust this guy, whoever he is. To protect his identity and keep himself alive, he's chosen not to reveal who he is, since he's surrounded on all sides by Blue Crew members. But he knows when you're going to strike, and isn't in danger if you do. And should you fail in your mission, and he survives, he will deal with the Blue Crew himself.

You're the guy with a Lincoln Navigator who is particularly good at following people. If you find any of the Blue Crew trying to escape justice on the Norf side of the river, you can follow them and make them pay. But it's something that takes careful planning on your part. If you wish, your crew can forego regular hit jobs and work together to perform an Anti-Commuter kill.

You've also got a guy who has purchased a high powered automatic rifle with a scope. This mission is serious business, and if regular bullets aren't enough to kill some of those Blue jerks, he can set up shop with a scope and take them out by shooting them in the head. However, this would also take some careful planning. If you wish, your crew can forego regular hit jobs and work together to perform an Anti-Bulletproof kill.

Each of you also has a powerful handgun, except for your Informant. If your crew wishes to, instead of those special kills, you can do 2 regular kills per night, and each must be done by one specific person. Those regular kills will simply be done with a gun.

You've also got a guy whose specialty is that he's particularly good with a metal bat, and he's broken into plenty of houses, cars, and shops and made a stealthy getaway. He can whack someone over the head with a metal bat, knocking them unconscious, and rendering them powerless for the night (Roleblock).

Each night, your crew can perform a roleblock and 2 regular kills, or a roleblock and a special kill. If your specialists die, those specific powers are lost.

If you target your Informant with any kind of kill, it will not work. He will always survive. You will not be told that he is the Informant, however. If your group of three is wiped out, but the Informant survives, he will continue your bloody work and gain your faction's killing power, and if he wins, your team still wins. So he's a full member of your team, even if you can't work in unison.

You will be provided with cover roles, or you can claim vanilla. You can also make up some roles, just keep in mind that there's already mod confirmation of no Cops and no Vigilantes in the game, so be careful what you claim, if you claim.

You cannot quote this role PM, or reveal your mafia quicktopic to anyone, or communicate with anyone other than the other 2 main members of your mafia team. You must remember not to fake PM communications from the game host, and you cannot fake or copy any role PM or mod communication, you may paraphrase and give the gist of what you're claiming the mod says, but do not provide exact copies or nearly exact copies.

Your goal is to exact vengeance upon the Blue Crew, and outnumber them or reach parity. If you fail, the Red Crew will go on, but they'll have to try to exact vengeance another day. Your personal survival is not important, only that the Blue Crew is wiped out or mostly wiped out, and that at least one member survives, or the Informant survives to join the Red Crew in your place. You are MAFIA.


You are the MAFIA ANTI-COMMUTER (also known as the "Navigator") and can perform a regular kill instead, if you wish.


===============================


Role: MAFIA (Strongman)

Alignment: Red Crew (MAFIA)

The Blue Crew has always disrespected the Red Crew. You're not just rivals, you've been to war before, and those smug bastards write lyrics and try to sell albums which trash members of your group, the part of town you come from, and rub their rather limited successes in your face. Anyone who is anyone knows that Red Crew represents the best of the best in the rap world. You remember the last time the Red and Blue Crews went to war, you lost your best friend since grade school. It's time to make those fools pay.

You've got an Informant inside the Blue Crew, and he's told you where they hang out to try to keep away from your retribution. If your crew ever wants to fully wipe them out, the time is now. You and two others from the Red Crew have come to this side of town to deliver justice, and you've also got a man on the inside, who has decided to sell them out, for whatever reason. He's proven to be reliable and definitely has a grudge against the Blue Crew, and would like for nothing else than to see them all die. He's basically an honorary member of the Red Crew at this point. You can trust this guy, whoever he is. To protect his identity and keep himself alive, he's chosen not to reveal who he is, since he's surrounded on all sides by Blue Crew members. But he knows when you're going to strike, and isn't in danger if you do. And should you fail in your mission, and he survives, he will deal with the Blue Crew himself.

You've also got a guy with a Lincoln Navigator who is particularly good at following people. If you find any of the Blue Crew trying to escape justice on the Norf side of the river, he can follow them and make them pay. But it's something that takes careful planning on your part. If you wish, your crew can forego regular hit jobs and work together to perform an Anti-Commuter kill.

You're the guy who has purchased a high powered automatic rifle with a scope. This mission is serious business, and if regular bullets aren't enough to kill some of those Blue jerks, you can set up shop with a scope and take them out by shooting them in the head. However, this would also take some careful planning. If you wish, your crew can forego regular hit jobs and work together to perform an Anti-Bulletproof kill.

Note: Your strongman kill is superior to a regular kill, but is specifically anti-bulletproof, it is not 100 percent effective in all cases. Example, a commuter avoids your kill.

Each of you also has a powerful handgun, except for your Informant. If your crew wishes to, instead of those special kills, you can do 2 regular kills per night, and each must be done by one specific person. Those regular kills will simply be done with a gun.

You've also got a guy whose specialty is that he's particularly good with a metal bat, and he's broken into plenty of houses, cars, and shops and made a stealthy getaway. He can whack someone over the head with a metal bat, knocking them unconscious, and rendering them powerless for the night (Roleblock).

Each night, your crew can perform a roleblock and 2 regular kills, or a roleblock and a special kill. If your specialists die, those specific powers are lost.

If you target your Informant with any kind of kill, it will not work. He will always survive. You will not be told that he is the Informant, however. If your group of three is wiped out, but the Informant survives, he will continue your bloody work and gain your faction's killing power, and if he wins, your team still wins. So he's a full member of your team, even if you can't work in unison.

You will be provided with cover roles, or you can claim vanilla. You can also make up some roles, just keep in mind that there's already mod confirmation of no Cops and no Vigilantes in the game, so be careful what you claim, if you claim.

You cannot quote this role PM, or reveal your mafia quicktopic to anyone, or communicate with anyone other than the other 2 main members of your mafia team. You must remember not to fake PM communications from the game host, and you cannot fake or copy any role PM or mod communication, you may paraphrase and give the gist of what you're claiming the mod says, but do not provide exact copies or nearly exact copies.

Your goal is to exact vengeance upon the Blue Crew, and outnumber them or reach parity. If you fail, the Red Crew will go on, but they'll have to try to exact vengeance another day. Your personal survival is not important, only that the Blue Crew is wiped out or mostly wiped out, and that at least one member survives, or the Informant survives to join the Red Crew in your place. You are MAFIA.


You are the MAFIA ANTI-BULLETPROOF (also known as the "Strongman") and can perform a regular kill instead, if you wish.



=============================================


Role: TRAITOR (Informant)

Alignment: Red Crew (MAFIA)

Technically, you're a member of the Blue Crew. One of the founding members, in fact. But over the years, your influence in the group has waned, you've not managed to sell very many albums, no one will book you for any new shows, and members of your own group don't respect your rhymes. You've kept it to yourself, but you're tired of the disrespect.

And over the years, you've made friends with the Red Crew members. They recognize your talent, and there's a very real possibility that you'd make it to the big time if you joined their group. But really, for you, it's personal. The disrespect is real. The Blue Crew isn't your crew anymore.

You're the one who sold out the Blue Crew to the Reds. You've told them where they hide out, and you're ready to watch the revenge unfold. The Blue and Red Crews have been at war many times. Now, you've just given the Red Crew the edge they need to wipe out the Blue Crew more or less completely.

You are surrounded by your former Blue Crew mates, so you have to keep up the act. As a founding member, you've been afforded the protection of the group, so you have peeps around you at all times. You can't sneak off, and you can't do anything to help the Red Crew prevail. But you've already done your job.

You've spent the last of your earnings gearing up. You've got a pretty nice Bentley, and you wear Blue Crew jackets with armor plates inside. If the Red Crew is dumb enough to fire at you accidentally, you'll be just fine. And if they're incompetent enough to fail, they will have provided you with enough time and space to break away from the Blue Crew and openly declare war on them.

Right now, you're just a traitor. But you are 100% aligned with the Red Crew's win condition, and are an uninformed member of their team, out of contact with them. They are also aware of your existence, and that you're safe from their kills, but they don't know who you are. It's vitally important that you keep your cover, because you aren't worthless to them.

You count with the Red Crew for parity, like a full member. And if you were the last one left standing who is Red Crew aligned, you would gain their faction's kill, and it would be nearly unstoppable, because you're a hardcore veteran of these gangsta wars. So don't take your position lightly, you're the Red Crew's secret weapon.

There are no Cops or Vigs to rat you out, and you're immune to the Red Crew's kill. So you should blend in, and bide your time.

You can claim your role, or fake a town role, but remember, DO NOT forge role PMs, and don't copy any mod communications. You will also be provided with fake claims, DO NOT copy and paste them or portions of them. You may paraphrase.

You cannot contact anyone privately, and will not gain access to the Mafia QT until the game is over. But make no mistake, you are MAFIA.

Your goal is to exact vengeance upon the Blue Crew, and outnumber them or reach parity. If you fail, the Red Crew will go on, but they'll have to try to exact vengeance another day. Your personal survival is not important, only that the Blue Crew is wiped out or mostly wiped out, and that at least one member survives, or the Informant survives to join the Red Crew in your place.

You are MAFIA.
 
Note that BSmith's special power doesn't work on the Commuters. Regular doctor protection on commuters doesn't work either, because they're out of town.

An anti-commuter kill on a commuter will always succeed.
 
An anti-commuter kill won't affect a non-commuter who has been protected by the bulletrpoof hummer. None of the mafia's special kills can hit someone protected by the hummer, but the commuters could never be protected by the hummer due to their own commuter power.

The hummer being single use also helps.

Every weakness given to the town was deliberate. The bulletproofs were probably the town's most powerful role, since they could be protected by doctors and BSmith's power even against anti-bulletproof kills, and they were impossible to kill with a regular bullet to begin with.
 
Thank you to everyone for following the rules regarding claims so exactly.

Game balance is affected by knowledge of the wording of those role PMs, and everyone successfully kept to that very important rule.
 
lohrenswald- Roleblocker
legato endless- Anti-Commuter
zack- Anti-Bulletproof

xym- Informant


bsmith- Benefactor

arakhor- Commuter
choxorn- Commuter

murska- Bulletproof
cass_- Bulletproof

mat93- Doctor
al sipsclar- Doctor


sooh- vanilla
pouter pigeon- vanilla
autolycus- vanilla
visorslash- vanilla
kennigit- vanilla
landlubber- vanilla
glossysushi- vanilla
lassie- vanilla
takhisis- vanilla
newyn- vanilla
kingmorgan- vanilla
cuthilius- vanilla
backwards logic- vanilla
jarrema- vanilla
edse- vanilla
golden1knight- vanilla


Was the randed result.
 
Kind of funny that the blue crew member who turned into a red crew member this game was actually KingMorgan, who replaced into the Informant role.

Spooky.
 
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