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Post #1: 16th May 2018 2:18 PM 
Completely deadlocked, the remaining six members of Tombstone were not sure what to do.

"Guys, let's take tonight, think it over, and come back tomorrow and try again" offered Darkus.

"You know, that doesn't sound like a bad idea" replied Herm.

So the group started to split up, and head towards their homes. However, that wasn't the end of the night for some of them. As Herm started to make his way home, he was stopped by a tap on the shoulder. It was Merc.

"Hey there partner. I've got an interesting proposition for you..." Merc said quietly, so nobody could over hear him. The two of them changed course, and started to head to Merc's house to discuss. Surprising to Herm, there were two others at Merc's already, waiting for him to arrive.

"Hello" said Darkus, "we've been expecting you."

"You have?" Herm replied, cautiously.

"Of course. We knew you were just the right man for the job" Lamps stated.

It was at this point that the band of three laid out their pitch to Herm about how they were the best suited to run this town, and with his help, they'd be able to take complete control. It was an interesting proposition, and with the strength of the three of them behind the pitch, Herm wasn't sure he could say no.

"So, what do you think? Are you with us?" asked Merc, with a sly smile on his face.

"You know what, I think I am. I can see the merit of your argument" Herm replied. The three men cheered, and Darkus reached behind the table and pulled out a bottle of whiskey.

"Only the best for us!" he said, as he poured four large glasses. "To us, and to the future of Tombstone!". Each man raised his glass, and downed the whiskey in one gulp each.






=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The sun came up over the Chiricahua Mountains this 9th day, just like it had all the previous days. The six remaining town members rejoined together in the city Saloon, ready to start another day.

"So, should we pick up from yesterday?" asked Seb, who was determined to find the solution.

"Umm, there is no need" replied Lamps.

Farlig stopped eating his breakfast just long enough to look up, puzzled. "What do you mean?"

"He means, we already know what needs to be done" said Darkus. It was at this point that Darkus, Lamps, and Herm all stood up, drew their pistols, and fired two shots directly into Seb and Farlig. Merc just sat back and grinned.

"All right boys, this town is ours. Now, to city hall, let's get to work." Merc said. And just like that, the four of them left the saloon, got onto their horses, and rode east, into the rising sun, towards city hall.

"Dibs on Mayor" said Darkus, as they were just about out of site.

"Sure, go for it" Merc replied. "I'm the new sheriff, and we all know who actually runs this place."




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



CULT WINS
 
   
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Post #2: 16th May 2018 2:25 PM 
Role PMs of remaining players:

Farlig+


Seb+


--------------------

Merc+


Lamps+


Darkus+


Herm+


 
   
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Post #3: 16th May 2018 2:25 PM 
Ben's role PM:

Ben+
 
   
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Post #4: 16th May 2018 2:28 PM 
Remaining hidden text:

Jamie: Hidden from player: Normal Cop
Sock: Hidden from player: Paranoid Cop -- All successful investigations will result in "Anti-Town".
Ben: Hidden from player: Insane Cop -- All successful investigations will result in the opposite of the true alignments (plus any modifiers).
im317: Hidden from player: Naive Cop -- All successful investigations will result in "Pro-Town".

Mittens: Hidden from player: If a Town member receives the message, they will be informed that visiting Henry Hooker in the future will protect them from harm during that evening. (I modified this mid-game, where only Town Members with traveling actions would get the "visit and protect" part of the message).

DS: Hidden from player: If Cult Leader attempts to recruit the Serial Killer, the Serial Killer can choose to accept or decline recruitment anonymously. If the Serial Killer accepts recruitment, they would keep their original role, but change their active win condition.


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Private Forum Links (these should hopefully work)
Graveyard: http://s15.zetaboards.com/spinmafia01234/forum/5032782/
Cowboys (Mafia): http://s15.zetaboards.com/tombstone_7_cowboys/index/
Cult: http://s15.zetaboards.com/spinmafia5678/index/
 
   
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Post #5: 16th May 2018 2:31 PM 
Potential Mafia Roles:
--Factional Kill action (unlimited use): Each night, visits one player and attempts to kill them. The following three abilities can be used as an add-on to the factional kill, but no more than one can be used at a time.
..........Strongman (1x use): When carrying out the groups factional kill, can bypass any BP vests and Doctor-type saves.
..........Ninja (1x use): When carrying out the groups factional kill, is untrackable and unwatchable.
..........Janitor (1x use): When carrying out the groups factional kill, if the targeted player dies, only the Janitor will learn the role of the killed player.
--Drunk (unlimited use): Each night, invites one other player to the local saloon and buys rounds until that player passes out, preventing them from taking their night action that night phase.
--Whisperer (unlimited use): Each night, visits one player and gives them an anonymous note of their choosing (100-character max).
--Framer (3x use): Each night, places a red sash onto another player, which will have that player appear guilty upon cop reports that night phase.
--Lawyer (3x use): Each night, visits one player and temporarily removes their red sash for the evening, rendering the person innocent on cop reports.
--Stalker (3x use): Each night, visits one player and learns the role of that player.
--Vote Thief (3x use): Each night, visits one player and steals their vote for the following day.
--Scout/Track (3x use): Each night, visits one player and will know who that player visited (if any) that night.
--Lookout/Watch (1x use): Each night, selects one player and will learn who visited that player that night. Action does not count as a visit.
--Duelist (1x use): Once during the following day phase, this player can call out another player for a duel. The Duelist sends a PM to the mod indicating they want to duel and who their target is. The mod will then resolve the duel (via random.org) with the following potential outcomes:
..........50% chance duelist kills target
..........25% chance target kills duelist
..........25% chance both players are killed
 
   
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Post #6: 16th May 2018 2:31 PM 
I'll post the night actions in a bit. Thread is now open for complaints from Buffy.
 
   
Grumpy Ass Old Woman
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Post #7: 16th May 2018 2:33 PM 
Cult win because Curtis played ds like a fiddle and he played against his win condition
Curtis @ 25/7/2017 9:44
Great job Ahoda

   
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Post #8: 16th May 2018 2:33 PM 
I’m thrilled with the Herm choice

EAT LED NAV!
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John Snav
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Post #9: 16th May 2018 2:33 PM 
Neat setup! Thanks for running it spin.
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Grumpy Ass Old Woman
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Post #10: 16th May 2018 2:33 PM 
Gg Spin. It was fun


Grats cult on the win
Curtis @ 25/7/2017 9:44
Great job Ahoda

   
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Post #11: 16th May 2018 2:36 PM 
NICE WIN CULTIES!

Ty Spin
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Mercator
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Post #12: 16th May 2018 2:37 PM 
MFW I brought peace, freedom, justice and security to my new Town

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Post #13: 16th May 2018 2:37 PM 
I was hoping the group decided to lynch Herm in one of the last 2 days, because he'd have lived, been converted to Mafia, and then mafia was back in business. It would have made for a more interesting ending.
 
   
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Post #14: 16th May 2018 2:37 PM 
Really cool setup Spin, gj
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Post #15: 16th May 2018 2:38 PM 
Mercator @ 15/5/2018 21:41
Man, I really hate it when people are right for the wrong reasons, Curtis and I were "joined at the hip" this game since lynching SK DS over mafia is the logical choice unless you're mafia trying to thin out the herd.

We literally would have done the same thing if we were both town.

I realized too late that you guys would associate us and tried to distance but meh.

Anyway, who wants to win with us?



This btw
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