This city is afraid of me. I have seen its true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout 'Save us!'... and Gon's Balls will whisper 'First... comes... rock!' Hah!  Made you stare at Naruto's Marshmallow!  Pushing the logo off-center to drive TheOcean insane.  
 
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Old 12-30-2010
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Default Death Note: TFG

Death Note: The Forum Game
Murder has never been so much fun.

Disclaimer: In playing this game, you are agreeing to subject yourself to the rules contained on this page as well as the Game Master's (GM) interpretation of these rules and any special rules the GM has for that round. If you feel like you have been treated unfairly, please contact a game administrator.

How to play

 
This is a turn-based forum game with a turn lasting around 24 hours each. Any person wanting to play must sign-up for the round before it starts.

After sign-ups, the GM will pick two of the players to be Kira and L, respectively.

The GM will check to see if the chosen players are willing, and if so the round may begin (optional).

Each turn, every player may vote once in the game thread against any living player. At the end of the turn, whoever has the most votes is killed (ties are broken randomly). The GM is responsible for tallying the votes at the end of each turn. The GM must attempt to keep turns on a 24-hour schedule, and must have a valid excuse should the schedule be broken.

The game ends when Kira and/or L is killed and the successor rule doesn't come into play. See below for details on the successor rule.


The Successor Rule

 
If Kira or L dies before 1/3 of the players have died, they may choose any living player (except leaders) to be their successor. The number of dead is taken before any deaths for that turn. The successor gains all abilities of Kira or L while keeping their previous role. If Kira/L chooses L/Kira/successor as their successor, then that person dies and both sides must choose a new successor. Once one side has had a successor, then the other side will always get a successor.

If you are chosen as a successor, you are required to help the team for which you are chosen.

The official names of the successors are as follows:
Kira -> Misa -> Mikami
L -> Near -> Mello


The Results

 
Every turn, the GM will write up the results for that turn, which should include the following notes:

--A scenario-based story of the occurrences of that turn
--A summary of the turn
--An up-to-date player list with publicly-revealed roles
--A list of roles/powers that cannot be used for the next turn
--Optional: Statistics detailing how many players are needed for Force Interrogation and succession, among other things


Chain of events

 
Mid-turn
Roles that activate mid-turn have precedence in the order that they are submitted.

--Suicidal Maniac note
--Doctor's healing
--Either of the Police Chief's powers
--Any of the Priest's powers
--Lawyer's "Right to a Lawyer" power
--Detective's investigation
--Impersonator's impersonation (and any of the aforementioned powers if they are impersonated)
--Hacker's PM revealing
--Escort's "kissing" power


 
Turn Results
The precedence of roles at the end of the turn is determined by the chain of events. These actions have priority from top to bottom, so lower actions are negated if their target can no longer be targeted due to a higher action. This list does not prevent the person performing an action from doing so in the case of their own death higher on the list. These actions and their consequences are always mentioned in the results.

Doctor Operation
Maniac Suicide
Town Kill-
-[Mayor Protection]
-[Prosecutor Redirect]
-[Lawyer Protection]
-[Protector Protection]
-[Martyr Substitution]
Kira Kill
L Accusation
Murder Attempt
Assassin Kill
Mini-Mob Injury
Mayor's Injury
Force Interrogation
-[Reporter Reduction]

Last edited by bakurachick; 09-13-2012 at 03:08 PM.
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THE ROLES


Shinigami - the god of death
 

1. The Shinigami is a leader role announced before the beginning of each round, and is responsible for choosing Kira.

2. The Shinigami may submit a kill to be used if no Kira kill is submitted.

3. The Shinigami cannot be possessed, arrested, or killed.

4. Super Vote: (Once per round) Any turn that Kira is alive, the Shinigami may use his super vote to add the unused votes of all dead players to his own. The Shinigami must announce the super vote in the thread whenever he votes for that turn, and the GM will announce the number of votes controlled. This super vote prevents and negates possession in the turn that it is activated. This power cannot be used in the same turn as Watari's Super Vote. The Shinigami cannot vote for the remainder of the round.

5. Sacrifice: (Once per round) Any turn that a Kira successor is alive, the Shinigami may message the GM to negate the vote for the turn and kill a single person of his choice. The Shinigami is considered dead for the remainder of the round, but cannot possess or be revived by the Doctor.


Kira - the mass-murderer
 
1. Every turn, Kira must message the GM with a choice of who to kill, as well as a means of death.

2. Kira may send the GM an ordered list of persons to kill in case he does not submit during a turn.

3. Kira is considered a townie except when killed, force interrogated, or discovered by the Detective or Suicidal Maniac. He becomes a townie if revived.


Mayor - liaison of justice
 
1. Mayor is a leader role announced before the beginning of each round.

2. Mayor is told who L is at the start of the round

3. Mayor may use L's accusation if L gives prior permission or is absent for more than 24 hours. L may override the accusation.

4. During a turn, Mayor may message the GM asking to negate the voting for that turn. The use of this power is not announced until the results of the turn. Mayor automatically dies at the end of the turn once this power has been used three times.


L - the world-famous investigator
 
1. Every turn, L can message the GM with a choice of who to accuse, as well as a means of death. If he accuses someone other than Kira, then the GM informs the Shinigami and Kira of one living player who is not L.

2. L is considered a townie except when killed or discovered by the Detective or Suicidal Maniac. He becomes a townie if revived.


Police Chief - just who exactly is in charge here?
 
1. Arrests: During the turn, the Police Chief may choose up to three living players to arrest for that turn, which the GM will announce in the thread.

2. Interrogation: During the turn, the Police Chief may message the GM the name of one person they wish to interrogate. The GM will then message back the role of that person.

3. After using either of his roles, the Police Chief must wait a turn before using that role again.


Detective - Raye Penber
 
1. During the turn, the Detective may message the GM the name of a player and whether they think the player is Kira or L (not both). The GM then messages back whether the Detective is right or wrong.

2. If he is wrong, then the Detective must wait a turn before using his power again.


Suicidal Maniac - in a town full of murderers, who wouldn't?
 
1. During the turn, the Suicidal Maniac may message the GM to kill himself, as well as a means of death.

2. At the beginning of the turn following his suicide, the GM will message the Suicidal Maniac the name and role one unrevealed person. The Suicidal Maniac may then choose to message the GM a suicide note attempting to reveal the information that they have learned. However, they may not directly mention the person's username, avatar, or profile picture. This note will be posted by the GM during the turn that they receive it. The Suicidal Maniac should not reveal the information that they learn except through the suicide note. The original holder of this role writes the suicide not.

3. Suicidal Ghost: If the Suicidal Maniac dies by suicide, then he has the following special abilities as a ghost:
--He can possess once for each turn that he was alive, but must wait a turn between possessions.
--He is not affected by the Shinigami's super vote.


Protector - your friendly neighborhood savior
 
1. During the turn, the Protector may message the GM the name of one person (other than himself) that he wishes to protect from the town vote for that turn. If that person would be voted out, then the Protector's role is revealed and the vote is canceled, and the Protector must wait a turn before using his power again.

2. After the Protector has protected someone three times, his chances of protecting drop to 25%.


Murderer - they wouldn't live very long anyway, right?
 
1. The Murderer may take part in the mini-mob (see Townies), but is not considered a townie.

2. During the turn, the Murderer may message the GM the name of one person that they wish to attack. The Murderer has the following chances when attacking a player (parentheses denote an injured target):
--25(35)% chance of killing the person
--50(0)% chance of injuring the person
--20(60)% chance of failing (nothing happens)
--5(5)% chance of getting caught, which results in the Murderer's death

4. Once he has either killed or injured someone, the Murderer will be killed following a Police Chief interrogation. If the Murderer is interrogated before then, the Police Chief will simply learn his role.


Lawyer - OBJECTION!
 
1. The GM immediately informs the Lawyer when the Prosecutor uses his power.

2. Defense Attorney: During the turn, the Lawyer may message the GM the name of a person (other than himself) that he wishes to defend for that turn. If that person would be voted out, then the Lawyer has the following chances (parentheses denote a target who is also targeted by the Prosecutor):
--50(75)% chance of saving the person
--45(20)% chance of failing (the person dies)
--5(10)% chance of failing in which the Lawyer also dies

3. Any time that the Lawyer saves a person from dying, he controls their role and vote for the following turn, and the Lawyer must wait a turn before using his power again. If the Lawyer fails to save someone 3 times, then he dies automatically at the end of the turn.

4. Right to a Lawyer: Any time that the Police Chief arrests players, the Lawyer may choose one of those players to prevent their arrest for that turn, which the GM will announce on the thread. The Lawyer himself cannot be arrested.

5. The Lawyer is announced when he uses any of his powers..


Doctor - because “mad scientist” doesn’t sound very professional
 
1. Healing: Any turn that someone is injured, the Doctor may message the GM to treat that person with a 60% chance of success. If he succeeds, then the Doctor gains the role and vote of the person he healed for the remainder of the turn. Otherwise the injured person remains injured for an additional turn. The Doctor cannot try to heal the same person two turns in a row.

2. Revival: During the turn, the Doctor may message the GM the name of a dead player that he wishes to revive, with a 10% chance of success (25% if the target died the previous turn). If he succeeds, then the Doctor becomes immune to the town vote for the remainder of the round. The Doctor cannot attempt to revive the same person twice.

3. The Doctor can only use one of the listed powers each turn, and his role is revealed whenever either of his powers activates.


Prosecutor - guilty as charged
 
1. During the turn, the Prosecutor may attempt to redirect any number of votes from the player with the most votes to any other living player.

2. For every vote the Prosecutor attempts to redirect, his chances of success drop 10% (90% chance of redirecting 1 vote, 80% for 2 votes, etc). If the Prosecutor attempts to redirect the vote to the Lawyer, then his chance of success will always be 10%. Once the Lawyer dies, the Prosecutor’s chances of success cannot fall below 33%, even if 7 or more votes are redirected.

3. The Protector cannot save the Prosecutor’s target if he succeeds, and the Prosecutor cannot interfere with votes being used in a super vote.

4. If the Prosecutor succeeds or is stopped by the Lawyer, then he must wait a turn before using his power again..

Last edited by bakurachick; 01-13-2013 at 11:00 PM.
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THE ROLES (cont):

Priest
 
1. Blessing: Every turn, the Priest may choose up to two players to bless for that turn, which the GM will publicly announce. The selected players cannot possess (if they are a ghost) or be possessed (if they are alive) for that turn. The Priest cannot bless the same player two turns in a row.

2. Exorcism: (Three times per round) At any time during the round, the Priest may announce the name of a ghost who has already possessed a player to nullify that possession. It still counts as the ghost's possession for that turn. The Suicidal Ghost cannot be exorcised, and ghosts possessing the Priest cannot use this power.

3. Any time the Priest activates any of his powers, his role is revealed.


Impersonator
 
1. Every other turn, the Impersonator may message the GM the name of any living player in order to copy that player’s role for that turn, regardless of whether the holder of the role can use it. The role that was impersonated is revealed at the end of each turn. The Impersonator may only target each player once. Mayor cannot be impersonated, and impersonating Kira, L, or a special townie role is the same as impersonating a townie.

2. If the person who is being impersonated dies during the turn, then the Impersonator also dies.

3. The restrictions on the impersonations are as follows:
--Townie: The Impersonator can force interrogate and mini-mob. He does not have to wait a turn before Impersonating again.
--Police Chief: Only one of the PC’s powers may be used, and the Impersonator cannot impersonate for the remainder of the round.
--Detective: No changes.
--Murderer: The Impersonator dies if he is interrogated by the Police Chief.
--Protector: The chance of success is reduced to 75%.
--Suicidal Maniac: The Impersonator becomes a normal ghost if he commits suicide.
--Lawyer: The Impersonator does not control the role or vote of any player he saves.
--Prosecutor: The Impersonator cannot control votes already being controlled by the Prosecutor.
--Doctor: The Impersonator cannot become immune to the town vote, and he cannot control the role or vote of any player he heals.
--Priest: The Impersonator may only used the Priest’s Blessing power.
--Hacker: The Impersonator may use one of the Hacker's powers.
--Reporter: No changes.
--Kidnapper: The hostage is released at the end of the turn.
--Escort: No changes.


Hacker
 
1. Every turn, the Hacker can ask the GM to randomly show him one official PM that was submitted by any of the roled players that turn. The GM will then forward the PM to the Hacker without revealing the name of the person who sent it.

2. Every other turn, the Hacker may choose to randomly negate one official PM sent to the GM by any of the roled players. This negation takes place at the end of the turn that the Hacker activates this power. The PM deleted is not revealed to the Hacker. However, it is announced in the results that the Hacker deleted a PM. Only powers that have not taken effect can be deleted.


Reporter
 
1. (Three times per round) The reporter can ask the GM to raise or lower the required amount of force interrogations (FIs) needed for that turn. The reporter can only add or remove half the number of required FIs. For each FI the Reporter attempts to change, his chance of success drops 10% (90% chance of changing by 1, 80% for 2, etc). After the Reporter uses his power three times, he is killed.

2. The Reporter is revealed after his power activates.


Kidnapper
 
1. The Kidnapper may mini-mob (see Townies), but he is not considered a townie.

2. Once per round, the Kidnapper may kidnap one player and hold him/her for ransom except for the Mayor and the Police Chief. This is announced midturn as, "The Kidnapper has kidnapped *username*." The hostage cannot vote or use his/her power while s/he is kidnapped. Any actions for that turn sent before the kidnapping don't count. The Kidnapper may not kidnap someone who is arrested and vice versa.

3. The GM posts the Kidnapper's ransom note on his behalf. The ransom note must briefly detail a demand which is reasonable (i.e. no asking for Kira/L's identities), which is a judgment that the GM should make. If the demand is met or the Kidnapper is killed, the hostage is freed, otherwise the hostage is held for 3 turns, including the turn s/he was kidnapped, and then killed or released, depending on which the Kidnapper chooses; if the Kidnapper does not make the choice, then the hostage dies. The Kidnapper is allowed to change the demand each turn.

4. The Police Chief can interrogate (and then kill) the Kidnapper only after he has taken a hostage.

5. On the second turn of the hostage's kidnapping, the hostage can attempt to break free by PMing the GM. This has a 20% success rate. The hostage may attempt to break free for more than one turn.

6. If Kira/L or their successors are kidnapped, they still may use their Kira/L powers.


Escort
 
By PMing the GM every second round, the Escort may kiss a player. The kissed person's vote and role is rendered null with the exception of Mid-Turn abilities prior to the kiss. L and Kira can also be affected.


GENERAL ROLES

Townies - we the sheeple...
 
1. Townies (a.k.a. townspeople) are the basic units of the game. Whereas there is only 1-3 of every other role in the game, there are multiple townies.

2. Mini-mob: During any given turn, any of the townies, the Kidnapper, and the Murderer (and by impersonation, the Impersonator) can try to mini-mob by posting in the thread the name of one living player whom they wish to injure. First person to be targeted by 3 people gets injured the next turn. Any player can only be injured by mini-mob once per round.

3. Force Interrogation: All townies have the ability to force interrogate by either messaging the GM or posting in the thread a name of their choice. The GM then randomly chooses one of the submitted names as the target. The number required for successful force interrogation is half the number of living townies. If it is successful, then the target’s name and role are revealed at the end of the turn (L and Childhood Bullies are revealed as townies). If Kira or their successor is FI'd then they are killed.


Special Townies - Can I really be the hero, dood?
Special townies are specific players who act as townies but also have other powers. They still have all of the townie powers listed above. No player may have more than one special townie power. Kira and L cannot be special townies.

Childhood Bullies
 
Of all persons considered townies, 1/3 will be assigned by the GM as a childhood bully. If a Childhood Bully is killed by Kira, a message is sent to L & Watari, revealing someone who is not Kira.


Assassin
 
One townie is randomly assigned as the Assassin. Once during the round, the Assassin may PM the GM to kill someone. If they interrogated by the Police Chief after killing, they are killed.


Martyr
 
The Martyr can stop the town vote by sacrificing himself in place of the victim.


Special Conditions

Ghosts
 
* When a person dies they become a ghost.

* A ghost can vote and possess a player that is still alive by announcing it in the thread, gaining another vote and their role, which is announced in the thread by the GM.
(Kira/L/Bullies are shown as Townies)

* A ghost can not possess afterwards unless the Shinigami uses the Super Vote or are killed again after being revived by the doctor.

* Only two ghost possessions per turn.

* Information gained by a ghost during a possession is also shared with the possessed player.

* The Suicidal Maniac's ghost gains special powers, ergo several exceptions (See Suicidal Maniac)


Injured
 
Injured players may not use their role or vote during the turn that they are injured. Their role or vote cannot be used by any means (possession, Lawyer, etc.) except the Doctor. However, the Impersonator may still copy their role. A person cannot be injured two turns in a row unless the injury is prolonged by the Doctor.


Revived
 
Players who have been killed and brought back to life by the Doctor have their roles returned to how they were at the beginning of the round. Kira and L (and any successors) become townies if they are revived.


Arrested
 
A player who is arrested by the Police Chief may not vote or use their roles by any means for that turn unless the Lawyer happens to free them.

Last edited by bakurachick; 01-13-2013 at 10:43 PM.
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Hall of Fame

Players who do exceptionally well in a round will enter the Hall of Fame for that round. They may keep the description that they have been given, or choose to insert a quote of their own instead.

For the full Hall of Fame, go here.
For Zairak's Hall of Records, go here.
For Player Profiles, go here.

 
Round 51: Kira win

Clinch Hitter - Gamemaster300 - Managed to kill Near in one turn of succession

There's a First For Everything - biggles1 and darkarcher - Formed the first triad under new rules.

Every Vote Counts - FanMan - Managed to kill L in the town vote with no help and being the only one to vote for him.

===

Round 52: L win

Leonhard321 and LordZorc <Double Trouble>: Zorc possessed bakurachick to stop her killing leonhart321 while leonhart321 revived him.

Leonhart321: <Fear my doctor's notebook>: Very successful doctor.

0mnislash17: Killed the murderer in the name of murdering justice.

===

Round 53: Draw

No HoFs were given out for this Round.

===

Round 54: Mikami Win

No HoFs were given out for this Round.

===

Round 55: L Win

AnimeX and BakuraChick <I'm not the damn Joker!>: After being killed by Watari's (BC) bandwagon first turn, the Murderer (Anime) got revived and revenged killed Watari.

Kudos and Spoofs <Sorry. As hot as you look in that cat suit, we're more into bats>: Both the Joker/Kira (Spoofs) and Batman/L (Kudos) killed Catwoman/Assassin first turn.

0mnislash17 <Needs a quote>: Successfully countered Shinigami as Priest.

===

Round 56: Mello Win

No HoFs were given out for this Round.

===

Round 57: Misa Win

Noah <Found in space>: Found Kira as Detective in their first match ever.

===

Round 58: Draw

No HoFs were given out for this Round.


===

Good Advice:

 
None of the advice below is required to use in order to play the game properly. These are simply guidelines and recommendations for people who may not know what they are doing.

Kira Team
-The main Kira Team strategy is to be powerful and to make strong attacks.
-You don't need to be that organized. It is better for you to only trust a few key players.
-Try to keep an eye on L-Squad's plans, and try not to get caught up in them.
-Kira, unlike L, must kill every turn. However, don't just kill townies because among the townies are the Childhood Bullies.
-Play naturally. Don't make yourself a target.

L Squad
-The main L-Squad strategy is to be organized. Plan ahead. You will need lots of allies and you will want to get roles on your side so that L isn't forced to kill too soon and too often.
-L, use your killing power wisely and sparingly, if possible.
-Like Kira, play naturally and don't make yourself a target.

BOTH TEAMS
-Be careful with who you trust. Even if you've worked with them before, or if they're your friends, that doesn't mean that they should be trusted.
-Kira, L, Shinigami, and Watari: Never tell anyone else who Kira and L are under any circumstances. Period. There are NO exceptions to this rule, so don't try to come up with any.
-Those on Kira Team should use the Shinigami to talk to Kira, and L-Squad should use Watari to talk to L. Don't ask for the identities of Kira and L; the leaders won't tell you. Asking only weakens the leaders’ trust in you.
-Shinigami and Watari: When you have the super-vote, use it.
-Shinigami and Watari: Never give up on your team. The game isn't over until it's over. Fortune may be on your side during the final turn.
-Shinigami and Watari: Pick a Kira/L who will be subordinate to you. A wild Kira/L can break the game. Make sure that you give Kira/L clear orders.

Everyone
-Make sure that you don't just vote for whoever the first person voted for. Vote with your mind. It helps to make sure that it is OK with your team leader to vote for a particular person.
-Work as a team, talk to one another, scheme, confuse your foes and don't let the other side control you. Don't be mindless puppets.
-Even if you're dead, keep playing and try to help your team out. Ghosts are handy.
-Remember how people acted in previous rounds. Try to find personality patterns, writing patterns, activity patterns and skill levels.
-Backstabbing is generally frowned upon. Sometimes there's a difference between being a spy and being a traitor. Don't be a traitor.
-If you are new, place yourself in either Kira Team or L-Squad. Do as you leader asks; if you have a disagreement, talk about it with your leader.
-Try to learn from other players and their styles, even if you're experienced.
-Don't ask to trade information 2-5 turns into the game. Try to get info trading done as soon as possible.

Townies
-We all groan when we find out we're townies, yet townies are the strongest members of this game, as long as they use their minds.
-Make yourself a target and confuse the other team.
-L-Squad needs a lot of support, so if you decide to join L-Squad, force interrogate.
-In regard to the mini-mob, ALWAYS vote for someone to injure. It is recommended that you get together with other townies and figure out someone to injure together, but it's perfectly fine to fly solo on it as well. Remember that dead townies can also injure.

Ghosts
-Normal ghosts, you only get one possession, so possess wisely. Go for a role that is known and important. Use your double vote to keep the bandwagons rolling.
-Suicidal Maniac, you don't need to use your power right away; the GM can only tell you a role of someone who is still alive. With that in mind, don't wait too long to kill yourself, because if you die by other causes, you won't get your special ghost powers.

Roles
-Protector, don't just protect randomly, because you may protect someone you don't want to. Same goes for the Lawyer and the Prosecutor regarding their powers.
-Police Chief, use your interrogation. It can make finding roles a lot easier. Only arrest people who might be working against your team; arresting randomly might hurt you.
-Assassin, you only get one kill, so don't use it right away. However, don't wait for someone to possess you and take it away from you.
-Murderer, tell only the leader of your team who you are if possible, otherwise you might become the ghosts' best friend. Kill every turn if you can.
-Detective, plan ahead of time who you want to investigate so that you can do it at the beginning of the turn before a ghost can possess you.
-Priest, be around at the beginning of each turn. This is the ghosts' best opportunity to possess, so for the most part, if you aren't around for that, then there isn't much for you to do.
-Impersonator, make good use of the power you impersonated. Choose carefully when to impersonate what, because you can only impersonate each role once.
-Hacker, Use your powers as often as you can. The more often you use them, the more likely your powers are going to be useful. Also, try to time your PMs based on what roles are activated that turn. It's better to send your initial PM later in the turn than earlier, usually.


===

The Blacklist

 
The Blacklist is the jail for Death Note: The Forum Game. When you are on this list, you can neither play nor GM for a certain amount of time (this usually only lasts one round, depending on the offense).

There are certain actions that you can make during a round of Death Note: The Forum Game that can get you blacklisted for at least one round, including (BUT NOT LIMITED TO):

-*Purposefully revealing yourself as Kira/L/Misa/Near/Mikami/Mello to the other team

-*Purposefully revealing Kira/L/Misa/Near/Mikami/Mello while you are Shinigami/Watari

-Controlling the other teams' choice for Kira/L/Misa/Near/Mikami/Mello

-Committing suicide as Kira/L/Successor/Murderer/Assassin for non-strategic purposes

-Doing something against the will of your respective sides that will make them angry or upset

-Flaming/harassing other players

-Taking advantage of new users and misleading them as to how the rules or game works

-Flaming/harassing the GM. If you have a concern towards a person's GMing, be polite, and don't start a riot in the thread. PMing is recommended.

-Taking advantage of the GM's mistakes

-Repeatedly spamming the game thread after you are asked to stop

Keep in mind that the game leaders and the GM can blacklist you for offenses not listed here as long as they are blacklisting you with fair judgment. Most people don’t get blacklisted; this only exists in case someone deliberately breaks the rules.

If you are committing these offenses repeatedly and constantly driving the other players mad, then you may be permanently blacklisted, either from certain roles or from the entire game. This has never happened before; don’t be the first. :)

* = Blacklisted for at least one round without question or debate


The Blacklist:
Nobody yet

Last edited by darkarcher; 07-07-2011 at 01:17 PM.
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GM list:

Ebilkittyprincess28
gcar90
TheOcean


Player List:

Last edited by bakurachick; 09-05-2012 at 03:21 PM.
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Old 12-30-2010
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gotta love the new thread smell, eh bc? -animex


I assume its ok to post in this thread now. <_<
  #7  
Old 12-30-2010
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hey, no using my words without my permission

and yes, the new thread smell is great :D
  #8  
Old 12-30-2010
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Smells like new death. :D
  #9  
Old 12-30-2010
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Yes you may now post lol

New round won't start until we get the GM system clear, though. We still just have a few ideas floating around.

If you wanna contribute to the discussion, go here.
  #10  
Old 12-30-2010
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You guys are making the thread eerily similar to the last one with all of your reminiscing about what people said in there. Stop it, it's eerie. That's why I said it was eerily similar.
Because it's eerie...
  #11  
Old 12-30-2010
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:O new thread ^ ^
  #12  
Old 12-30-2010
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Breath it in guys, BREATH IT IN
  #13  
Old 12-30-2010
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*Dances about in the new thread.*

Yay! I can't wait to play in the new pool!
  #14  
Old 12-31-2010
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NEW THREAD SMELL! IT'S EVERYWHAR! :D
  #15  
Old 12-31-2010
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*moves in some furniture*

Ah, can't have a new thread without some comfy furniture
  #16  
Old 12-31-2010
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this thread is now stagnant V:
  #17  
Old 12-31-2010
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you forgot to put in an air fresher <facepalm>
  #18  
Old 12-31-2010
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New BAR sux, bring back old BAR. Owait...
  #19  
Old 12-31-2010
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lolbero
  #20  
Old 12-31-2010
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FAIL THREAD IS FAIL.

Just had to get the Kroze out of it. Now you may resume waiting for something to happen.
  #21  
Old 12-31-2010
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......
  #22  
Old 12-31-2010
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DN thread needs moar deathnotes...



much better :)
  #23  
Old 12-31-2010
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(pours blood everywhere after sacrificing a chicken) Let the fun times begin! :D

(looks around) Did I start the killing celebration too early? :3
  #24  
Old 12-31-2010
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So uhhhhhhhh
When do we start the new round?
  #25  
Old 12-31-2010
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when we fix all the problems that were detailed in the last thread.
you know.
like the gm list.
and an update to the hof V:
and nerfs on every role.
also watari needs to be edited.
i wrote this post while hyped up on alcohol and sleep deprevation. make of that what you will.
...
V:
  #26  
Old 12-31-2010
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we first need to figure out who next gm is, then get that person to start signups.
  #27  
Old 12-31-2010
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Quote:
Originally Posted by MrsSallyBakura View Post
Yes you may now post lol

New round won't start until we get the GM system clear, though. We still just have a few ideas floating around.

If you wanna contribute to the discussion, go here.
also quote for those who cannot read up the page V:
  #28  
Old 12-31-2010
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Quote:
Originally Posted by AsterGray View Post
when we fix all the problems that were detailed in the last thread.
you know.
like the gm list.
and an update to the hof V:
and nerfs on every role.
also watari needs to be edited.
i wrote this post while hyped up on alcohol and sleep deprevation. make of that what you will.
...
V:
Was the HoF for last Round determined yet?
  #29  
Old 12-31-2010
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except for a nom for baku(I think), or was it berober, nothing.
  #30  
Old 12-31-2010
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Well, except for this last Round, the HoF is caught up.

Happy New Year's, I guess.

Last edited by Zairak; 12-31-2010 at 11:32 PM.
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