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SIGNUPS: A Hunt of Thrones II: Beyond the Wall

Discussion in 'Graveyard' started by Lutris, Jan 12, 2012.

  1. Lutris

    Lutris Jarl Dovahkiin DLP Supporter

    Joined:
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    Location:
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    A HUNT OF THRONES II
    -Beyond the Wall-


    SIGNUPS



    Note: ROLES AND RULES ARE STILL NOT IN THEIR FINAL FORMS. THERE ARE STILL SECTIONS MISSING IN THE RULES. THERE ARE STILL ISSUES WITH ROLES. THE FINAL ROLE/RULESET WILL BE POSTED IN FEBRUARY WHEN I'M DONE WITH EXAMS. IF ANYTHING IS UNCLEAR, PLEASE ASK AWAY SO I CAN CLARIFY AND INCLUDE IT IN THE FINAL RULESET.

    Placeholder disclaimer 1: There are currently 16 TOWN ROLES, TWO FACTIONS OF MAFIA OF 3 ROLES EACH, AND 1 WARLOCK, for a total of 23 possible roles. Roles are subject to change, and in fact most likely WILL change before the game begins. Updates will be made in this thread when I am able to.

    Placeholder disclaimer 2: I AM SERIOUSLY CONSIDERING MAKING THIS A 25 PLAYER GAME. I will hold spots open for 25 players. The following individuals will have a spot reserved in the game for them should they wish it, for their invaluable advice: Ashaya, KaiDASH, Palindrome, Anya, Lungs, Zeitgeist, Fiat, Vira, MattSilver, and Jon.

    Placeholder disclaimer 3: Signups are now OPEN. They will continue to be open until February rolls around and my exams are all over. Wish me luck.

    Just like HoT1, I am limiting signups to those with THREE games or more games under their belts. YOU MUST CITE YOUR EXPERIENCE BY PROVIDING A LIST OF WHICH GAMES YOU'VE PARTICIPATED IN.

    Of the 25 possible slots, I will reserve 5 spots for players with two or less games, so if you have less experience but would still like to play, please don't hesitate to apply.

    Anyway, signups will NOT be on a first-come first-served basis, but rather will be a RAFFLE. You won't get a spot just because you signed up early. It's luck of the draw, baby. This means you can sign up extremely late- but still have a chance of getting in! This is meant to be an equalizer in terms of who gets to play, so no complaining.





    -Game Mechanics and Terminology-


    [Ettiquette]
    Please observe polite and pleasant game-play.

    -Do not lie about real-life commitments. If you are unable to play for a prolonged period of time or do not wish to continue playing, inform the game host.
    -Similarly, if someone says that they will not be available due to real-life constraints accept .
    -For the avoidance of doubt, this is not a role-playing game. Don't overdo it.
    -Keep non-game-related topics to a minimum in the thread.
    -If you are unable to be active, you will be replaced. Inform the game host if you are.
    -Be nice! We're all playing to have fun.
    Disparage someone's skill if you must, but please avoid personal insults!


    [Day Phases & Lynch Voting]
    The Day Phase is 48 hours long, unless there are extenuating circumstances.

    -A Deadline vote, where your lynch vote will be counted at the end of the day.

    -A Standard vote, where your lynch vote is counted immediately.


    To cast a Deadline vote, say: Deadline Vote: Player
    To cast a Standard vote, say: Standard Vote: Player

    You can rescind or change a Deadline vote at any time before the end of the Day Phase. You can do the same for a Standard vote at any time before a Majority Lynch is reached. Note that votes that are not cast in the correct syntax will be ignored.

    [Lynching] - Each Day, players will converse in the game thread and decide on a Lynch target, in order to eliminate players belonging to the Wildlings, The Red King's Court, or The Others factions from their midst.

    If a Castle Black player has been Lynched, this constitutes a MISLYNCH.

    [Night Kills]
    - Night Kills refer to Faction-specific kills that can occur every Night Phase, caused by the Wildlings and The Red King's Court. These are not directly caused by role-specific abilities.

    [Role Kills]
    - Role Kills are player deaths that are caused directly by another player’s role-specific abilities, such as the White Walker's WINTER KILL ability or Ser Piggy’s SLAYER ability.

    [Night Actions] - Night Actions are any Role-specific or Faction-specific abilities that are used during the Night.

    [Ranging] - Each Day, as long as there is a LORD COMMANDER OF THE NIGHT'S WATCH, the players of the game MUST vote and choose a maximum of three of their peers to range Beyond the Wall that Night. The Rangers will be chosen and sent North of the Wall regardless of whether there is a Lord Commander or not.

    The three players will be given a one-Night QuickTopic to decide by plurality vote a Check target. This Check is called the RANGER CHECK, and will reveal whether the target is truly a member of the Night's Watch to the Lord Commander the next Day. This is the ONLY Check in the game that will reveal the White Walker to be guilty. Those players that were chosen to Range will be immune to ALL Night Actions that Night barring the White Walker’s WINTER KILL, but they will also be unable to use their own Active Abilities that Night. Players may not Range two Night Phases in a row.

    The rangers must also decide who among them will receive a DRAGONGLASS DAGGER that will render them immune to the White Walker's WINTER KILL ability for that Night only. Some roles however have permanent immunity to the WINTER KILL. Use this to flush out certain roles. Only one Ranger may receive a DRAGONGLASS DAGGER each Night.

    The number of possible Rangers each Night (x) is determined through the following conditions:
    (x) = [(# of living players)/3] , (x)≤3.
    For example, if there are 6 players left, the maximum number of Rangers is 2. If 9, 3. If 12, 3.


    [The Lord Commander of the Night's Watch] - The players of HoT2 will elect from among them a Lord Commander to lead them.

    -BECOMING THE LORD COMMANDER: To become a candidate, you must first be publicly nominated in the thread by at least three of your peers. You may not ask others to nominate you- they must do it of their own accord. After being nominated, you must then choose to either accept or decline candidacy. If candidacy is accepted, you must then win a majority vote in order to become Lord Commander. Once you become the Lord Commander, you will become unable to use your Active Ability set, no matter what role you have. Keep this in mind if you wish to become Lord Commander.


    -THE ELECTION: The first election on Day 1 will take as long as it needs to in order to determine a Lord Commander. Day 1 will not end unless a Lord Commander is elected. If the current Lord Commander dies, another election is held to elect a new one. For these subsequent elections, if no consensus is met in one Day Phase, the election will pause for the Night before restarting the next Day.

    -WHAT HAPPENS WHEN YOU BECOME THE LORD COMMANDER: When you become Lord Commander, you will gain several additional Passive Abilities as well as responsibilities to the players of the game. As Lord Commander, your ability set will change to the following:

    [Post-Death Mechanics] - When players die, they are sent to either the CHILDREN OF THE FOREST QuickTopic, or the WIGHTS QuickTopic. Players whose deaths are caused by the WHITE WALKER are sent to the Wights QT, their allegiance changed to THE OTHERS. All other dead players are sent to the Children QT. More details about the WIGHTS in the Role List.

    [The Children of the Forest] - Dead players who were not killed by THE WHITE WALKER will become CHILDREN OF THE FOREST. The Children convene each Night in their QuickTopic to award a living player immunity from Night Kills that Night. The Children may not choose to give the same player this immunity two nights in a row.


    -THE ROLES-
    Unless otherwise stated, Abilities will be activated and targets will be decided from within either your private QuickTopics, or your Faction QuickTopic if you have one.



    CASTLE BLACK (16?)

    Castle Black is home to the Brothers of the Night's Watch, an order in place to protect the realm of men from that which lies Beyond the Wall.


    THE STEWARD
    - [Liege]

    Passive Abilities:
    -SKINCHANGER: You wear the skin of Ghost, your Direwolf, roaming Beyond the Wall each Night. Upon returning to your own body the following morning, you learn if any scum players died during the Night.
    -DRAGONGLASS DAGGER: You are in possession of a dagger made of Dragonglass, anathema to the White Walkers. You cannot die to the White Walker's WINTER KILL.

    Active Abilities:
    -None


    THE MAESTER
    - [Liege]

    Passive Abilities:
    -FAITHFUL: You cannot be CONVERTED.

    Active Abilities:
    -CHECK: You may choose a player each Night. Come morning, you will learn whether that player is a BROTHER OF THE NIGHT'S WATCH or not.


    THE APPRENTICE

    Passive Abilities:
    -FAITHFUL: You cannot be CONVERTED.
    -LOYAL STUDENT: You know who THE MAESTER is.

    Active Abilities:
    -None


    THE BLACKSMITH


    Passive Abilities:
    -OLD ARMOR: Will survive one Night Kill. This ability activates automatically if you are targeted for a Night Kill.

    Active Abilities:
    -VALYRIAN STEEL: If OLD ARMOR has not been used yet, you may give up the ability in order to give a player of your choice a SWORD OF VALYRIAN STEEL that grants ONE kill able to kill any player, including the White Walker. The SWORD can be used by its recipient at any time during the game, but will only take effect at the end of the Phase it is used on. The SWORD's effects will not take place if the user dies during that Phase.


    THE THIEF

    Passive Abilities:
    -None

    Active Abilities:
    -STEAL: Choose a target every odd-numbered Night. At the beginning of the next Day Phase, you will learn what that player learned during the Night. They will not be informed of your visit. If you target a scum role, whether info or not, they will learn your role at the beginning of the following Day Phase.



    THE LECHER

    Passive Abilities:
    -None

    Active Abilities:

    -WHORING: Each Night, you may choose to sneak out of Castle Black and go whoring, returning revitalized the next morning. Because of this, your voice will carry twice the weight it usually has that Day, and you will have 2 votes. Your second vote will be tallied from your private QT. If you go Whoring two nights in a row, your role will be publicly revealed during the next Day Phase.



    THE RAPIST

    Passive Abilities:
    -None

    Active Abilities:
    -RAPE: Each Night, choose a player to "visit" and have your way with. At the beginning of the next Day Phase, the players of the game will be informed that The Rapist raped X, where X is the target player's name. You will not gain any in-game effects from using RAPE... only a twisted sense of satisfaction.



    THE HUNTER

    Passive Abilities:
    -None

    Active Abilities:
    -TRAPPING: During the Night, choose a target. Anybody who targets that target with a Night Action will be unable to use their Ability (Role Block) that Night. This ability applies to all Night Actions including Night Kills, unless they are either 1. applied to a target that was sent Ranging, or 2. is expressly stated to be unblockable. If you have targeted THE KING OF GIANTS for TRAPPING, your ability will take precedence over his (i.e., GIANTS' BLOOD will not activate, but TRAPPING will).



    THE CAPTAIN

    Passive Abilities:
    -FAITHUL: You cannot be CONVERTED.
    -ALERT LEADER: If another player has been targeted for death by THE WILDLINGS or THE RED KING'S COURT, you will be informed of their impending demise during the Night.

    Active Abilities:
    -SACRIFICE: You may choose to die in place of another player.



    SER PIGGY - [Liege]

    Passive Abilities:
    -DRAGONGLASS DAGGER: You are in possession of a dagger made of Dragonglass, anathema to the White Walkers. You cannot die to the White Walker's WINTER KILL.
    -FAITHFUL: Cannot be Converted.

    Active Abilities:
    -SLAYER: If mislynches occur on two consecutive Days, you may choose a target to kill during the Night. This ability can kill any role in the game, unless the CHILDREN OF THE FOREST have chosen to protect that player. After an opportunity to use SLAYER has passed, whether you used the ability or not, you must wait for a further two consecutive mislynches before using SLAYER again.



    THE LIAR

    Passive Abilities:
    -SILVERTONGUE: You are a wily fellow, and always manage to convince others that your way is the best way. This renders you immune to Lynches.

    Active Abilities:
    -None


    THE ANGRY KNIGHT

    Passive Abilities:
    -FAITHFUL: You cannot be CONVERTED.

    Active Abilities:
    -RAGE: When you die, determine a target by the end of the next Phase (if you die during Day, choose by the end of the following Night. If you die during Night, choose by the end of the following Day). That target will die. This can kill the WHITE WALKER. This ability is not affected by the Hunter's TRAPPING ability.


    THE COOK

    Passive Abilities:
    -None

    Active abilities:
    -POISONED FOOD: As long as a Lynch has not been determined yet, you may choose a Lynch target yourself in exchange for your own life.



    THE INNOCENT

    Passive Abilities:
    -INNOCENCE: If you are Lynched, every player in the game has immunity to Night Kills that Night.

    Active Abilities:
    -None



    THE FIRST RANGER

    Passive Abilities:
    -ELITE: You survive your first death, unless it is caused by the WINTER KILL.

    Active Abilities:
    -VALYRIAN STEEL: You possess a sword of Valyrian steel, able to damage the White Walkers. If you are targeted for a WINTER KILL, you will not survive, but you will maim the WHITE WALKER so that they are unable to use their abilities the following Night (e.g., if attacked during Night 2, the WW cannot use their abilities on Night 3). A message will be displayed to the players of the game the following Day that reflects this.


    THE SCOUT

    Passive Abilities:
    -SCOUTING AHEAD: At the beginning of the Night Phase, you learn the roles of players who die during the previous Day Phase.

    Active Abilities:
    -None



    THE WILDLINGS (3)

    Faction Abilities:

    -SCUM: As a Mafia Faction, you share a QuickTopic with the other members of your Faction.

    -NIGHT KILL: Each odd or even-numbered Night (to be determined at the start of the game), along with the other members of your Faction, you have 24 hours to decide ONE target player to kill. At this time, you must also choose a Wildling to carry out the actual Kill. You will learn the roles of players that your faction kills by Night Kill.

    -THE HORN OF WINTER: In exchange for a TRUTHFUL roleclaim, any Wildling player can gain one unblockable kill, tallied from their personal QuickTopic, that takes effect at the end of the Day Phase in which the roleclaim was made. Each Wildling may use this ability only ONCE.


    THE KING BEYOND THE WALL - [Liege]

    Passive Abilities:
    -TURNCLOAK: You are still in possession of a black cloak from your days as a BROTHER OF THE NIGHT'S WATCH. If you are Checked, the player will see you as A BROTHER OF THE NIGHT'S WATCH.
    -MANCE RAYDER: Your days as a BROTHER OF THE NIGHT'S WATCH have honed your skills in scouting and leadership. At the beginning of every Day Phase, you learn the target and result of the last Night's Maester CHECK. You will receive the data regardless of the Maester's, or the target's survival that Night.

    Active Abilities:
    -None


    THE KING OF GIANTS

    Passive Abilities:
    -GIANTS' BLOOD: If you are targeted for death during the Night the player who targeted you will die instead, even if you are sent Ranging. If targeted by a Night Kill, the player who made the Night Kill will die instead of the entire enemy faction. This will kill THE WHITE WALKER.

    Active Abilities:
    -None



    THE WARG

    Passive Abiltiies:
    -None

    Active Abilities:

    -SIXSKINS: During the Night, choose a Castle Black role. You will gain their Ability set for the following Day/Night cycle, or if there are usage limitations on their abilities, you will gain one use of their ability. You may use SIXSKINS up to three times per game. You may not choose to wear the skins of: THE APPRENTICE, THE CAPTAIN, or THE BLACKSMITH.



    THE RED KING'S COURT (3)

    Faction Abilities:

    -SCUM: As a Mafia Faction, you share a QuickTopic with the other members of your Faction.
    -NIGHT KILL: Each odd or even-numbered Night (determined at the start of the game), along with the other members of your Faction, you have 24 hours to decide ONE target player to kill. At this time, you must also choose a member of the Court to carry out the actual Kill. You will learn the roles of players that your faction kills by Night Kill.
    -CONVERT:
    On Day 1, target two players to Convert. Every Night afterward, you may only target one player. They will be Converted unless they are the White Walker or possess the Passive Ability FAITHFUL, which grants immunity to Conversion.

    THE RED KING - [Liege]

    Passive Abilities:
    -LORD OF LIGHT: The burning power of R'hllor, the Red God, the Lord of Light, flows through you. You cannot be killed by the White Walker's WINTER KILL.

    Active Abilities:
    -AZOR AHAI: At any time during the Day, you may choose to commandeer the votes of any number of players that you have CONVERTED. These votes will be tallied from either your personal QuickTopic or your Faction QuickTopic. However, any players you have stolen votes from will lose their Converted status after you have taken their votes. You may use this ability as many times as you wish, as long as you have at least one Converted player. If a commandeered vote sets the White Walker as the Lynch target, he will die.



    THE RED PRIESTESS

    Passive Abilities:
    -LORD OF LIGHT: The burning power of R'hllor, the Red God, the Lord of Light, flows through you. You cannot be killed by the White Walker's WINTER KILL.

    Active Abilities:
    -SERVANT OF THE RED GOD: During the Night Phase, you may choose to kill a Converted target. You will gain permanently gain both their Active and Passive Abilities. You may use this ability TWICE during the entire game. When you use SERVANT OF THE RED GOD a second time, the new ability set REPLACES your old one. Note that some roles cannot be Converted and thus cannot be targeted by SERVANT OF THE RED GOD. You may not use this ability on consecutive Nights. This kill cannot be prevented.


    THE ONION KNIGHT

    Passive Abilities:
    -WELL CONNECTED: You have friends in high places and yet more in the dredges of society, and your friends always keep you informed. You are immune to LYNCHES. This immunity ends when there are four or less players in the game.

    Active Abilities:
    -SMUGGLER: Every even Night, choose a target. You will steal goods intended to be sent to them, and learn what they are supposed to learn each Night. Your targets however, will not get their information that Night.



    THE OTHERS (1)


    THE WHITE WALKER

    Passive Abilities:
    -HARBINGER OF WINTER: The White Walker is immune to Lynches and Night Kills. The White Walker cannot be Converted. The White Walker will Check as A BROTHER OF THE NIGHT'S WATCH, unless Checked by the Rangers. While Ranging, the White Walker is able to use his abilities as he normally would.

    Active Abilities

    -WINTER KILL: Each Night, the White Walker will select a Ranger. If he is unprotected, he will die and be sent to the Wights QuickTopic.
    -REANIMATE: At any time during the Night, the White Walker may match any number of players to roles, one player to a role. If your match is accurate, you may permanently steal these players' votes. The matches will be tallied IN THE ORDER THEY ARE SUBMITTED, and any number of players' votes may be stolen at a time UNTIL an inaccurate match is made. For instance, if X is Role A and Y is Role B, if the submission order is (X - Role A, Y - Role B), then both players' votes will be stolen. If the order is (X- Role A, Y- Role C), then only X's vote will be stolen. If you mismatch players on two consecutive REANIMATE attempts, your role will be publicly revealed. You may not match the same player to any role two attempts in a row.


    THE WIGHTS

    Wights are players who have been killed by the White Walker. Players who have become Wights will have their allegiance changed to THE OTHERS, and will win if, and only if, the White Walker wins. Wights collude each Night to choose to EITHER Role Block a target, or attempt to kill the Lord Commander in a ZOMBIE ATTACK. There is no communication between the White Walker and the Wights.

    Passive Abilities:
    -Share a QuickTopic.
    -Know who the White Walker is.
    -Each Night, you have 12 decide to to either ROLE BLOCK or ZOMBIE ATTACK in a plurality vote.
    -Each Night, decide the target for whichever Active Ability is chosen that Night by plurality vote.


    Active Abilities:

    -ROLE BLOCK: The Wights can choose each Night by plurality vote a target to Roleblock, meaning that the target player will become unable to use their Abilities (both Passive and Active) for that Night Phase and the following Day Phase.
    -ZOMBIE ATTACK: The Wights can attempt to kill the Lord Commander, in exchange for becoming unable to use either the ROLE BLOCK or ZOMBIE ATTACK abilities the next Night. In the confusion of a wight attack, the Lord Commander's office becomes trashed, making it impossible to recover the results of that Night's Ranger Check.




    Night Action Priority:
    1. Ranging related actions
    Ranger Check
    Dragonglass Protection (Rangers)
    Winter Kill
    Reanimation

    2. Dead Players
    Children of the Forest Protection Vote
    Wights: Role Block/Zombie Attack

    3. Death-related or scum actions
    Night Kills
    Slayer Kill
    Convert
    Servant of the Red God
    Sixskins Activation
    Captain Sacrifice (Martyr save)

    4. All other actions

     
    Last edited: Jan 12, 2012
  2. Oz

    Oz For Zombie. Moderator DLP Supporter

    Joined:
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    Female
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  3. Lungs

    Lungs KT Loser ~ Prestige ~ DLP Supporter

    Joined:
    Jul 16, 2011
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    Gender:
    Male
    Location:
    i love girl's generation tbh
    High Score:
    1803
    Hey, ho, the wind and the rain and my signup post.

    /shakespeare :3

    But honestly, I'm SO psyched for this.

    Experience (because it makes me feel good to list it): SW1, Tiny, Lesstiny, Warlock, HoT1, Gotham, DE3 (lol D8), Awesome, ran bits of Dresden (D8)

    Edit: Editted out again, in the name of good taste.
     
    Last edited: Jan 12, 2012
  4. Mishie

    Mishie Fat Dog

    Joined:
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    Location:
    Australia
    Sign me up as well.
     
  5. Ash

    Ash Moves Like Jagger DLP Supporter

    Joined:
    Mar 27, 2010
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    1,747
    Hurrah. Posting to confirm that I'm in. Though you knew that. So. Excited.
     
  6. jwlk

    jwlk Seventh Year

    Joined:
    May 7, 2010
    Messages:
    295
    Location:
    California
    Glad I caught this. Have been waiting forever! The first game made me read the books, so thanks for that :)
     
  7. Koalas

    Koalas First Year ~ Prestige ~ DLP Supporter

    Joined:
    Sep 3, 2007
    Messages:
    46
    Location:
    Halifax
    High Score:
    2024
    Raffle huh? Should be fun!
    Kalas:
    Batmafia (stalled due to Irene shenanigans)
    WW:BC
    Dresden Mafia (Riley Edition)
    Awesomefia (on going)
    DE3 (on going)
     
  8. jwlk

    jwlk Seventh Year

    Joined:
    May 7, 2010
    Messages:
    295
    Location:
    California
    Oh.. and I'm in.
     
  9. Sesc

    Sesc Slytherin at Heart Moderator

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    Lol, until February? You're gonna get a long ass list, Lutris. And I never have luck in drawings ;_;

    Anyway, signed in. Also, SWII, HoTI, Warlock Evo, (by then) Awesome Mafia.
     
  10. jwlk

    jwlk Seventh Year

    Joined:
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    Damn. I didn't even read before I posted :p So there's a raffle, hope I get in.
     
  11. Silens Cursor

    Silens Cursor The Silencer DLP Supporter

    Joined:
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    Location:
    The other side of reality
    About time.

    I'm in.

    Oh, and I was in...

    SW2
    Warlock
    Gotham
    HoT1
    DE3

    EDIT: and are you serious about the Red King's Azor Ahai? Didn't we learn from last game how massively overpowered that can become with as many uses as you want?
     
    Last edited: Jan 12, 2012
  12. tad2103

    tad2103 First Year

    Joined:
    Jan 3, 2009
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    46
    Location:
    Michigan
    I would like in, please.

    Experience:
    Subbed into Batmafia
    Let my inexperience show in Warlock II
     
  13. jwlk

    jwlk Seventh Year

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    Tad, I think you need more than three.... Anyone who was in HoT1 will automatically be eligible right?
     
  14. TMNTurtwig

    TMNTurtwig Professor

    Joined:
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    Could you clarify the First Ranger's Valyrian Steel ability. From the way you've written it it sounds like a passive ability if s/he's targeted by Winter Kill, but you've put it under active abilities.
     
  15. Vesvius

    Vesvius High Inquisitor DLP Supporter

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    In, please!
     
  16. jwlk

    jwlk Seventh Year

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    I just had a question about that part ^ Do you keep your active abilities, just can't use it? Or can you still use them. Also, reading through it once, a lot of roles seem unconvertible, so that might make the power of the AZOR AHAI weaker.
     
  17. Jon

    Jon The Demon Mayor Admin DLP Supporter

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    Australia
    I am the inz.
     
  18. Rubicon

    Rubicon High Inquisitor DLP Supporter

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    Apr 8, 2011
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    Location:
    US
    I am in this
     
  19. tad2103

    tad2103 First Year

    Joined:
    Jan 3, 2009
    Messages:
    46
    Location:
    Michigan

    "Of the 25 possible slots, I will reserve 5 spots for players with two or less games, so if you have less experience but would still like to play, please don't hesitate to apply."
     
  20. Kensington

    Kensington Denarii Host DLP Supporter

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    West Coast
    Count me in Lulu!
     
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