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Super Smash Mafia for TCoD - Game Thread

It was pretty obvious in non-retrospect; one of my first PMs to MF after I died (I sent about 500 because my rage was insurmountable) was like "so Mai's mafia, right?" and he was just like "yeah." :p
 
Nice win guys, but what the hell :C

I know I was a secret agent, and I didn't know you so I assume you didn't know me but... what the hell :C
 
mafia quicktopic

[hide=ILS/"Ludwig"](note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

Ludwig SQUIRTLE comes out of its shell!

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At first, you were only worried about Charizard, whom your trainer just suddenly released one day, as if controlled by Twitch. The process of infiltrating the new Smash was rough, however. You've had to go through difficult tasks, such as learning to use this ridiculous clown thing with like a million switches, and you've even had to do things you're not proud of (you hope that Ludwig ended up someplace safe). Now that you're actually fully in, you find that you'd rather make them all pay for the indignities you've gone through, although contacting your former teammate may still prove conductive to that particular goal.

You fight in the RED TEAM (Brawl Reject Mafia), you are a lightweight, and the following are your powers and attacks:
-Subtle Invader: In order to help keep the disguises working, each night, only one of Squirtle and Ice Climbers will use a move. Additionally, if both are still alive, each one cannot use moves twice in a row, having to alternate attacks with their partner. If either of the two gets a Smash Ball, their usage of the Final Smash won't count into the alternancy queue.
-Past Connection: During the night, you can send an anonymous message (through me) to Charizard (Butterfree). The message will arrive at the end the of the Night, and you may also receive a message from Charizard, although it won't be informed of your identity or the fact that you know its. Additionally, in any point of the Night before you've sent your message, you may choose to reveal yourself (as Ludwig) to Charizard, gaining full communicative abilities with it. Neither sending the messages nor revealing yourself count as night actions.
-Water Gun (neutral special): Target a player to spray them with a jet of water. This won't damage or launch them, but if they've already been launched by an attack this Night, they will be KO'd by this attack, regardless of how much damage they've taken.
-Withdraw (side special): Target two players to ram them with your shell while jettisoning around. This won't deal any damage, but is certain to knock them away -- using it against players who have taken a lot of damage could KO them.
-Waterfall (up special): A recovery move; use it in a Night to make yourself harder to KO. Up to one player attempting to launch you will also take damage from this move and will get launched by it.
-Single Finish (FINAL SMASH): Usable only if you have the Smash Ball. Target up to three players to blast them with Hydro Pump to deal solid damage and launch them far.

Win condition: Mafia faction must comprise at least 50% of the living players.
You may communicate privately with Mai (Villager Ice Climbers) regarding this game.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

ROBIN brings the thunder!

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"This is the female Robin, your avatar in Fire Emblem. The goal of this adventure doesn't change much because of your gender, but Robin's marriage options do. In Smash Bros., Robin brings powerful magic and swordplay to bear. She can exhaust her moves, but they'll be restored over time."

You fight in the BLUE TEAM (innocent), you are a midweight, and the following are your powers and attacks:
-Arcfire (side special): Casts a pillar of flame against a targeted player, the multiple hits of the fire keeping them in place -- preventing them from using an attack of their own -- and racking up damage.
-Elwind (up special): A recovery move; use it in a Night to make yourself harder to KO.
-Nosferatu (down special): Casts a harrowing sheen of darkness against two targeted players, causing them to lose their way such that any players targeting one of them would target the other instead. Also deals damage to both targeted players.
-Pair Up (FINAL SMASH): Usable only if you have the Smash Ball. Causes you to tag along with Chrom, who will not only protect you from any damage or launching for the Night, but will also aid you in fighting, such that you may target up to two players; trapped between two fighters, these players will be unable to carry out their own attacks, and will also suffer heavy damage and strong launching.

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

Villager ICE CLIMBERS drop the hammers!

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Retaining your cleated foothold in Smash has required all sorts of antics, including not only getting Sakurai to include a character that he has explicitly rejected for Brawl, but even figuring out some way to keep two climbers hidden in the identity of a single fighter (which involved also convincing Sakurai to make multiple gender models for that fighter). All that work will pay off soon, however -- maybe you will still never Smash again, but if all goes right, neither will everyone else. It'll take only whittling down their numbers, and then making way for one much more powerful Brawl reject to swoop in and finish the job...

You fight in the RED TEAM (Brawl Reject Mafia), you are a lightweight, and the following are your powers and attacks:
-Subtle Invader: In order to help keep the disguises working, each night, only one of Squirtle and Ice Climbers will use a move. Additionally, if both are still alive, each one cannot use moves twice in a row, having to alternate attacks with their partner. If either of the two gets a Smash Ball, their usage of the Final Smash won't count into the alternancy queue.
-Double Trouble: Even if Nana falls, Popo can keep on fighting; you may survive up to one instance where you'd ordinarily be KO'd. However, you'll still have as much damage as you did before, and the lack of a Nana is certain to weaken your moves...
-Infinite Chaingrab of Doom (grab): Possibly one of the biggest reasons for your exclusion from the new Smash is the fact that your unique double team aspect could also be used to throw an opponent back and forth between the two fighters, leaving them helpless against a chain of attacks that can go from 0% damage to KO. Now is definitely not the time when they'll manage to stop you from doing this. You can target a player with this move to take them out, no matter how much (or how little) damage they have. This requires both Climbers around to perform, however, so you won't be able to use this move if you've expended the protection from Double Trouble.
-Belay (up special): A recovery move; use it in a Night to make yourself harder to KO. Of course, this recovery is much more effective when Nana is around than otherwise; if you've expended the protection from Double Trouble, this move will protect you much less (or, if you're an optimist, you could say that, while Double Trouble is active, this move provides excellent protection).
-Blizzard (down special): You can target a player to blow an icy gust against them. This won't launch them offstage, but it'll deal damage and leave them encased in ice, unable to use an attack of their own. If you've expended protection from Double Trouble, this move will only deal half as much as damage as it normally would.
-Iceberg (FINAL SMASH): Usable only if you have the Smash Ball. By summoning a massive mound of ice all around the battlefield, you will cause all players other than yourself to take considerable damage from the freezing ground, although they won't be launched. This move will damage players of all factions, not just innocents, so beware!

Win condition: Mafia faction must comprise at least 50% of the living players.
You may communicate privately with I Liek Squirtles (Ludwig Squirtle) regarding this game.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

SHEIK appears on the scene!

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"In The Legend of Zelda: Ocarina of Time, Sheik claimed to be a surviving Sheikah. However, this was just a cunning disguise for Princess Zelda so that she could escape Ganondorf. In Smash Bros., she's the complete opposite of Zelda, striking with fast attacks that can keep an opponent off balance."

You fight in the BLUE TEAM (innocent), you are a lightweight, and the following are your powers and attacks:
-Needle Storm (neutral special): Good mysterious protector that you are, you have an effective way to sending ominous warnings to other people. You can use this move to send an anonymous message to a player, which they will receive at the end of the Night, alongside some light damage (not dealt at the end of the night).
-Vanish (up special): The classic Deku Nut act to foil anyone trying to interact with you for longer than they're supposed to. By using this move at night, you will completely prevent up to one move from targeting you successfully, and furthermore, a player who attempted to attack you but was foiled will take some damage and get launched.
-Bouncing Fish (down special): By leaping away just at the right time, you can come awfully close to the blast line at the bottom of the stage without falling into it. You will stare at the abyss, and jump away before it can stare back. You can use this move to target a KO'd player and discover one of the following bits of information: the moves they had, the player(s) that they targeted in the night they were KO'd, all players who at some point targeted that player (in no particular order), or any items that they were holding. Note however, that hanging around near the blast line is a perfect way to set yourself up for a good ol' Meteor Smash -- you will be vulnerable while using this move, such that any attack that launches you is likelier to KO you.
-Light Arrow (FINAL SMASH): Usable only if you have the Smash Ball. Target up to two players with this holy attack certain to tear away any disguise or falsehood -- it will not only damage and launch them strongly, but it will also reveal their alignments to you.

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

Captain Falcon SOLID SNAKE kept you waiting, huh?

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Ever since Brawl, you've been receiving operative instructions from your higher-ups that they themselves were receiving from some unidentified source. You're still receiving orders to carry out in Smash now, except they're much harder to take care of now that they just won't let you in the site. Fortunately, whatever shadowy organization has been establishing your missions also has other insiders, and you've been able to get in with their help by assuming the identity of a different fighter. Moreover, although the commands keep coming, you still don't know who exactly are your allies in this field.

You fight in the RED TEAM (Brawl Reject Mafia), you are a heavyweight, and the following are your powers and attacks:
-Restrain (grab): Target a player who has made at least one post in the previous Day discussion, and highlight a statement that they've made in that discussion. At the end of the night, you will discover whether their statement was true or false. Use on statements with an easily determined truth value for maximum efficiency! This move will also deal minor damage to your target.
-C4 (down special): Target a player to plant a C4 charge on them. The next time you use this move, you don't target a player -- you simply detonate the C4 and let the player who had the C4 on them have it (where "it" is a damaging, launching explosion). After you set off a C4 charge, you can use the move yet again to plant a new charge, and then again to blow it up, and so on forth.
-I'm in a box! (taunt): Target a player to throw a cardboard box their way. The perfect disguise, brillant in project and execution both, the perfect blend of stealth, mobility and sheer attacking power... the carboard box prevent any players from obtaining information about the targeted player during this Night. Note that this also damages and launches the targeted player, but the damage is very minor and the launch would only ever KO at ridiculous percentages.
-Grenade Launcher (FINAL SMASH): Usable only if you have a Smash Ball. When using this move, designate 6 targets -- this can be six different players, the same player six times, or anything in between. Each time you target a player, they will be struck by a fired grenade. An individual grenade's damage and launch power is rather mediocre, but the consecutive shots can pile up fast.

Win condition: Mafia faction must comprise at least 50% of the living players.
You cannot privately communicate with your fellow mafiosi or know who they are from the very start -- support them however you can!
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

GANONDORF hijacks the plot!

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"The King of Evil that awaits Link at the end of most of his adventures. Ganondorf possesses the Triforce of Power. In Smash Bros., he makes up for his low speed with devastating power. The strength of his blows can knock back most opponents. Get close with a dash attack, and pummel your foes!"

You fight in the BLUE TEAM (innocent), you are a heavyweight, and the following are your powers and attacks:
-Team Evil: You are simply one of the vilest antagonists in all of Nintendo's franchises, and you will not stand for being called "innocent". You have thus joined forces with the like-minded Bowser (Superbird), and the two of you will now utterly terrorize the town with nefarious plans such as walking into people's houses without permission and throwing entire cakes on the ground. You may commuincate privately with Superbird about this game as long as neither you nor him has been KO'd yet; so as long as you have that power, however, you will automatically return alarming results to informative roles whenever possible.
-Warlock Punch (neutral special): You can only use this move in the Night Phase after Bowser dies, and in that Night phase, you must use this move. When using this move, target a player to deliver a stout, devastating punch that will deal great damage and launch them far. It's such a powerful punch, there's no defense against it, and so, you cannot be prevented from landing it.
-Flame Choke (side special): Target a player to choke and burn them, dealing moderate damage without launching them.
-Dark Dive (up special): Target a player, deal damage to them and launch them. If you land this attack successfully, you'll recover, so that it'll be more difficult to KO you during this Night.
-Beast Ganon (FINAL SMASH): Usable only if you have the Smash Ball. While you are using this attack, both you and Bowser are entirely impervious to damage or launching. Additionally, you may use one of your regular moves (under their regular effects and restrictions), with increased damage and further launch.

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

MEGA MAN joins the battle!

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"The main hero from Capcom's 1987 action game, Mega Man. He travels from stage to stage, defeating Robot Masters to obtain new weapons. He uses this vast arsenal in Smash Bros. in a variety of ways. Metal Blades, for example, can be fired in eight directions and picked up off the ground!"

You fight in the BLUE TEAM (innocent), you are a heavyweight, and the following are your powers and attacks:powers and attacks:
-Metal Blade (neutral special): Target a player to throw a Metal Blade their way. It will deal light damage to them, but they will pick it up, so that they can use it during any Daytime in order to strike a player with a relatively solid attack.
-Rush Coil (up special): A recovery move; use it in a Night to make yourself harder to KO. Additionally, target a player -- if you aren't launched offstage during this Night, Rush will get to remain on the ground to aid the player you've targeted, making them harder to KO instead. Characters of different weight will get differently intense boosts to their recovery.
-Leaf Shield (down special): Target a player to throw a Leaf Shield their way. It will deal a fair amount of damage to them, but they will pick it up, and it will protect them from being attacked at Nighttime up to once.
-Mega Legends (FINAL SMASH): Usable only if you have the Smash Ball. This awesome attack may be somewhat likely to KO the player you target it with, but if they survive, they will be able to use their own Final Smash in the next Night (along with the regular Smash Ball catcher of the Night).

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

LUCINA wakes her blade?!

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"Chrom's daughter, and the future princess of Ylisse. When she arrives from a doomed future seeking to prevent it from ever happening, she goes by the name Marth before her identity is revealed. She fights much like her adopted namesake, but more than just the tip of her sword is powerful."

You fight in the BLUE TEAM (innocent), you are a midweight, and the following are your powers and attacks:
-Dolphin Slash (up special): A recovery move; use it in a Night to make yourself harder to KO. Anyone attempting to launch you will also take some light damage and launching from this move.
-Counter (down special): Target a player to stand between them and up to one of their attackers, ready to deflect incoming attacks. If the player you're protecting is attacked, there's a 50% chance that you'll send the attack right back to its deliverer, but also a 50% chance that you'll miss the timing of the counter, enabling the attacker not only to land their blow but also to strike you with it as well.
-Mask (down taunt): When using this move, you pretend to be Marth, who isn't even in this roster. Anyone looking to attack you in a Night when you use this move will simply not be able to figure out wher you are, and will instead target a different, randomized player with any attacks that were meant for you.
-Critical Hit (FINAL SMASH): Usable only if you have the Smash Ball. Target two players. Once and only once in the Night, if either of the targeted players is attacked, you will dash in and counter the incoming attack with an awfully precise lunging stab that's certain to land a KO. Use wisely!

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

GRENINJA makes a splash!

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"This Water/Dark-type Pokémon is the fully evolved form of Froakie. It's just as fast and dangerous as any other ninja, and the throwing stars it can make out of water can shear metal. In Smash Bros., as well as being a graceful, speedy fighter, it can also use moves like Hydro Pump that let it travel through the air and avoid falling."

You fight in the BLUE TEAM (innocent), you are a midweight, and the following are your powers and attacks:
-Shadow Sneak (side special): Target a player. This Night, you will silently stalk that player, unseen and ready to strike; up to once in the Night, if another player attempts to attack the player you are following, you will burst in and prevent the attack from landing, while also moderately damaging and launching the attacker. Beware, however -- if anyone is intent on attacking you specifically, this move may lead your attacker to hit both you and your target.
-Hydro Pump (up special): A recovery move; use it in a Night to make yourself harder to KO.
-Substitute (down special): Target a player and inflict 15% damage to yourself. Your expended life force will take the form of a familiar plush toy, which will doggedly sacrifice itself for your target's protection, at least as much as the 20% of damage it can take permits. Note that, even if the Substitute is not fully worn down by the end of the Night, it will still be gone at that point.
-Secret Ninja Attack (FINAL SMASH): Usable only if you have the Smash Ball. Target a player to flip them on the tatami mats. You restore up to 50% of damage, and then inflict damage on the target equal to the amount that you've healed off yourself, finishing by launching them far as well. It takes the ultimate ninja to simply straight-up steal health.

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

BOWSER kidnaps the show!

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"The archenemy of Mario and the reason Peach spends more time kidnapped than in her own castle. His plans aren't always the best, and occasionally he even finds himself on Mario's side. In Smash Bros., he's a serious heavyweight who laughs off weaker attacks. Hit him hard to send him flying!"

You fight in the BLUE TEAM (innocent), you are a heavyweight, and the following are your powers and attacks:
-Team Evil: You refuse to be roped into cooperating with the good guys yet again. They may have put you in the innocent team, but you'll show them that you're still a bad enough dude to rescue the- kidnap! You mean kidnap the president, damn it! For this grand undertaking, you've joined forces with Ganondorf (Zero Moment), because, what's better than this, guys being villains. You may commuincate privately with Zero Moment about this game as long as neither you nor him has been KO'd yet; so as long as you have that power, however, you will automatically return alarming results to informative roles whenever possible.
-Fire Breath (neutral special): Target a player to breathe a tongue of fire against them, dealing moderate damage without launching them.
-Whirling Fortress (up special): A recovery move; use it in a Night to make yourself harder to KO. Anyone attempting to launch you will also take some light damage from this move.
-Bowser Bomb (down special): You can only use this move in the Night Phase after Ganondorf dies, and in that Night phase, you must use this move. When using this move, target a player to utterly smash them with your romp, dealing heavy damage and launching them far. The sheer overwhelimg weight force of the move is such that you cannot be prevented from landing it.
-Giga Bowser (FINAL SMASH): Usable only if you have the Smash Ball. While you are using this attack, both you and Ganondorf are entirely impervious to damage or launching. Additionally, you may use one of your regular moves (under their regular effects and restrictions), with increased damage and further launch.

Win condition: All scum players must be KO'd.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

DARK PIT alights but not like the other Kid Icarus characters!

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They call you a "clone". They keep talking like you're nothing unlike that Pit. And along with that, you keep getting voted on for embarassing polls like "least favorite character", "least wanted newcomer", "most likely to get shipped with Pit by clueless Smash fans" (argh!). Even Sakurai himself didn't have anything better to say about you other than comparing you to the dessert after a meat dish, something less important, something that isn't primary or necessary. Well, you know a thing or two about dishes -- there's that one that's best served cold. And you will specially take revenge on the joker who set all your weapons to "heal" instead of "hurt".

You fight in the GREEN TEAM (self-aligned), you are a midweight, and the following are your powers and attacks:
-Silver Bow (neutral special): Target a single player to fire a healing arrow at them, moderately restoring their damage.
-Power of Flight (up special): Target a dead player to lift them from the underworld with the lingering power of Pandora in your wings. They will have as much damage as they did when they were KO'd. This move's effects only have a 50% chance of activating successfully.
-Guardian Orbitars (down special): When using this move, up to two attacks used against you this Night will have no effect.
-Dark Pit Staff (FINAL SMASH): Usable only if you have a Smash Ball. If you obtain a Smash Ball, you can store it without expending an action, so that you can use this move later. When you use this move, all living players whom you've targeted with Silver Bow or Power of Flight will be struck by a powerful beam, still set to "hurt" rather than "heal". It deals solid damage and launches well, but it is by no means a guaranteed KO, so time its use wisely.

Win condition: You must KO at least three players within a single Night.
(note: the first post in the game thread will contain an explanation of the game's "physics". this should mostly clarify what the effects of your moves are.)

LINK bravely charges in!

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"Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?"

You fight in the BLUE TEAM (innocent), you are a heavyweight, and the following are your powers and attacks:
-Gale Boomerang (side special): This move may be nigh-harmless, but by targeting a player with it, you can drag that player towards yourself, forcing them to target you with any moves they were planning on using this Night.
-Spin Attack (up special): A recovery move; use it in a Night to make yourself harder to KO. Additionally, if you are not launched at all this Night, any non-launching moves used against you will fail, and you will not only deal damage to the attempter, but also discover their identity.
-Bomb (down special): Pass it quickly to a friend! By targeting a player with this move, you will hand them over a Bomb. They will subsequently pass the Bomb over to any players that they target with their own attacks. The Bomb will explode if a player does not pass it around (by not using any targeting moves), or if it has been passed around three times in the Night. The Bomb's explosion, as well as who was holding the Bomb when it happens, will be made public in the Day following, alongside, obviosuly, hurting the blasted player.
-Triforce Slash (FINAL SMASH): Usable only if you have the Smash Ball. Target a player to deliver an ultimate attack of courage and light. Not only will they take heavy damage and be launched far, you will also discover their alignment and power/move list.

Win condition: All scum players must be KO'd.
CHARIZARD fires it up!

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"The iconic Fire/Flying-type Pokémon. Charizard's scorching breath can melt anything in its path. It soars through the air, seeking only worthy foes to test itself against. In Smash Bros., Charizard unleashes the destructive Flare Blitz special move— a move so strong, it even injures the user!"

You fight in the BLUE TEAM (innocent), you are a heavyweight, and the following are your powers and attacks:
-Customizable Moveset: Matching your terrific movepool in the franchise of origin, you have an interesting set of custom moves, with potential for ever so many different combinations... to the point that the player has trouble figuring out which one they want to use. As soon an innocent player is KO'd, you'll receive a moveset with the same effects of moves that the KO'd player had, including their Final Smash (you cannot receive the Smash Ball until you receive a custom moveset).
-Secret Connection: A mysterious player seems to have figured out a way to communicate with you, despite the fact that you speak mostly in grunts, roars, announcements of your name and hellfire. Each night, you may send that player an anonymous message (through me), which will arrive at the end of the night, and you may also receive a message from them as well at the end of the night.

Win condition: All scum players must be KO'd.
You may use one of the following moves each night:
-Fire Fang (neutral special #2): A variant of Flamethrower that replaces the tongue of flame for a quick strike -- a great way to push away unwelcome close combat. By using this move at night, you will completely prevent up to one move from targeting you successfully, and furthermore, a player who attempted to attack you but was foiled will take some damage and get launched.
-Fly High (up special #3): Exchanging any attacking power whatsoever for sheer vertical movement, you've been able to use your flying abilities to just sway right above the blast line at the bottom of the stage, fluttering away before worst comes to worst. The things that lay beneath that line were not meant for man (or large, orange, flying, fire-breathing lizard) to see. You can use this move to target a KO'd player and discover one of the following bits of information: the moves they had, the player(s) that they targeted in the night they were KO'd, all players who at some point targeted that player (in no particular order), or any items that they were holding. Note however, that hanging around near the blast line is a perfect way to set yourself up for a good ol' Meteor Smash -- you will be vulnerable while using this move, such that any attack that launches you is likelier to KO you.
-Rock Hurl (down special #3): This version of Rock Smash has lower power, so you'll only deal light damage when using it -- but more to the point, it'll send rock fragments everywhere. You've been smashing your head against rocks for such a long time, you've honed the art down to the point where you can arrange for the fragments to land in a specific way. As such, you can send the player you target with this move an anonymous message, which they will receive at the end of the night.
-Mega Evolution (FINAL SMASH): Usable only if you have the Smash Ball. When using this move, you may target up to two players, hitting each with one of your Mega-form moves. The intense flames from the attacks will not only inflict great damage and powerful launching, but will also most certainly burn away any disguise, revealing the alignment of the targeted players to you.
[/hide]
-ILS (Squirtle) - 90%
-RTB (Robin) - 25%
-Mai (Ice Climbers) - 0%
-VM (Sheik) - 999%
-Wargle (Solid Snake) - 999%
-ZM (Ganondorf) - 70%
-hopeandjoy (Mega Man) - 15%
-Eifie (Lucina) - 999%
-Dazel (Greninja) - 0%
-Superbird (Bowser) - 20%
-Light (Dark Pit) - 40%
-Phantom (Link) - 30%
-Butterfree (Charizard) - 999%
Minimum KO damage percentages: 80% for lightweights, 95% for midweights, 110% for heavyweights.
Moves with 0 launch don't launch any players. Moves with 1 launch will KO the player if they're at their minimum KO percentage or higher. Moves with 2 or higher launch will KO at lower percentages -- 10% lower for each number that the launch factor is higher than 1 (so, for example, a move with 3 launch KOs at 20% less than usual, which would be 60%, 75%, or 90%). Moves with negative launch still do launch, but only KO at even higher percentages than the minimum (a -2 launch move would KO at 100%, 115%, or 130%).
Recovery adds to the minimum KO damage. So, for example, a midweight using 2 recovery has their minimum KO damage at 115%, and a move with 3 launch would only KO them at 95%.
Ultimately these specs are more than a little broken, and adding the nightly damage recovery as one of the very last things wasn't a capital idea, but at least, I have a good idea on some things that I'll be fixing when/if we do a Smash 4 Wii U mafia (for example: I will be drastically cutting down on recovery moves, let that be known)
Water Gun - 0 damage, infinite launch
Withdraw - 0 damage, 3 launch
Waterfall - 25% damage, 2 launch, 3 recovery
Singular Finish - 50% damage, 4 launch
Arcfire - 25% damage, 0 launch
Elwind - 3 recovery
Nosferatu - 20% damage, 0 launch
Pair Up - 40% damage, 4 launch
Infinite Chaingrab of Doom - 999% damage, infinite launch
Belay - 4 recovery (1 without Double Trouble)
Blizzard - 20% damage (10% without Double Trouble), 0 launch
Iceberg - 30% damage
Needle Storm - 10% damage
Vanish - 20% damage, 2 launch
Bouncing Fish - Sheik's minimum KO damage is 60% for the night
Light Arrow - 40% damage, 5 launch
Restrain - 10% damage, 0 launch
C4 - 25% damage, 3 launch
I'm in a box! - 5% damage, -2 launch
Grenade Launcher - 20% damage, 2 launch (each hit; launch stacks)
Warlock Punch - 40% damage, 4 launch
Flame Choke - 25% damage, 0 launch
Dark Dive - 15% damage, 2 launch, 2 recovery
Beast Ganon - +25% damage and +1 launch to all moves
Metal Blade - 10% damage when used by Mega Man; 35% damage, 3 launch when used by targeted player
Rush Coil - 3 recovery for Lightweights, 2 for Midweights, 1 for Heavyweights
Leaf Shield - 20% damage
Mega Legends - 35% damage, 4 launch
Dolphin Slash - 15% damage, 1 launch, 2 recovery
Counter - damage and launch match the countered move
Mask - N/A
Critical Hit - 60% damage, infinite launch against first target
Shadow Sneak - 20% damage, 2 launch
Hydro Pump - 3 recovery
Substitute - 15% damage to Greninja, Substitute has 20% HP
Secret Ninja Attack - 50% damage/recovery max, 4 launch
Fire Breath - 25% damage, 0 launch
Whirling Fortress - 10% damage, 1 launch, 1 recovery
Bowser Bomb - 50% damage, 4 launch
Giga Bowser - +30% damage and +2 launch to all moves
Silver Bow - -20% damage, 0 launch
Power of Flight - N/A
Guardian Orbitars - N/A
Dark Pit Staff - 30% damage, 3 launch
Gale Boomerang - 5% damage, 0 launch
Spin Attack - 15% damage, 2 launch
Bomb - explosion deals 20% damage and 1 launch
Triforce Slash - 50% damage, 4 launch
Fire Fang - 30% damage, 3 launch
Fly High - Charizard's minimum KO damage is 80% for the night
Rock Hurl - 20% damage
Mega Charizard X - 50% damage, 6 launch
[hide=Night Zero]
Dazel(Greninja) uses Hydro Pump. He is recovering.
Eifie(Lucina) uses Dolphin Slash. She is recovering
Superbird(Bowser) uses Whirling Fortress. He is recovering.
hopeandjoy(Mega Man) uses Rush Coil without designating a target. She is recovering.
Phantom(Link) uses Spin Attack. She is recovering.
Zero Moment(Ganondorf) attempts to Flame Choke Phantom(Link). Since Phantom(Link) hasn't been launched this Night, the attack fails, Zero Moment(Ganondorf) takes 15% damage and is launched (no KO), and Phantom(Link) discovers the attack.
Light(Dark Pit) hits Mai(Ice Climbers) with a Silver Arrow. No damage is healed. Mai(Ice Climbers) is now a player that Light(Dark Pit) has targeted.
Wargle(Snake) tags Butterfree(Charizard) with C4.
ILS(Squirtle) anonymously sends to Butterfree(Charizard):
Friendly friend! I would like to ask you a thing:

To your knowledge, is there a Mewtwo in this game?

Thank you, friend!
Butterfree(Charizard) sends to ILS(Squirtle):
This is Charizard and I take on the roles of dead players. Who are you and can you tell me anything?
I'm really feeling it!
No one is lynched.
hopeandjoy gets the Smash Ball.
Dazel(Greninja) uses Hydro Pump. He is recovering.
hopeandjoy(Mega Man) uses Rush Coil without designating a target. She is recovering.
Eifie(Lucina) uses Counter to protect ZM(Ganondorf)
Phantom(Link) uses Gale Boomerang, targeting ZM(Ganondorf); however, Eifie(Lucina), successfully Counters it, and Phantom takes 5% damage from the Gale Boomerang.
VM(Sheik) uses Needle Storm, targeting Superbird(Bowser), dealing 10% damage to him, and sending him the following message:
You and Sheik (Visitor Message) are now a FIGHTING DUO. Fight to be the last two players remaining! Be warned, though: if one of you is KO'd, the other player will be KO'd as well! (Note: You may NOT communicate out-of-thread)
Wargle(Snake) detonates the C4. Butterfree(Charizard) takes 25% damage and is launched (no KO).
Light(Dark Pit) hits hopeandjoy(Mega Man) with a Silver Arrow. No damage is healed. hopeandjoy(Mega Man) is now a player that Light(Dark Pit) has targeted.
Mai(Ice Climbers) attacks VM(Sheik) with Infinite Chaingrab of Doom. VM(Sheik) takes 999% damage and is launched (VM is KO'd).
Butterfree(Charizard)'s Customizable Moveset activates. Butterfree(Charizard) gains moves with the same effects as those of VM(Sheik), albeit with slightly different specs.
ILS(Squirtle) anonymously sends to Butterfree(Charizard):
I won't reveal myself just yet, and I don't have much to say. Sorry. :/
Butterfree(Charizard) sends to ILS(Squirtle):
Not... to my knowledge? Wouldn't you know that too, though, since who everybody is is public information? Unless you're referencing something I don't know because I haven't played SSB4.
I'm really killing it!
No one is lynched.
Mai gets the Smash Ball.
Mai(Ice Climbers) activates the Final Smash, Iceberg. All players but Mai take 30% damage.
RTB(Robin) uses Elwind. He is recovering.
Dazel(Greninja) uses Hydro Pump. He is recovering.
Superbird(Bowser) uses Whirling Fortress. He is recovering.
Phantom(Link) uses Spin Attack. She is recovering.
Zero Moment(Ganondorf) uses Dark Dive against Butterfree(Charizard). Butterfree(Charizard) takes 15% damage and is launched (no KO). Zero Moment(Ganondorf) recovers.
Wargle(Snake), Eifie(Lucina) and Light(Dark Pit) each attempt to target Phantom(Link), respectively with C4, Counter and Silver Arrow. Since Phantom(Link) wasn't launched, all three moves fail, all three players take 15% damage and are launched (no KOs), and Phantom discovers of all three attempting to target.
ILS(Squirtle) anonymously sends to Butterfree(Charizard):
I meant if you had any info outside of that. For example, teams and stuff.

I think it's highly probable we're dealing with a Mewtwo who's an alien. Any theories so far?
I'm really chilling it!
Light(Dark Pit) is lynched.
Butterfree gets the Smash Ball.
Superbird(Bowser) uses Whirling Fortress. He is recovering.
Butterfree(Charizard) uses Fire Fang. Up to one move targeting her tonight will fail.
Phantom(Link) uses Spin Attack. She is recovering.
Wargle(Snake) uses I'm in a box! to throw a box at Phantom(Link). Phantom(Link) takes 5% damage, is launched (no KO), and is immune to information gathering for the night.
ILS(Squirtle) uses Withdraw to hit RTB and Dazel, launching both (no KOs).
ILS(Squirtle) anonymously sends to Butterfree(Charizard):
I found out Superbird's mafia. Shit.
Butterfree(Charizard) sends to ILS(Squirtle):
What do you mean, a Mewtwo that's an alien? We already know there is no Mewtwo in this game; nobody picked Mewtwo as a character. Am I missing something?
I'm really peeling it!
No one is lynched.
RTB gets the Smash Ball.
RTB(Robin) activates the final smash, Pair Up. RTB(Robin) is immune to any damage or launching this Night. No attack targets are designated.
Eifie(Lucina) uses Mask. Moves targeting her this Night will be retargeted to a random player.
Dazel(Greninja) uses Hydro Pump. He is recovering.
Superbird(Bowser) uses Whirling Fortress. He is recovering.
Butterfree(Charizard) uses Fire Fang. Up to one move targeting her tonight will fail.
Phantom(Link) uses Spin Attack. She is recovering.
Wargle(Snake) tags Mai(Ice Climbers) with C4.
Mai(Ice Climbers) attacks Wargle(Snake) with Infinite Chaingrab of Doom. Wargle(Snake) takes 999% damage and is launched (Wargle is KO'd).
ILS(Squirtle) anonymously sends to Butterfree(Charizard):
I don't know if my previous message went through, but here's what it said, more or less:
me said:
Superbird is mafia.
I've also found out Phantom is mafia in the interim.
Butterfree(Charizard) sends to ILS(Squirtle):
I can't trust you because I don't know who you are. If I went and accused Superbird, it's my neck on the line. Why do you not want to tell me who you are?
I'm really fission mailing it!
Phantom(Link) is lynched.
ZM gets the Smash Ball.
ZM(Ganondorf) activates the Final Smash, Beast Ganon. ZM(Ganondorf) and Superbird(Bowser) are both immune to any damage or launching this Night. This night, ZM(Ganondorf) can use one of his regular moves with damage and launch boosts.
Eifie(Lucina) uses Mask. Moves targeting her this Night will be retargeted to a random player.
Dazel(Greninja) uses Hydro Pump. He is recovering.
Butterfree(Charizard) uses Fire Fang. Up to one move targeting her tonight will fail.
RTB(Robin) uses Nosferatu, targeting himself and Superbird(Bowser). He deals 20% damage to himself and fails to damage Superbird(Bowser) due to Beast Ganon. Any moves targeting RTB(Robin) this night will target Superbird(Bowser) instead, and vice-versa.
ILS(Squirtle) uses Water Gun, targeting Eifie; it is redirected to Mai (no KO).
Superbird(Bowser) attacks ILS(Squirtle) with Fire Breath. ILS(Squirtle) takes 25% damage.
ZM(Ganondorf) attacks ILS(Squirtle) with Flame Choke. ILS(Squirtle) takes 50% damage and is launched (ILS is KO'd).
ILS(Squirtle) anonymously sends to Butterfree(Charizard):
Found Dazel as innocent. Not sure what this indicates. Maybe I'm insane? I can't admit this in-thread because of role conditions, but I'm hopeandjoy.
Butterfree(Charizard) sends to ILS(Squirtle):
Well played.
[/hide]
I'm really tilting it!
hopeandjoy(Mega Man) is modkilled.
Superbird(Bowser) is lynched by the randomized decision.
Dazel gets the Smash Ball.
Dazel(Greninja) activates the Final Smash, Secret Ninja Attack. He attacks Butterfree(Charizard) with it, restoring 10% health from himself and dealing 10% damage to her and then launching her (no KO).
Butterfree(Charizard) uses Fire Fang. Up to one move targeting her tonight will fail.
Eifie(Lucina) uses Counter to protect ZM(Ganondorf).
ZM(Ganondorf) attempts to attack Butterfree(Charizard) with Warlock Punch, but Fire Fang causes it to fail. ZM(Ganondorf) takes 30% damage and is launched (no KO).
Mai(Ice Climbers) attacks Eifie(Lucina) with Infinite Chaingrab of Doom. Eifie(Lucina) takes 999% damage and is launched (Eifie is KO'd).
I'm really- YOU'RE TOO SLOW!
Dazel(Greninja) is lynched.
RTB(Robin) has the Smash Ball.
Butterfree(Charizard) uses Fire Fang. Up to one move targeting her tonight will fail.
ZM(Ganondorf) attempts to use Dark Dive, targeting Butterfree(Charizard), but Fire Fang causes it to fail. ZM(Ganondorf) takes 30% damage and is launched (no KO).
Mai(Ice Climbers) attacks Butterfree(Charizard) with Infinite Chaingrab of Doom. Butterfree(Charizard) takes 999% damage and is launched (Butterfree is KO'd).
Now it's LYLO time!
RTB(Robin) is lynched.
50% of all living players are Red Team. And the winner is... RED TEAM!
That was me. I wanted to see if I'd trip anyone up by doing day messages that aren't actually coming from a player. The initial plan was to give a few players actual day message powers and confuse mine with theirs, but I ultimately didn't run with that. In any case, would it have really been a Smash 4 thing if there weren't somebody out there just really feeling it?

Incidentally, lynching the GM would have stopped the day messages. But it wouldn't have contributed to anyone's actual win condition, so, you know. Still would have been a waste of time and lynch.
 
-Warlock Punch (neutral special): You can only use this move in the Night Phase after Bowser dies, and in that Night phase, you must use this move. When using this move, target a player to deliver a stout, devastating punch that will deal great damage and launch them far. It's such a powerful punch, there's no defense against it, and so, you cannot be prevented from landing it.
ZM(Ganondorf) attempts to attack Butterfree(Charizard) with Warlock Punch, but Fire Fang causes it to fail. ZM(Ganondorf) takes 30% damage and is launched (no KO).
>:(
 
I know, and this was a pretty tough decision when it came up, but:
-Fire Fang (neutral special #2): A variant of Flamethrower that replaces the tongue of flame for a quick strike -- a great way to push away unwelcome close combat. By using this move at night, you will completely prevent up to one move from targeting you successfully, and furthermore, a player who attempted to attack you but was foiled will take some damage and get launched.
Landing it and targeting it are different things. Technically, you landed the punch, but not at Butterfree. Or any other target, for that matter.

Also, I feel like this could be interesting to see some real-life occourances that way.
 
Or, in case anyone would prefer a more technical Mafia explanation, Fire Fang is a commuting power, and commuting has been known to prevent even things like Strongman kills (which ZM's punch essentially is) from going through.
 
hahaha MF you troll there were no inspectors after all

it was just a coincidence that I was both accused as mafia and happened to be a miller
 
hahaha MF you troll there were no inspectors after all

it was just a coincidence that I was both accused as mafia and happened to be a miller
Technically, your dead body could return alarming information to Sheik (and, ultimately), Charizard.

Also, I think I was originally intending for it to be possible for Snake's boxes to protect a player who died in the same night they got the box from future investigations, but I must've forgotten about it when I was writing the role PMs. Although it would have been hilarious if this were to actually come up.
 
ILS(Squirtle) uses Water Gun, targeting Eifie; it is redirected to Mai (no KO).

omg, so I did do something besides sitting around masking like NOBODY LOVES ME... (Did I really forget my action n3 though? :( I swear I like uselessly Dolphin Slashed or something.)
 
You're damn right I was going to spam that recovery move 'until kingdom come'. It was useful up until I was done dead. >:[
 
And that, Phantom, is why we killed you. :)

I suspected Shulk was some kind of info source (mostly because the fission mailing quote after Wargle died).
 
Huh, I assumed Butterfree completely avoided my Smash somehow. I assumed it would be... stronger, somehow.
 
mfw I tried to kill my (then unknown) mafia partner. Sorry Mai! But wait... you killed me? Not sorry ;.;
 
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