A lot of the game info here will be copy and paste from Silknor's GGL game, please read it over though for any changes from that game.
Phase One
Spoiler:
Players will have a brief (72 hours or so) window to send the mod their ideas for powers. I will take all submissions into consideration, however, I may not use them all, and may alter others, as well as add other ones of my own design. I will be breaking the powers up into categories based on what they are. I will reveal more information on that during Phase Two, when I make known what roles will exist. Remember, you are only submitting powers, not roles or win conditions. Please try and send your suggestions in a small number of actual PMs, to make it easier to sort though. Please don't send me a ton of ideas all in individual PMs if avoidable.
Phase Two
Spoiler:
Rules:
1. You start with 250 energy. If you run out of energy you die.
2. You can bid for any number of roles, no bid can exceed 150.
3. 10 is the minimum bid, and your bid must be an integer.
4. You can only win one role, and if you win none, then you are a vanilla townie who starts Round 2 with 250 energy.
5. This is a sealed, second-price auction, meaning all bids are submitted by PM, and the winner of a role pays the next highest bid of another player. No information about your bid amounts will be revealed, except where explicitly stated. The second highest bid amount is paid by the second highest and the highest bidder when there are multiples of the same role available.
6. The exact rules aren’t final yet, but for Round 2 (abilities), you can expect these rules:
Far more abilities than players.
Each player can win more than 1 ability.
You cannot bid so much that if you won each ability you bid on, you would start with less than 50 energy.
Masons will be able to PM each other to coordinate bids, as will scum.
How I determine who wins each role:
1. Take the highest bid in the whole game, that bidder gets that role and pays the next highest bid of another player. If no one else bid for the role, they win the role for no energy cost.
2. Remove that role from the bidding list, and remove all bids by the winner of that role from consideration.
3. Return to step 1 with the leaner and meaner bid table, until there is no player without a role bidding for a role which has not been taken.
4. Give any player without a role the role of vanilla townie, OR ANY OTHER ROLE NOT WON YET, they will have 250 energy going into Round 2.
The base energy values (may be modified by abilities or roles):
Starting: 250
Lynched: Lose (30+5*number of players voting for lynchee+10 if the day ended because of a hammer and not time ran out) energy
Not lynched: Lose 2*number of players voting for them energy
Mafia NK: Lose 70 energy
Available Roles:
Lonely Collector: You collect things other people wouldn't be interested in. You win if you survive until the end of the game. You may NOT bid on any powers during Phase Three, however, if any powers receive no bids, you get them by default at no cost.
2x Chocolate Townie: You are better than your average townie, by only a slight bit though. Your bids for powers get an additional 15% towards them, rounded DOWN. (Final value of X.99 would result in a X value.)
Police Chief: You are here to flush the mafia out of your city. Due to your pull within your organization, your bids count for 20% more, rounded up. towards all powers that have anything to do with determining someone's role, alignment, energy, or what they did/what was done to them last night. (Final value of X.01 would result in a X+1 value.) However, you may not bid on any powers besides the type described above.
Chief Surgeon: Your extensive background has afforded you some position within the medical field. As such, your bids count for 20% more, rounded up, towards all powers that have anything to do with preventing energy damage to others, or willfully transferring energy from one person to another. Willfully is defined as the person losing any energy, including yourself, who gives consent to the act of it being transferred. (Final value of X.01 would result in a X+1 value.) However, you may not bid on any powers besides the type described above.
Mafia Kingpin: You don't just run the mob, you run the whole city. You've got connections. You are the leader of the mafia, and have final say on all decisions. Additionally, since you are so connected, your bids for powers during Phase Three have 15% added to them, rounded UP.(Final value of X.01 would result in an X+1 value.)
Mafia Thug: You are always looking for your chance to shine, so you follow the orders from up high and look to make a name for yourself. You get a 10% bonus to your bids, rounded down, for all powers that deal energy damage to another player. (Final value of X.99 would result in a X value.)
Mafia Newbie: You are new to the family. You don't know much what is going on yet, but are eager to prove yourself. You have no additional abilities.
Ancient Vampire: You were old before history was recorded. You feed on the living in order to survive. You win when you are the last player remaining. Each night, you may bite a victim, dealing them 50 energy of damage, and gaining 25 back yourself. You must always feed, and can not withhold this action.
2x Vanilla Townies: You have no other special abilities, you are here only as fodder in this war for the city. (Can not bid for this role, it is awarded by default!)
Remember, you have 250 energy, you pay whatever the next highest player bid or 0 if you get vanilla townie by not winning any, or if no one else bid for the role you won. Minimum bid is 10, bids must be an integer. No bid can exceed 150. Phase Two will last about 72 hours.
1. You start with 250 energy. If you run out of energy you die.
2. You can bid for any number of roles, no bid can exceed 150.
3. 10 is the minimum bid, and your bid must be an integer.
4. You can only win one role, and if you win none, then you are a vanilla townie who starts Round 2 with 250 energy.
5. This is a sealed, second-price auction, meaning all bids are submitted by PM, and the winner of a role pays the next highest bid of another player. No information about your bid amounts will be revealed, except where explicitly stated. The second highest bid amount is paid by the second highest and the highest bidder when there are multiples of the same role available.
6. The exact rules aren’t final yet, but for Round 2 (abilities), you can expect these rules:
Far more abilities than players.
Each player can win more than 1 ability.
You cannot bid so much that if you won each ability you bid on, you would start with less than 50 energy.
Masons will be able to PM each other to coordinate bids, as will scum.
How I determine who wins each role:
1. Take the highest bid in the whole game, that bidder gets that role and pays the next highest bid of another player. If no one else bid for the role, they win the role for no energy cost.
2. Remove that role from the bidding list, and remove all bids by the winner of that role from consideration.
3. Return to step 1 with the leaner and meaner bid table, until there is no player without a role bidding for a role which has not been taken.
4. Give any player without a role the role of vanilla townie, OR ANY OTHER ROLE NOT WON YET, they will have 250 energy going into Round 2.
The base energy values (may be modified by abilities or roles):
Starting: 250
Lynched: Lose (30+5*number of players voting for lynchee+10 if the day ended because of a hammer and not time ran out) energy
Not lynched: Lose 2*number of players voting for them energy
Mafia NK: Lose 70 energy
Available Roles:
Lonely Collector: You collect things other people wouldn't be interested in. You win if you survive until the end of the game. You may NOT bid on any powers during Phase Three, however, if any powers receive no bids, you get them by default at no cost.
2x Chocolate Townie: You are better than your average townie, by only a slight bit though. Your bids for powers get an additional 15% towards them, rounded DOWN. (Final value of X.99 would result in a X value.)
Police Chief: You are here to flush the mafia out of your city. Due to your pull within your organization, your bids count for 20% more, rounded up. towards all powers that have anything to do with determining someone's role, alignment, energy, or what they did/what was done to them last night. (Final value of X.01 would result in a X+1 value.) However, you may not bid on any powers besides the type described above.
Chief Surgeon: Your extensive background has afforded you some position within the medical field. As such, your bids count for 20% more, rounded up, towards all powers that have anything to do with preventing energy damage to others, or willfully transferring energy from one person to another. Willfully is defined as the person losing any energy, including yourself, who gives consent to the act of it being transferred. (Final value of X.01 would result in a X+1 value.) However, you may not bid on any powers besides the type described above.
Mafia Kingpin: You don't just run the mob, you run the whole city. You've got connections. You are the leader of the mafia, and have final say on all decisions. Additionally, since you are so connected, your bids for powers during Phase Three have 15% added to them, rounded UP.(Final value of X.01 would result in an X+1 value.)
Mafia Thug: You are always looking for your chance to shine, so you follow the orders from up high and look to make a name for yourself. You get a 10% bonus to your bids, rounded down, for all powers that deal energy damage to another player. (Final value of X.99 would result in a X value.)
Mafia Newbie: You are new to the family. You don't know much what is going on yet, but are eager to prove yourself. You have no additional abilities.
Ancient Vampire: You were old before history was recorded. You feed on the living in order to survive. You win when you are the last player remaining. Each night, you may bite a victim, dealing them 50 energy of damage, and gaining 25 back yourself. You must always feed, and can not withhold this action.
2x Vanilla Townies: You have no other special abilities, you are here only as fodder in this war for the city. (Can not bid for this role, it is awarded by default!)
Remember, you have 250 energy, you pay whatever the next highest player bid or 0 if you get vanilla townie by not winning any, or if no one else bid for the role you won. Minimum bid is 10, bids must be an integer. No bid can exceed 150. Phase Two will last about 72 hours.
Phase Three
Spoiler:
Bidding rules:
1. The minimum bid is 10, and all bids must be integers (sorry mathemagicians!).
2. Along with your bids, you may submit a cutoff (any integer from 1 to your current energy minus 10) instead of accepting the default of 50.
3. You will always pay what you bid for an ability, even when your role modifies the effective value of your bid for determining who wins.
Bidding process:
1. Select the highest effective (eg. after account for all bonuses) bid.
2. If that player’s remaining energy is cutoff+actual bid or greater, they win that ability.
This means you can never fall below your cutoff (50 if you don’t submit one) in bidding. This prevents you from ending up with an energy lower than you wanted because you win more bids than expected. It also provides a system for ensuring no one ends up with negative energy.
If that player’s remaining energy is less than cutoff+actual bid, remove that bid from the table and return to step 1.
3. Remove all bids for that ability (unless the ability can still be won by at least 1 more person, in which case just decrease the number of available copies of that ability).
4. Return to step 1 if there are still any bids left.
An X power kill means a kill that does X energy damage before accounting for any other factors.
At the start of each day, a list will be given indicating which NKs were used the respective targets for each. This will account only for targeted actions that deal energy damage as their primary function.
Summary of the Bidding Process:
You can submit as many bids as you like, and each can be as high as you like (the minimum bid is 10). You can also submit a cutoff (50 will be used if you don't submit your own), you cannot fall below this energy by winning abilities. You'll win an ability if you're the highest bidder (after account for scum bonuses) and winning it will leave you with at least your cutoff in energy. You always pay exactly what you bid for an ability. There's no limit to how many abilities you can win.
Note: This uses actual bids for the cost, not the next highest bid for the cost, as per the role bids.
Powers will be added here after Phase Two has ended.Phase Three will last about 72 hours as well.
List of Powers:
D:Flux Amplifier: Target one player. That player gains 15 energy and all other night actions that would reduce that player's energy tonight will be considered to have twice their listed power. (Eg. A player with 250 energy and a shield that deflects 30 energy off the strongest NK to target them each night is targeted by a 50 energy NK and Flux Amplifier. Their energy at the start of the next day is 250+15-2*50+30=195.)
T:True Believer: This ability must be used during the night. Sacrifice 50 energy (this effect occurs immediately after the next lynch) to inflict 25 damage on whomever you are voting for when time runs out/the hammer is cast.
C:Vengeance: If lynched and killed, may submit a night action to publicly (via mod post) reveal the alignment of 1 person who voted for you.
C:2x Empath: At the end of each day and night, the player is informed of the total amount energy spent the day/night.
Trickster: Switch this power with a random power of the player of your choice, then pay the cost of the received power. (Can cause the user to kill themself, and also just lose the power if targeting a powerless player)
2x Lynch vampire: You deal an extra 10 energy damage to lynch targets that you vote for and you gain 7 energy every time your vote leads to a lynch.
Lich: You do not die for having negative energy unless you are also lynched. You lose all but one other power and cannot vote if at negative energy. At the start of day 1 you must pick what the one power you can wield while undead is and it cannot be a power that costs you energy. If you gain positive energy at a later time, you may vote, but all your other powers that were lost are still gone, and Lich, will have no effect, as the undead may only rise once.
T:Shotgun: Each night you may deal 20 energy damage to target player and 10 damage to the two players adjacent on the player order list. (Skipping dead people's names.)
T:Poking stick: Each night you may deal 10 energy damage to target player.
Bee Hive Hat: If you are dealt energy damage then the targeting player takes 10 energy damage.
C:3x Scouter: Each night you can see what target players energy level was at the start of the night and at the end of the night. If it is over 9000 you lose this power. This costs 6 energy to activate.
Super Sayan Mode: One night per game you can change your energy level to 9001. To do this you must post, "RaaaaaaaaaaahhhhhhhhhhhhHHHHHHHHHHHHHHHHHH" during the preceding day phase. That night you are immune to roleblocks. The next day your energy returns to the amount that it was before you used this power. (Therefore that night you are effectively immune to energy damage and costs.)
C:2x Weapon Detector: Each night you can target a player and you will be informed what the theoretical maximum energy damage he could do to one player would be. This will not take into account faction powers such as the mafia NK.
D:Plain ol' Doctor: Each night you may target a player besides yourself. The first 70 energy damage to them that night will be prevented. This cannot prevent damage the deal to themselves with their own powers. This costs 20 energy to use.
C:Plain ol' Cop: Each night you can target a player and you will be told their faction. This costs 30 energy to use.
T:Poisoner: Each night you may target a player. That player is poisoned and loses 8 energy each night including the night you use the power. A player may be poisoned multiple times.
2x Demagogue: if currently voting for the person who is lynched at the end of the day, gain 20 energy if that person is scum, 5 if they are not.
Groucho: At the start of each day, send a "secret word" to the Mod. Each time someone who is not yourself uses this word, you get 1 energy. If you use your own secret word, you are penalized 50 energy per instance. Once you have earned 20 energy points in a day, it will be announced what the secret word was, and you will receive no further points for the use of the word.
T:Paper cut ninja: You may attack at least two and up to ten players in the night, inflicting a total energy loss of 12 points, divided evenly between your victims, rounded down.
Crooked Politician: Give 30 of your own energy to another player. In return, this person is compelled to vote as you have indicated during the gifting.
C:Quantum Detective: Holistic knowledge and New-Age bullshit allow you to divine information from the ether. Heisenberg's Uncertainty Principle is a bitch though. Find out either the name or the energy level (decided randomly by mod) of the first person to use a power on you each night.
Escapologist: Years of circus skills training have paid off. You can escape from a Cardboard box within a paper bag while hanging upside down from a tank of sharks, so a little thing like hanging isn't going to phase you. Now, if only there was a useful way to use that diablo... The first time you are lynched, no damage will be done, except from other special powers effecting the lynch. After that lynching happens as normal.
Master of Disguise: Your masterful use of makeup and wigs combine with your flawless acting skills to make you the perfect chameleon, indistinguishable from the real thing.
You can select a player every even night with who to switch identities. Any powers used on you will hit them and vice-versa.
Vote Rigger: Your credentials from working as a Russian bureaucratic make you the perfect person to collect in the votes at the end of the day. And so what if they need a little 'massaging' to make the truth clearer. That's how democracy works, right? On top of your normal one, you get an extra, secret vote (PM to mod before day ends).
2x Top-Hat: What can I say? It's a hat. You look swave and sophisticated, debonair and dashing. Gain 50 extra energy, added at the start of Day Five, if you are still alive. And a hat.
C:inexpedient cop: A cop power that gives correct information on every aspect of the target's role and what powers they have, but takes 3 nights, this power would continue to work on the original target regardless of role/power-blocks or redirects. This power costs 15 energy per night while active.
D:Investor: Once per night you may invest X energy in the well-being of another person. If they are alive by the end of the next day and night they gain 1.5X energy. You cannot invest more than 40 energy per night.
Gambler: Once per night you may gamble X energy on the life of another person. If they are dead by the end of the next night and day cycle you gain 1.5X energy. You cannot gamble more than 40 energy per night.
D:Quack doctor: Once per night you may target another player. They have a 50% chance of gaining 50 energy and a 50% chance of losing 20 energy thanks to your questionable methods.
T:Paranoid Wiffle Bat Owner: Anyone who targets you during the night will lose 5 energy and be very annoyed.
2x Bribery: Every night you may choose to pay 15 energy in exchange for being able to dictate the results of any investgations on you, including energy ones. Will not work on the inexpedient cop.
C:In tune with nature: You are able to sense people's energies and always know everyone's Energy to within a 30 Energy error (40-70, 30-60, etc), usable at night only, and gives the values based on their start of day energy.
2x Attention Seeker: You crave the attention of other people, and to you there's no such thing as bad attention. If the day ends and you are not lynched you gain 3*(# of players voting for you) Energy.
A multiplier next to the power name means that many copies of it are available.
A C: before a power means it counts for the cop to bid for it. A D: means it counts for the doctor, and a T: means it counts for the Thug's bonus.
1. The minimum bid is 10, and all bids must be integers (sorry mathemagicians!).
2. Along with your bids, you may submit a cutoff (any integer from 1 to your current energy minus 10) instead of accepting the default of 50.
3. You will always pay what you bid for an ability, even when your role modifies the effective value of your bid for determining who wins.
Bidding process:
1. Select the highest effective (eg. after account for all bonuses) bid.
2. If that player’s remaining energy is cutoff+actual bid or greater, they win that ability.
This means you can never fall below your cutoff (50 if you don’t submit one) in bidding. This prevents you from ending up with an energy lower than you wanted because you win more bids than expected. It also provides a system for ensuring no one ends up with negative energy.
If that player’s remaining energy is less than cutoff+actual bid, remove that bid from the table and return to step 1.
3. Remove all bids for that ability (unless the ability can still be won by at least 1 more person, in which case just decrease the number of available copies of that ability).
4. Return to step 1 if there are still any bids left.
An X power kill means a kill that does X energy damage before accounting for any other factors.
At the start of each day, a list will be given indicating which NKs were used the respective targets for each. This will account only for targeted actions that deal energy damage as their primary function.
Summary of the Bidding Process:
You can submit as many bids as you like, and each can be as high as you like (the minimum bid is 10). You can also submit a cutoff (50 will be used if you don't submit your own), you cannot fall below this energy by winning abilities. You'll win an ability if you're the highest bidder (after account for scum bonuses) and winning it will leave you with at least your cutoff in energy. You always pay exactly what you bid for an ability. There's no limit to how many abilities you can win.
Note: This uses actual bids for the cost, not the next highest bid for the cost, as per the role bids.
List of Powers:
D:Flux Amplifier: Target one player. That player gains 15 energy and all other night actions that would reduce that player's energy tonight will be considered to have twice their listed power. (Eg. A player with 250 energy and a shield that deflects 30 energy off the strongest NK to target them each night is targeted by a 50 energy NK and Flux Amplifier. Their energy at the start of the next day is 250+15-2*50+30=195.)
T:True Believer: This ability must be used during the night. Sacrifice 50 energy (this effect occurs immediately after the next lynch) to inflict 25 damage on whomever you are voting for when time runs out/the hammer is cast.
C:Vengeance: If lynched and killed, may submit a night action to publicly (via mod post) reveal the alignment of 1 person who voted for you.
C:2x Empath: At the end of each day and night, the player is informed of the total amount energy spent the day/night.
Trickster: Switch this power with a random power of the player of your choice, then pay the cost of the received power. (Can cause the user to kill themself, and also just lose the power if targeting a powerless player)
2x Lynch vampire: You deal an extra 10 energy damage to lynch targets that you vote for and you gain 7 energy every time your vote leads to a lynch.
Lich: You do not die for having negative energy unless you are also lynched. You lose all but one other power and cannot vote if at negative energy. At the start of day 1 you must pick what the one power you can wield while undead is and it cannot be a power that costs you energy. If you gain positive energy at a later time, you may vote, but all your other powers that were lost are still gone, and Lich, will have no effect, as the undead may only rise once.
T:Shotgun: Each night you may deal 20 energy damage to target player and 10 damage to the two players adjacent on the player order list. (Skipping dead people's names.)
T:Poking stick: Each night you may deal 10 energy damage to target player.
Bee Hive Hat: If you are dealt energy damage then the targeting player takes 10 energy damage.
C:3x Scouter: Each night you can see what target players energy level was at the start of the night and at the end of the night. If it is over 9000 you lose this power. This costs 6 energy to activate.
Super Sayan Mode: One night per game you can change your energy level to 9001. To do this you must post, "RaaaaaaaaaaahhhhhhhhhhhhHHHHHHHHHHHHHHHHHH" during the preceding day phase. That night you are immune to roleblocks. The next day your energy returns to the amount that it was before you used this power. (Therefore that night you are effectively immune to energy damage and costs.)
C:2x Weapon Detector: Each night you can target a player and you will be informed what the theoretical maximum energy damage he could do to one player would be. This will not take into account faction powers such as the mafia NK.
D:Plain ol' Doctor: Each night you may target a player besides yourself. The first 70 energy damage to them that night will be prevented. This cannot prevent damage the deal to themselves with their own powers. This costs 20 energy to use.
C:Plain ol' Cop: Each night you can target a player and you will be told their faction. This costs 30 energy to use.
T:Poisoner: Each night you may target a player. That player is poisoned and loses 8 energy each night including the night you use the power. A player may be poisoned multiple times.
2x Demagogue: if currently voting for the person who is lynched at the end of the day, gain 20 energy if that person is scum, 5 if they are not.
Groucho: At the start of each day, send a "secret word" to the Mod. Each time someone who is not yourself uses this word, you get 1 energy. If you use your own secret word, you are penalized 50 energy per instance. Once you have earned 20 energy points in a day, it will be announced what the secret word was, and you will receive no further points for the use of the word.
T:Paper cut ninja: You may attack at least two and up to ten players in the night, inflicting a total energy loss of 12 points, divided evenly between your victims, rounded down.
Crooked Politician: Give 30 of your own energy to another player. In return, this person is compelled to vote as you have indicated during the gifting.
C:Quantum Detective: Holistic knowledge and New-Age bullshit allow you to divine information from the ether. Heisenberg's Uncertainty Principle is a bitch though. Find out either the name or the energy level (decided randomly by mod) of the first person to use a power on you each night.
Escapologist: Years of circus skills training have paid off. You can escape from a Cardboard box within a paper bag while hanging upside down from a tank of sharks, so a little thing like hanging isn't going to phase you. Now, if only there was a useful way to use that diablo... The first time you are lynched, no damage will be done, except from other special powers effecting the lynch. After that lynching happens as normal.
Master of Disguise: Your masterful use of makeup and wigs combine with your flawless acting skills to make you the perfect chameleon, indistinguishable from the real thing.
You can select a player every even night with who to switch identities. Any powers used on you will hit them and vice-versa.
Vote Rigger: Your credentials from working as a Russian bureaucratic make you the perfect person to collect in the votes at the end of the day. And so what if they need a little 'massaging' to make the truth clearer. That's how democracy works, right? On top of your normal one, you get an extra, secret vote (PM to mod before day ends).
2x Top-Hat: What can I say? It's a hat. You look swave and sophisticated, debonair and dashing. Gain 50 extra energy, added at the start of Day Five, if you are still alive. And a hat.
C:inexpedient cop: A cop power that gives correct information on every aspect of the target's role and what powers they have, but takes 3 nights, this power would continue to work on the original target regardless of role/power-blocks or redirects. This power costs 15 energy per night while active.
D:Investor: Once per night you may invest X energy in the well-being of another person. If they are alive by the end of the next day and night they gain 1.5X energy. You cannot invest more than 40 energy per night.
Gambler: Once per night you may gamble X energy on the life of another person. If they are dead by the end of the next night and day cycle you gain 1.5X energy. You cannot gamble more than 40 energy per night.
D:Quack doctor: Once per night you may target another player. They have a 50% chance of gaining 50 energy and a 50% chance of losing 20 energy thanks to your questionable methods.
T:Paranoid Wiffle Bat Owner: Anyone who targets you during the night will lose 5 energy and be very annoyed.
2x Bribery: Every night you may choose to pay 15 energy in exchange for being able to dictate the results of any investgations on you, including energy ones. Will not work on the inexpedient cop.
C:In tune with nature: You are able to sense people's energies and always know everyone's Energy to within a 30 Energy error (40-70, 30-60, etc), usable at night only, and gives the values based on their start of day energy.
2x Attention Seeker: You crave the attention of other people, and to you there's no such thing as bad attention. If the day ends and you are not lynched you gain 3*(# of players voting for you) Energy.
A multiplier next to the power name means that many copies of it are available.
A C: before a power means it counts for the cop to bid for it. A D: means it counts for the doctor, and a T: means it counts for the Thug's bonus.
Phase Four
Spoiler:
The game starts! Fun is had!
For Phase Two and Phase Three, all ties go to the first person chronologically to bid for the role or power. The cost of the role is the amount bid, since two players or more sent the same bid amount.
At this time, signups are closed! No more players can elect to play at this time. Replacement players are welcome to send a PM, however, I hope to need none.
Phase Two will last until I have recieved a bid PM from every player, or three days, whatever comes sooner. Failure to bid will result in a vanilla town, and being selected last for any chance of an upgrade due to a role not being bid on. If you do not wish to bid for any roles, please send a PM saying so.
Players may talk about the setup and the game right now, and during all phases of the pre-game. I simply caution not to tip your hand or point out some strat that may end up being used against you unless you wish to do so.
Signup List:
1.
2. fearless
3. TheMaskedGecko
4. roband
5. T1mm01994
6. mpolo
7. ConMan
8. Mostlynormal
9. BoomFrog
10.Chickenfish
11.Silknor
12.Matt96