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Mafia 116: Electric Boogaloo - Game Over - Mafia Win


g_bassi13

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MAFIA 116: ELECTRIC BOOGALOO

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Game # 116

You exist in the not to distant future. Technology has grown by leaps and bounds, and with it, this new world has offered a sense of prosperity. Prosperity, however, that is limited to a select few. There exists a class divide, where those that have found that wealth live like kings, and those below resigned to nothingness. Mega-Corporate monopolies are the norm, and these vessels of the rich are fuelled by the purest of greed.
In this seedy underworld of bio-tech implants, and general Ne'er-do-well life, there exists a resistance. The lay man had let the world get gradually snatched away from them, but no more. This is where they band, take a stand, and target the corporate council, the selective heads the dictate and control the day to day of all.
Either that or they could just frack it and move to the off-world colonies. A new life awaits all in the Off-world colonies!
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Rundown
Registration is open, and the game will not start until at least 20-ish members have signed up. The more the better, though. Roles will be handed out when the game initiates, and will include newly created ones to go with the old. Read through the roles list that's outlined below (list pending), as well as that of existing roles, of which any could be called upon. If you have a power, you will receive a PM. If you do not receive a PM, assume you are a regular townsperson. Plain townspeople will exist.
Roles/Factions
We live in a world of corporate control, with disapproval remaining underground. The Mafia remain shrouded in mystery, so it will be hard to strike out against them.

Many familiar figures of other worlds such as the sheriff, doctor, Kingpin, and others are present. Those with untold powers exist alongside them. If and when these people reveal themselves remains to be seen.

The Replicants are running free, and hoping to recruit others to their cause, but obstacles exist. There remains a cause dedicated to identifying these pretenders, and hoping their dreams of AI freedom remain stalled.

The Psychos roam the streets when they're shrouded in darkness, ensuring no one is safe. Masking their identities, and living by the by in daily life, they choose to unleash their cruel and sadistic urge to kill on unsuspecting victims of the night,

This is the cyberpunk world of our megalopolis. Who takes control of it remains to be seen.

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Resistance (Townspeople)
Corporate Council (Mafia)
Replicants (Cult)
Psychos (Serial Killers)
Introduction
Mafia is a game of strategy, trust, intuition, risk, and luck.

It is a game between two factions battling to the death for victory. Everyone is either a Townsperson or a Mafia. The Mafia know each other's identities, and work together in a group once a night, they select a Townsperson to kill. The Townspeople do not know each other's identities, but must debate during the day who might be the Mafia among them, and then vote for someone to lynch. They must root out the Mafia through any information they can gather. There are often special roles that can assist the Townspeople, such as a Sheriff, a Doctor, etc. The winning group is the group left standing when all other members of the opposition have been eliminated.

History on CDC
Krazz introduced the game of Mafia on White Noise way back in 2008. Games were run in sequence for quite some time, during the initial heyday of Mafia on CDC. But eventually the games died off as interest waned. Fortunately, over time, Krazz and others (notably T-rex930) have re-booted Mafia several times, allowing players old and new alike to experience the game again and again.
Known Roles; Basic Gameplay

Factions

There are two main factions: the Townspeople and the Mafia. Each side's objective is to eliminate the other. In addition, there is often a Serial Killer role, which is unaffiliated with either side and seeks to be the last player standing.

Roles
Aside from the two competing factions, there are some special roles that usually appear in the game as well, helping one side or the other. Please note that not all roles will appear in every game. Roles that have been previously used include:

Sheriff - The Sheriff is a Townsperson who can investigate one player per round. He will send a PM to the GM with one name; the GM will then inform the Sheriff if that player is Townsperson or Mafia.
Doctor - The Doctor is a Townsperson who can choose one player to "protect" during each night. If the Mafia try to kill that player, their kill will not go through he or she will be saved by the Doctor. The Doctor may only self-save himself twice per game. The Doctor's save also only applies to one kill attempt per target per round - if, for example, both the Mafia and Serial Killer target the Doctor-protected player, the first attempt will be "saved" but the second will successfully eliminate the targeted player.
Vigilante - The Vigilante is a Townsperson who can kill one person each night. By the end of every round, he must send one name to the GM, and the player he names will be killed prior to the beginning of the next round.
Serial Killer - The Serial Killer is unaligned with either major faction. The Serial Killer gets one kill a night. He does not win with either TP or Mafia he only wins if he is the last one standing. Although often a difficult role to win with, it has happened on several occasions.
Kingpin - The Kingpin is the head of the Mafia. The exact aspects to this role can vary, but generally the Kingpin will get an investigative power every two rounds he or she will select one name, and the GM will reveal if that name is a Regular Townsperson or a Special Role (i.e. Sheriff, Doctor, Vigilante). The Kingpin will also show up as "Not Mafia" to the Sheriff. However, the Kingpin cannot submit kills on the Mafia's behalf.
Twinblade - The Twinblade is a Townsperson who has a one-time ability to kill another player. However, the catch is that the Twinblade will die as well in their attempt.
Lackey - The Lackey is a role-blocker who secretly works for the Mafia. The Lackey shows up as Town on investigation and have no contact with the Mafia, but aims to make contact with the Mafia and help them win. The Lackey chooses one player each round to role-block - the chosen target will be blocked from performing his action. This includes blocking the Mafia from making their kill. The Lackey cannot block an action taken against himself. The Lackey cannot block the same player/group (i.e. Mafia group) on two consecutive nightfalls.
Watcher - The Watcher is a Town-aligned role who chooses one player to "watch" during the night. If any action is performed on the watched player (i.e. Mafia kill, Vig/SK kill, Sheriff investigation) the Watcher will be informed who targeted the player, although not what action was taken. If multiple actions were performed, the Watcher will only learn of the first one. The Watcher is able to "watch" himself.
Paranoid Sheriff - Much like the vanilla Sheriff, the Paranoid Sheriff will be given an investigation per round. Unlike the vanilla Sheriff, the results that return to the Paranoid Sheriff will always be "affiliated to the mafia." Similar to all the Sheriff roles, the Paranoid Sheriff will not be able to investigate himself.
Naive Sheriff - Much like the vanilla Sheriff, the Naive Sheriff will be given an investigation per round. Unlike the vanilla Sheriff, the results that return to the Naive Sheriff will always be "not affiliated to the mafia." Similar to all the Sheriff roles, the Naive Sheriff will not be able to investigate himself.
Psycho Sheriff - Much like the vanilla Sheriff, the Psycho Sheriff will be given an investigation per round. Unlike the vanilla Sheriff, the results that return to the Psycho Sheriff will always be the opposite of the player's actual affiliation (i.e. mafia will show up as "not affiliated to the mafia", townspeople will show up as "affiliated to the mafia.") Similar to all the Sheriff roles, the Psycho Sheriff will not be able to investigate himself.
Med Kit - The Med Kit is an inanimate, moveable object in the game, assigned to a random player at the beginning of the game. This player will be protected from a kill (not a lynch) for that round's nightfall. However, he will need to pass on the Med Kit to someone else in the game afterward. Two names will need to given to the GM by the end of the round - one of those names given will be chosen at random and that player will be given the Kit once the new round begins. The original holder of the Med Kit will not know which player was chosen. The player given the Med Kit will not know who gave it to him. If one of the two players whose names are given is killed off that night, the second player will automatically receive the Med Kit. If both given names are killed, the Med Kit will be taken out of the game. If the holder of the Med Kit is lynched, the Med Kit will be taken out of the game. If the holder of the Med Kit forgets to submit two names, the Med Kit will be re-assigned randomly to another player in the game. The same player cannot receive the Med Kit more than once every three rounds.
Cult Leader - The Cult Leader, similar to the Serial Killer, is unaligned with either major faction. However, the Cult Leader has the ability to recruit one player into their Cult each night up until round 3. After Round 3, the Cult Leader can only recruit new players every second night. (i.e. Round 1, Round 2, Round 4, Round 6, etc..) Cultists do not have the ability to kill other players. The Cult wins by becoming the majority faction in the game.

Round Layout
Each round lasts 24 hours; the next round begins once the previous one ends with a GM update.

During the round, the players will debate and discuss the identities of other players in the game thread, trying to uncover the Mafia in the group. They will then vote on one person, who they believe to be Mafia, to be lynched. At the end of the round, whoever has the most votes will be lynched.

At the same time, via private conversation over the forum's messaging system, the Mafia members will discuss and vote on who they wish to kill that night. Once they've decided, they will inform the GM.

Also during the round, the Sheriff will investigate a player, and the Doctor and Vigilante will send in their target player to save or kill. Any other special roles will also conduct their business prior to the end of the round, unless their role states otherwise.

At a specified time, the round will end. The GM will then post the results of who was lynched, who was killed, and whether anyone was saved. The new round will then begin.

Any of the above roles who are killed prior to their own attack occurring will not have their kill go through. God Kills (for inactivity or rule-breaking) take precedence over everything.


Notes on voting:
1) Please bold your vote in the game thread. E.g. Vote Intoewsables. If you wish to change your vote, please do something like: Unvote Intoewsables; Vote Master Radishes. The exact format does not matter so much, as long as it is bolded and clear who you are voting for. Only bolded votes count.Nicknames are acceptable, as long as it is obvious who you are referring to.

2) Any votes in edited posts will not count. This is to prevent anyone going back later and secretly changing their vote once it has been cast. If you edit your post at all, you must recast your vote.

3) In the event of a tied vote, there will be no lynching. Instead, the following round, there will be a tiebreaking vote, alongside the regular lynch vote. Therefore, players will vote for two lynchings - one between the tied players, and one for everyone else.

Kill Order
1) Lynch
2) Twinblade
3) Serial Killer
4) Mafia
5) Vigilante

Rules; Other quirks
1) Nightfall will commence at 9:30 PM. The next round will being immediately after results are posted. Rounds will be 24 Hours long.
2) Once you have been killed, do not interfere with the rest of the game in the thread, or through PMs. Doing so will result in a ban from future games. Last words are for lynched players only. Players killed by Specials do not get last words. Non game related discussion is obviously tolerated, but don't clog the game with spam in death.
3) Voting is required at least once in every 2 rounds. Going 2 rounds without a vote will result in a God-kill, as a buffer against inactivity in the thread.
Votes must be bolded as such; Vote g_bassi13. Inserting the round number is not needed, but an Unvote is needed before a changed vote can be registered.
4) Editing is not allowed. Doing so will result in a warning, before future discipline in the form of a GM mandated God-Kill may take place in a repeat offence
5) Conversing with other players through PMs is highly encouraged, but inviting players into private role conversations with the GM is not allowed. Taking pictures or screenshots of any PM conversation is also against the rules.
6) Do not bring outside factors into the game. Making bets, offering real-life rewards, or claiming to ban yourself from future games to prove your innocence will not be tolerated. You're all clever enough to come up with better defences than that.
7) Mafia kills will be carried out by the person to deliver them in the Mafia thread. These kills can only be prevented by the senders death.
8) Question regarding game rules will be clarified where asked. Questions of your own role's extents and limitations will be answered as well, but that of another person's won't. Don't ask me.
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1) Dral
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23) JE14

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You forgot to sign up.

I didn't forget, but I'm keeping my eye on the list. The more prolonged the game gets from commencing, the better it is for me. I really do wanna join though, you hosting + the write up you have up is enticing enough.

Send me a courtesy PM if you can when you're closing signups, but I think I'll be one of the last to signup, if I do that is.

(try not to rig it for the TP again, unless I'm a TP, in which case I think you should rig it)

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