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MAFIA: Fallout


Hello CDC, this is your host Three Dog, coming to you loud and proud from Galaxy News Radio, reporting to you live from the Second City Wasteland. Yes, post apocalyptic Chicago has been a new battleground for dominance, as the massive ruins are being scoured by groups moving in from the West, whether expanding, scavenging, or looking for a new base to run out of.
Here's your news. The New California Republic has moved into the Mid-West following the solidification of power in the Southwest and New Vegas, looking to create a new republic for the people to rebuild on in the ruins of America. We have them to thank for trying to wipe out the Enclave, and their ruthless asses terrorizing you, the people.
Reports have the Brotherhood of Steel emerging in the town, and while they've not sided with the Enclave, their goals don't seem to align with those of peace. This town has gotten crowded quickly, and if we don't help the NCR in kicking all of these schlubs out, we'll be in deeper than a sorry wanderer who stumbles into a deathclaw nest.
This was Three Dog, thanks for listening children. Until next time...

Further Readings

This is a Mafia vs Townsperson game, with the only third party being the serial killer. However the game is not vanilla, with various roles giving powers that may or not be expected.
For those unfamiliar with Fallout's lore, it's unnecessary to playing the game, but I can offer a brief but unsatisfactory summary, as there's a lot to it. Basically, the world of Fallout takes place in a post apocalyptic future, after nuclear war between China and the US has wiped out all that was recognizable about the latter, where the stories take place. It's styled in a retro-futuristic manner, to take that slice of life from suburban 1950's Americana, and turn it on its head with a depressing and desolate look, with a world that devolved into the worst society can offer. Factions fight for control, wit varying motivations that range from optimistic to nefarious, but society on the whole remains massively fragmented.
New California Republic (Townspeople)

Enclave (Mafia)
Brotherhood of Steel (Serial Killer)
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.

Known Roles; Basic Gameplay

This is simply an outline of the most common aspects of a typical Mafia game. Many games carry special objectives, special roles, and so on. All procedures as stated here are therefore subjective to additional rules of the game's GM. If in doubt, ask the GM.
There are two main alignments or factions: the Town and the Mafia. Each side's objective is to eliminate the other. In addition, there are often third parties, most commonly the Serial Killer or Cult, which are unaffiliated with either side and also seek to be the last players standing.
The Town make up roughly two-thirds of the players, but have no knowledge of anyone's true alignment. The Mafia, conversely, are a minority group among the players, but are in contact with one another.
The Town win when all Mafia and third parties have been eliminated from the game. The Mafia win when their numbers are equal to or more than the Town, and no third parties remain. Third parties have their own winning objectives, usually to simply be the last player(s) left alive in the game.
The Town eliminate Mafia by voting for one player a round to "lynch" - that is, eliminate from the game. The Mafia, hidden amongst the Town, also get to vote. The Mafia eliminate the Town by choosing one player each round to "kill," i.e. also eliminate from the game.
The game progresses in rounds. On CDC, each round typically lasts 24 hours; the next round begins once the previous one ends with a GM update. [Typically, in Mafia, rounds are divided into "Day" (lynch vote) and "Night" (special actions). However, on this forum, we combine the rounds into one.]
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. Before the end of the round they will inform the GM of their decision.
Also during the round, other roles - such as the Sheriff, the Doctor, the Serial Killer, etc - will send in their actions for the round to the GM, unless their role description 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 any other actions took place. The new round will then begin.
Votes must be made in the game thread and must be bolded,e.g. Vote Intoewsables. If you wish to change your vote, please first unvote, e.g. 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 will count. Nicknames are acceptable, as long as it is obvious who you are referring to.
Some GMs further require a number added to the vote to indicate the round, e.g. Vote1 Dral in round 1, Vote2 Dral in round 2, and so on. Check with your GM.
Any votes in edited posts will not count.
In the event of a tied vote, there will usually be no lynch. Instead, in 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 from the previous round, and one for everyone else.
Order of events
All kills, investigations, saves, etc, must be sent via PM to the GM prior to the end of the round.
The kill order for the most common roles is: 1) Town's lynch 2) Serial Killer kill 3) Mafia kill 4) Vigilante kill
Any of the above roles who are killed prior to their own attack occurring will not have their kill go through.
Saving or roleblocking roles usually trump kills. Any other killing roles will be slotted in as determined by the GM.
God Kills (for inactivity or rule-breaking) take precedence over everything.
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. Not all roles will appear in every game. Roles may go by different names to align with the game's theme. When in doubt, ask your GM - although they may not tell you either.
These are only the most common role/role types. Sometimes roles will be created by the GM, usually to match the theme of the game, with slightly different abilities.
The Sheriff can investigate one player per round. He or she will send a PM to the GM with one name; the GM will then inform the Sheriff if that player is Mafia or not. Third party roles will usually show up as "not Mafia" but this may vary under different GMs.
Alternate Sheriffs - These roles believe themselves to be the Sheriff, but will receive erroneous results on their investigations.
Psycho Sheriff - receives opposite results, i.e. an investigated Mafia player reveals as "Town" and vice versa.
Paranoid Sheriff - all results return as "Mafia" regardless of true alignment
Naive Sheriff - all results return as "Town" regardless of true alignment
The Doctor can choose one player to "save" 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's save usually 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. The Doctor may or may not be allowed to "self-save," and, if so, usually only once or twice per game.
The Vigilante can kill one person each night. By the end of every round, the Vigilante must send one name to the GM, and the player named will be killed during the night.
The Twinblade has a one-time ability to suicide-kill another player. Therefore, they will die as well in their attempt.
The Watcher chooses one player to "Watch" during the night. If any action is performed on the watched player (i.e. Mafia kill, Vig/SK kill, Doc save) the Watcher will be informed who targeted the player, although not what action was taken. If multiple actions were performed, the Watcher will usually only learn of the first one. The Watcher may or may not be able to "Watch" him- or herself.
The Tracker chooses one player to "Track" during the night. If that player performs any action, the Tracker will be informed who was targeted, although not what action was taken. If multiple actions were performed, the Tracker will usually only learn of the first one undertaken.
The Roleblocker can target one player per night and prevent that player from taking any action of their own.
Siblings are two players who, from the beginning of the game, know each other's true identities and alignment.
Triggers - sometimes, the death of one Sibling will "trigger" the other sibling to take on a killing role from then on in the game. Most commonly, if one Sibling is killed by the Mafia, the other will become a Vigilante; alternatively, if one Sibling is lynched by the TP, the other will become a Serial Killer.
The Judge has the ability to veto a lynch. Sometimes they can insert their own overriding lynch choice. They must submit their decision to the GM before the update occurs.
Vote-affecting roles
Some players may be able to affect their own or other players' votes. For example, they can target another player and discount their vote; or they can target another player and double their vote (counts for 2 votes instead of 1). Or they might have their own vote automatically negated or doubled. The exact mechanics of such a role will vary.
The Kingpin is the head of the Mafia. The exact aspects to this role can vary, but often 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 usually also show up as "Not Mafia" to the Sheriff. However, the Kingpin usually cannot submit the kills for the Mafia.
The Lackey is a Mafia-aligned role-blocker who usually does not know who the Mafia are. The Lackey shows up as Town on investigation and has no initial contact with the Mafia. The Lackey chooses one player each round to role-block - the chosen target will be blocked from performing his or her action. This often includes blocking the Mafia from making their kill. The Lackey cannot block an action taken against himself.
Other roles
The Mafia also sometimes receive a Nurse (i.e. Doctor), Watcher, or other role as well. Check with your GM whether this is the case in your game.
Med Kit
The Med Kit is an alternative to the Doctor role; it is a moveable object passed between players that can protect one player a night from a kill. The holder of the Med Kit is automatically protected; however, he or she must "pass on" the Med Kit to another player for the following round. Generally this will mean submitting two names of other players, and the GM will randomize the selection. The same player can not hold the Med Kit more than once every three rounds. If either of the two nominated players are ineligible (a previous holder or an eliminated player) the second nominated player will receive the Med Kit automatically. If both are ineligible, the Med Kit will be assigned randomly or removed from the game. If no nominees are submitted, the Med Kit will be assigned randomly.
Serial Killer
The Serial Killer gets one kill a night. He or she does not win with either Town or Mafia – only if he or she is the last one standing. Sometimes the Serial Killer faction will feature more than one player. Sometimes the Serial Killer will be able to substitute their kill for a role-blocking action.
The Cult is a third party faction, in opposition to both the Town and Mafia. The Cult has the ability to "convert" other players to their alignment throughout the game (usually once every second round). The Cult wins when they are a majority faction. They usually have no further abilities.

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. Do not directly copy and paste them either.
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, or through whatever respective preventing powers.
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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