Staredit Network > Forums > Null > Topic: Aristocrat's Mafia #1
Aristocrat's Mafia #1
Dec 5 2010, 2:46 pm
By: Aristocrat
Pages: 1 2 324 >
 
Polls
Choose...wisely.
Choose...wisely.
Answer Votes Percentage % Voters
Piracy Mafia 16
 
60%
Death Note Mafia 11
 
41%
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Poll has 27 votes. You can vote for at most 1 option(s).

Dec 5 2010, 2:46 pm Aristocrat Post #1



I hereby cast "resurrection" on SEN forum games.


Please ask an administrator for a temporary PM space increase before the glitch is fixed~

Sign-ups have closed! Night 3 is in progress.

Since Norm doesn't seem to want to hold his mafia game anymore and Azrael seems to be non-inclined to continue TKG 2, I will go ahead and start this thread. What follows are two possible versions of mafia that I can hold: please vote for the one that you want to see played. Sign up either via PM or by posting in this thread.

Making two posts because:
Quote
» Warning
The action you performed has failed.
Reasons(s) returned:
» Post is too large :(.

General Information:
  • All roles are distributed immediately prior to the start of the game.
  • Joining quickly may or may not affect your chances of receiving a good role.
  • Mafia members will, generally, know the identity of other mafia. See the specific gameset definitions for more detail.
  • Anyone may post in the thread, including non-players or players who have been slain. Posters who are not active players should refrain from making posts that may have a significant impact on the outcome of the game.
  • Posting falsified information is permissible, but if you continuously post in an immature, foolish, or infuriating manner, divine intervention will occur.
  • Falsifying information via means of Javascript, Photoshop, Windows Movie Maker, or any other means not provided for by an ASCII-only text editor is strictly prohibited.
  • Each post I make contains anywhere from 0-x clues, where x is explicitly defined for that post.
  • Flaming, trolling, and the posting of cryptic "Qomments" are strictly prohibited.

Gameplay:
  • Night actions MUST be sent via private message, in the following format:
    <Action>:<Targets>

  • The night action must be in the title of the PM.
  • You may revoke/modify your night actions at any time before the deadline posted in the thread.
  • Day votes must be publicly declared in the thread in size-18 font, and unambiguously state "I vote <name>". Any vote not following this is ignored.
  • The lynching phase is skipped if and only if zero lynch votes are received. Players may not explicitly vote for "no lynch".
  • Players who are inactive for more than three consecutive turns are eliminated via divine intervention. (Note: one turn is a day OR a night, so a day/night cycle is two turns).

Mineral Rewards Policy:
  • Players may pay an optional entry fee of 20 or more minerals. There is no limit to the quantity of minerals that the player may pay.
  • Fees may be paid or withdrawn at any point before the game starts. Withdrawals are subject to the 5% transfer tax imposed by the SEN regime.
  • If a player paid an entry fee and is on the winning side of the game, he will receive back 200% of the quantity of minerals he paid.
  • The entrance fee is forfeit as soon as the game starts. No refunds are issued if a player de-signs after the game has started.
  • If I have an insufficient quantity of minerals to pay all winners, an IOU will be issued and the quantity owed will be paid as soon as possible.



Game Details

Day 0
Night 1
Day 1
Night 2
Day 2

1 of ?? CREWMEMBER killed.
0 of ?? CAPTAIN killed.
0 of ?? MASTER killed.
0 of ?? QUARTERMASTER killed.
0 of ?? BUCCANEER killed.
0 of ?? SWASHBUCKLER killed.
1 of ?? DOCTOR killed.
1 of 1 BOATSWAIN killed.
0 of ?? CHAPLAIN killed.
1 of ?? TRAITOR killed.
0 of ?? SABOTEUR killed.
0 of ?? SPY killed.

CREWMEMBER - Your average seafaring crewmember of the pirate ship; the crewmember, aside from maintaining the functions of the ship, also participate in the political hierarchy of the ship politics, although to a very limited extent.
  • Vote - The average crewmember will be able to participate in the ship's daily voting process, and will have say equivalent to one vote. The person who receives the most votes by the end of the day shall walk the plank and plunge into the depths of the sea. This applies to every role listed, unless specified otherwise.
  • Power: Visit - At night, the crewmember may visit the chamber of one other shipmate, and will know if that person has left his room, as well as the identity of anyone who visits him. This will not prevent the crewmember from night hits, however; if the targeted person is attacked, you shall die along with him, and be unable to identify the aggressor. Counts as a visiting action.
  • Power: Dodge - The crewmember may slip out of his chamber and hide as nightfall approaches; protecting himself from all hits that night. May be used only once per week, to avoid the captain's punishment for hiding below deck outside his room. Counts as an evasion action.
  • Power: Sacrifice - The crewmember may indulge in a large ration of rum as a preparation for a last stand; if he is visited that night, he shall clasp the visitor with his last breath in a dead man's vice; choking the attacker as he perishes. If no one visits him, the heavy dose of alcohol will leave the seaman expired in his bunk the next morning, having breathed his last gasp of air while intoxicated in his room.

CAPTAIN - The Captain of the ship, responsible for keeping the ship together. As the captain is quite paranoid about security, he orders the Quartermaster to stand guard outside his door at night. As long as at least one quartermaster is alive and shows up to work, the captain cannot be hit.
  • Vote - The Captain's apparent policy for running the ship is that of equality, and so he only contributes one vote during the democratic process.
  • Power: Coercion - However, the Captain still runs the ship, and the crewmembers understand his position as the captain. One subtle stare during the voting process, and he will have instilled enough fear in the mind of any crewmember to sway them into changing their vote to match that of the captain's. May be used once per day.
  • Power: Slice-'n'-dice - If the captain's vote fails to go through, he may invoke the power to exterminate the infidel whom he voted for anyways, slashing with his pair of broadswords in a brilliant display of authority, reminding the ship members who the boss around here is. May be used only once throughout the course of the voyage, as excessive violence only brews mistrust.

MASTER - The Master-at-arms is the chief enforcer of discipline on the rough seas. He has four non-regenerating night lives. He has a variety of night powers, one of which may be used every night.
  • Passive: Reveal - If the Master-at-Arms at any point receives plurality vote for lynching, his role is revealed instead, and he is spared the lynching rope. If he is again lynched after this, he shall walk the plank anyways.
  • Power: Execution - The Master-at-arms of the ship may take matters into his own hands, and lurk at night to track one crewmember. If the crewmember is seen leaving his room or post (evasion/visiting action), the master eliminates the offending individual with his rapier, finding their alignment and role in the process. If said member does not leave his room, the master will leave the member alone. Counts as a visiting action.
  • Power: Protect - The Master-at-arms of the ship may take matters into his own hands, and lurk at night to defend one crewmember. If the crewmember is attacked by another, the master shall intervene and take the hit for the crewmember whom he chose to defend. The face of the aggressor will become imbued in the mind of the master as he takes the hit. Counts as a visiting action.
  • Power: Ambush - The Master-at-arms of the ship may remain in his room and meditate as he concentrates on self-preservation. If anyone visits the master at night, his attack will succeed, but the master will execute the intruder with his blade on the spot, even if he perishes from the attack.

QUARTERMASTER - The quartermaster of the ship is responsible for navigation amongst other duties, but most importantly guard the captain from traitors who may have their minds on the captain's life. He has only one night life, but through usage of his powers, he may extend his livelihood further.
  • Power: Guard - The quartermaster shall absorb one hit during the night that this power is used. This power will no longer be usable after it successfully absorbs one hit.
  • Power: Evade - The quartermaster shall dodge one hit during the night that this power is used, by failing to show up to his post. The captain, however, will be left in a vulnerable position for that night. Counts as an evasion action.
  • Power: Protect - The quartermaster shall intervene and prevent one hit placed on another crewmember during the night that this power is used, if his target is attacked. This will, however, cause the quartermaster to fail to show up to his post. The captain will be left in a vulnerable position for that night. Counts as a visiting action.

BUCCANEER - The gun-wielding pirate of the high seas, the buccaneer is loyal to the captain, but his bloodlust fuels his urge to kill at night, ally or foe.
  • Power: Shadow - Visiting another chamber of the ship, the buccaneer will use his rifle to dispose of one crewmember at night. Counts as a visiting action.
  • Power: Snipe - Waiting in his own room, the buccaneer watches the ship deck for activity, and disposes of any member who decides to visit the buccaneer that night.

SWASHBUCKLER - The elegant sword-wielding member of the ship, the swashbuckler carries a reputation of self-righteousness.
  • Passive: Swordsmanship Mastery - Every night, the swashbuckler is able to deflect a hit placed on him with his rapier and cutlass, nullifying the damage and stunning and disorienting the attacker, causing him to fail all night actions for the subsequent night. If he is attacked by multiple opponents at night, he will be slain if two successful hits are placed, but the debuff will still apply to every person who targets him.
  • Power: Vengeance - If the swashbuckler is lynched, he shall draw his dual blades in a fit of rage and eliminate the first person who voted for him during that very same day.
  • Power: Ghost Hath No Fury - Commits one person to memory during the night. If said person votes to lynch the swashbuckler during the day at any point, he becomes the nemesis of the swashbuckler, even if he changes his vote later. If he eventually dies of lynching, any person marked through this method shall be slain by the ghost of the swashbuckler the following night.

DOCTOR - The doctor of the pirate navy, they are essential members who provide medication to crewmembers, but most importantly, provide first-aid in case of an emergency. Without a doctor, the crew can only survive one additional week, after which the traitors may declare mutiny with ease.
  • Power: Aid - Protects one other crewmember from a night hit of any nature, including damage inflicted by self-defense powers of another character. Counts as a visiting action, but does not trigger self-defense.
  • Power: Reinforcement - Adds one temporary night life to a target of the doctor's choice, but will not protect him from a night hit if it occurs on the same day. This night life will protect the doctor's target from one night hit on the following day. Counts as a visiting action, but does not trigger self-defense.

BOATSWAIN - The night watchman for the ship's deck, the boatswain will be able to passively observe the actions of one crewmember every night and know whom he visits.
  • Power: Surveillance - Tracks one target of his choice and gains knowledge about whom that person visits during that night.
  • Power: Supervision - Tracks one target of his choice and gains knowledge about who visits that person during that night.

CHAPLAIN - The purveyor of faith on the ship, the chaplain provides religious nourishment for those in need, but also has the reputation of providing long and repetitive religious speeches. Out of respect for the scriptures, no one dares interrupt or leave his oratory sessions once they start.
  • Power: Preach - By visiting the room of one crewmember, the chaplain provides an overnight religious rejuvenation speech to the shipmate, rendering him bored out of his mind and unable to perform any night actions scheduled for the night. Counts as a visiting action.
  • Power: Sermon - By visiting the room of one crewmember, the chaplain provides an overnight slow and epic reading of religious text to the targeted shipmate, causing him to fall asleep immediately. The targeted member will be unable to show up to the day meeting the following day, and cannot vote to lynch or be lynched. Counts as a visiting action.
    *Attempting to read a sermon to the agnostic captain of the ship will result in a cruel and painful death that very same night. (Only the captain is agnostic.)

TRAITOR - Tired of the captain's command of the ship, the traitors have secretly armed themselves with plundered weaponry and plan for an eventual mutiny, but they are far too outnumbered for such a bold revolt to work as of the moment.
  • Power: Assassination - Visiting another chamber of the ship, the traitor inflicts judgment on that crewmember. Counts as a visiting action.
  • Power: Elimination - Visiting another chamber of the ship, the traitor inflicts guaranteed judgment on that crewmember, dealing a strike thrice as deadly as normal. This traitor will be unable to use any night actions for the following two nights, however. Counts as a visiting action.
  • Power: Interception - Anticipating the escape of one crew member, the traitor lies in wait and successfully ambush him, if and only if the target used an evasion action for that turn.
    Power: Mutiny - Is invoked during the day when traitors outnumber other crewsmen. A revolt occurs, and the traitors take control of the ship, leading to traitor victory.

SABOTEUR - An explosives expert sided with the traitors, the saboteur can use his knowledge of demolition to wreck havoc aboard the ship.
  • Passive: Mutual Assured Destruction - The saboteur carries explosives with him constantly, and any attempts to kill him at night will result in an unfortunate and deadly blast that takes the lives of both the saboteur and his visitors.
  • Power: Sabotage - The saboteur visits another chamber of the ship, and sets off a light explosive in that room. The room will need to be repaired the following night, and the person who is targeted by this will be unable to use night actions the following night. Counts as a visiting action, but does not trigger self-defense.
  • Power: Mutiny - Is invoked during the day when traitors outnumber other crewsmen. A revolt occurs, and the traitors take control of the ship, leading to traitor victory.

SPY - An ordinary seaman working for the traitors, the spy has extraordinary perceptive powers inherited from his espionage aboard merchant ships. By spending a night investigating another crew member, he gains sufficient information to deduce their role aboard the ship.
  • Power: Investigation - Visiting another chamber of the ship discreetly, the spy will investigate the member in question and find out his exact role. Counts as a visiting action, but does not trigger self-defense.
  • Power: Follow - Shadows a member of the crew and gains complete knowledge about the nature and targets of his night actions. Counts as a visiting action, but does not trigger self-defense.
  • Power: Mutiny - Is invoked during the day when traitors outnumber other crewsmen. A revolt occurs, and the traitors take control of the ship, leading to traitor victory.




Move Priority Information:
Each action has a "speed" associated with it, to prevent then from conflicting with each other. Actions with the highest speeds occur first. If a player dies, all actions not yet executed by the player are annulled, unless stated otherwise. Actions with the same speeds occur simultaneously.

Night Actions:
  • Speed ∞ - Ghost Hath No Fury [Kill Phase] (Swashbuckler)
  • Speed 10 - Execution (Master), Ambush (Master), Sacrifice (Crewmember), Protect (Master), Snipe (Buccaneer), Follow (Spy), Swordsmanship Mastery (Swashbuckler), Mutual Assured Destruction (Saboteur)
  • Speed 9 - Aid (Doctor), Guard (Quartermaster)
  • Speed 8 - Surveillance (Boatswain), Supervision (Boatswain)
  • Speed 7 - Preach (Chaplain), Interception (Traitor)
  • Speed 6 - Dodge (Crewmember), Evade (Quartermaster), Protect (Quartermaster)
  • Speed 5 - Shadow (Buccaneer), Assassination (Traitor)
  • Speed 4 - Elimination (Traitor)
  • Speed 3 - Reinforcement (Doctor)
  • Speed 2 - Sabotage (Saboteur), Investigation (Spy)
  • Speed 1 - Visit (Crewmember), Sermon (Chaplain), Ghost Hath No Fury [Memory Phase] (Swashbuckler)

Day Actions:
  • Speed 5 - Mutiny (Traitor, Saboteur, Spy)
  • Speed 4 - Coercion (Captain)
  • Speed 3 - Lynching [Vote Phase]
  • Speed 2 - Vengeance (Swashbuckler), Reveal (Master)
  • Speed 1 - Lynching [Kill Phase], Slice 'n' Dice (Captain)


Post has been edited 25 time(s), last time on Jan 8 2011, 11:39 pm by Aristocrat.



None.

Dec 5 2010, 2:46 pm Aristocrat Post #2



Death Note Mafia


Neither of the role sets is set in stone: I will consider any reasonable suggestions for altering role powers or removal/addition of roles.

Member list:
  1. Roy (P)
  2. CecilSunkure (P)
  3. Echo (P)
  4. HCM™LoTu)S (P)
  5. Dem0nS1ayer (P)
  6. DevliN (P)
  7. Raccoon (P)
  8. rayNimagi (P)
  9. ImagoDeo (P)
  10. OlimarandLouie (P)
  11. Phobos (P)
  12. poison_us (P)
  13. [Riney]:] (P)
  14. Jack[RCDF (P)
  15. Changeling (P)
  16. Rammus (P)
  17. Raitaki (P)
  18. EzTerix (P)
  19. StarBlue (P)
  20. Derqua (P)




Post has been edited 51 time(s), last time on Jan 8 2011, 11:38 pm by Aristocrat.



None.

Dec 5 2010, 3:06 pm MadZombie Post #3



piracy mafia should revolve around child pornography, neckbeards, photoshopCS2, and the cyber police.



None.

Dec 5 2010, 4:26 pm The Starport Post #4



ARISTO IS KIRA! :hurr:



Uh, what about just mafia Mafia for a change?



None.

Dec 5 2010, 4:42 pm Aristocrat Post #5



Quote from name:Tuxedo-Templar
ARISTO IS KIRA! :hurr:



Uh, what about just mafia Mafia for a change?

Leeroy already did that; I didn't think it was that interesting.



None.

Dec 5 2010, 6:01 pm Roy Post #6

An artist's depiction of an Extended Unit Death

I haven't watched Death Note, but I've seen One Piece and the first two Pirates of the Caribbean movies, so I'll go with Piracy.

Sign me up, but I might be busy around Christmas time.




Dec 5 2010, 6:34 pm The Starport Post #7



http://www.hulu.com/death-note

Enjoy your ads.



None.

Dec 5 2010, 6:57 pm CecilSunkure Post #8



I'm in!



None.

Dec 5 2010, 7:58 pm Echo Post #9



Sign me up



None.

Dec 5 2010, 8:29 pm Roy Post #10

An artist's depiction of an Extended Unit Death

Quote from name:Tuxedo-Templar
ARISTO IS KIRA! :hurr:
Wing Zero was Kira.

Edit: Looks like this is a Veterans-Only game :awesome:




Dec 5 2010, 9:13 pm LoTu)S Post #11



Quote from Roy
Quote from name:Tuxedo-Templar
ARISTO IS KIRA! :hurr:
Wing Zero was Kira.

Edit: Looks like this is a Veterans-Only game :awesome:

Not anymore :wtfawesome:

Sign me up, i need some entertainment during my vacation.




None.

Dec 5 2010, 11:01 pm Dem0n Post #12

ᕕ( ᐛ )ᕗ

I don't know what either of those two choices are, so I won't vote. Sign me up, however. :D




Dec 5 2010, 11:09 pm DevliN Post #13

OVERWATCH STATUS GO

I'm in!



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 6 2010, 1:59 am Bar Refaeli Post #14



Let's do this shit.



None.

Dec 6 2010, 4:17 am rayNimagi Post #15



I STILL HAVE DIBS ON #7.

Also, I'm in, and I vote for Pirate Mafia.



Win by luck, lose by skill.

Dec 6 2010, 5:22 am ImagoDeo Post #16



I guess I'll do this, but only if it's piracy mafia. Death Note Mafia looks too complicated.

Or maybe it's just because I'm up late... idk...



None.

Dec 7 2010, 12:15 am OlimarandLouie Post #17



Quote from rayNimagi
I STILL HAVE DIBS ON #7.
I STILL HAVE DIBS ON #8.

In



None.

Dec 7 2010, 12:35 am Roy Post #18

An artist's depiction of an Extended Unit Death

Quote from OlimarandLouie
Quote from rayNimagi
I STILL HAVE DIBS ON #7.
I STILL HAVE DIBS ON #8.
Wait a second... My Mafia was #3... This is #1...

Quote from Norm
#3 Roy
#4 Leeroy
#5 Norm
#6 Aristocrat
#7 RayNimagi
#8 Olimar
#9 Azrael

I get to host again after two mafia games :awesome:




Dec 7 2010, 12:50 am LoTu)S Post #19



Quote from Roy
Quote from OlimarandLouie
Quote from rayNimagi
I STILL HAVE DIBS ON #7.
I STILL HAVE DIBS ON #8.
Wait a second... My Mafia was #3... This is #1...

Quote from Norm
#3 Roy
#4 Leeroy
#5 Norm
#6 Aristocrat
#7 RayNimagi
#8 Olimar
#9 Azrael

I get to host again after two mafia games :awesome:

Suuuure :massimo:



None.

Dec 7 2010, 1:04 am Aristocrat Post #20



Quote from Roy
This is #1...

^

EDIT> The way Norm assigned dibs on new Mafia games was unsatisfactory. The tentative schedule as I plan it:

#1 - Me
#2 - rayNimagi
#3 - OlimarandLouie
#4 - LoTu)S
#5 - Dem0nS1ayer
#6 - Me
#7 - poison_us
#8 - ?
#9 - ?
#10 - ?

Call the open slots via PM. You do not need to call it "Aristocrat's Mafia", simply host your own at the time allotted and number it correctly.

Post has been edited 9 time(s), last time on Dec 31 2010, 2:38 am by Aristocrat.



None.

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