Travel to the Korprulu Sector and be a part of the never-ending war between the Terran and Zerg. Players land in Augustgrad, capital of Korhal and home of the Terran Dominion. Dead bodies turn up, and players become suspects. If the townspeople (terran) lynch all of the mafia, then they win. If the mafia (zerg) kills all townspeople, then they infest the city, eventually infesting the entire planet.
THE STORY SO FAR...
The zerg have broken through the Dominion's defenses and landed on Korhal. Mengsk is focused more on catching Raynor than dealing with the infestation that's on his doorstep. He's taken all his troops and positioned them at military bases and intelligence centers, preparing for an attack from Raynor's Raiders, leaving Augustgrad completely open to the zerg. Everyone knows that citizens have already been infested, but the questions is, who are they? As Mengsk ignorantly focuses on Raynor and leaves his capital city open for attack, groups of civilians and ex-Dominion soldiers suit up for an attack on the zerg. They're going to have to be strategic, using all their knowledge and abilities to slowly find each infested citizen take them out one-by-one, rather than risking a suicidal head-on assault. Can they stop the zerg, ironically keeping Megnsk's power safe in the process, or will they fail, leaving everything to death and destruction?
The zerg have broken through the Dominion's defenses and landed on Korhal. Mengsk is focused more on catching Raynor than dealing with the infestation that's on his doorstep. He's taken all his troops and positioned them at military bases and intelligence centers, preparing for an attack from Raynor's Raiders, leaving Augustgrad completely open to the zerg. Everyone knows that citizens have already been infested, but the questions is, who are they? As Mengsk ignorantly focuses on Raynor and leaves his capital city open for attack, groups of civilians and ex-Dominion soldiers suit up for an attack on the zerg. They're going to have to be strategic, using all their knowledge and abilities to slowly find each infested citizen take them out one-by-one, rather than risking a suicidal head-on assault. Can they stop the zerg, ironically keeping Megnsk's power safe in the process, or will they fail, leaving everything to death and destruction?
*** NEWS ***
GAME OVER! TOWN VICTORY!
Day -3
Day -2
Day -1
Day 0
Night 1
Day 1
Night 2
Day 2
Night 3
Day 3
Night 4
Day 4
Night 5
Day 5
GAME OVER! TOWN VICTORY!
Day -3
Day -2
Day -1
Day 0
Night 1
Day 1
Night 2
Day 2
Night 3
Day 3
Night 4
Day 4
Night 5
Day 5
*** RULES ***
- Players get roles right before game starts.
- Roles will be assigned randomly via random.org.
- Mafia know mafia. Townspeople don't know anything.
- The game revolves between day and night (game time, not real time). The introduction is a general overview of what has happened thus far. The actual game begins that night. I will control the day and night cycles.
- Players can talk to each other, formulate strategies, conspire against others, and many other things.
- Dead players and people who aren't playing can post in the thread, but they cannot post clues against people who are still playing. Obviously I cannot control this, but I'm trusting you guys to be good sports.
- Players cannot post PMs, screen shots, or anything that blatantly exposes another player's role. Again, I cannot control this, especially if it is done via PM, but I hope you guys will abide by the rules.
- All actions occur at night. In order to use a special ability, PM me telling me what you want to do. They must be by PM; don't send me something via MSN to try to fool everyone else of your "last online" status. >:O
ex. For townspeople, a PM would look like this:
Quote
Night action: dodge
ex. For mafia, a PM would look like this:
Quote
Infest – [player]
Actions will be counted in the following order:
- Mafia spells (psionic hold, mind control, etc)
- Protection, dodge, burrow, all other non-hit actions
- Night hits (mafia)
- Night hits (townspeople)
- Investigations
*** DAY ***
- All players meet during the day and participate in a town meeting. The players can analyze clues, accuse others, or plead their innocence.
- All players must vote in order for a lynch to occur. If one player remains afk, I will set a deadline for the votes.
- Players can choose to not vote. To do this, say that you abstain.
- All votes/abstains must be in the thread. Any votes/abstains that occur via PM will not be accounted for. To make it easy, please post your vote in this form: "I vote [name]", preferably in a large/noticeable font.
- If there is a tie, all tied persons will be lynched.
- You can change your vote as many times as you want until the day is over.
*** HOW TO WIN ***
- If the townspeople kill all mafia members, they win.
- If the mafia members kill all townspeople, they win.
- If there are less townspeople than mafia members, and the Science Vessel, Ghost, and Raynor are all dead, mafia wins.
- If there is one townsperson and one mafia member, mafia wins.
*** SIGNING UP ***
- Post a reply in this topic saying that you want to play.
- Participants may not change their avatars after they sign up. The avatar you have when you sign up for the game will be the one used for the game. Any changes made after the game starts will result in an immediate death. Since not all participants have signatures, they will not be used as hints.
- Do not play if you will be busy or have plans over the next couple of days.
- Please don't sign up if all you intend to do is ruin the game for others.
- By signing up, you agree that you have read the rules and understand how to play.
- Currently, there is no limit on how many players can play. I'll keep the goal at 20 (hopefully we'll get that many), but more are welcome to play. If we cannot get 20 players, I will lower the number in order to start the game quicker.
*** PARTICIPANTS ***
1.
Quote from Roy
DEAD
Quote from Raitaki
Quote from rayNimagi
DEAD
Quote from OlimarandLouie
Quote from DevliN
Quote from Wing Zero
Quote from Voyager7456
Quote from lil-Inferno
DEAD
Quote from name:Raccoon
DEAD
Quote from poison_us
DEAD
Quote from Observer12425
DEAD
Quote from Derqua
Quote from Echo
DEAD
Quote from Riney
DEAD
Quote from Apos
DEAD
Quote from SiberianTiger
DEAD
Quote from Tempz
DEAD
Quote from NudeRaider
DEAD
PM me or post in the topic if you are confused about something.
*** ROLES ***
- = Townsperson Roles = -
Civilian – The good guys. They want the Zerg to die.
Special ability:
Dodge – Allows player to dodge a night hit that has been placed on them; may be used once per game.
Medic – Town-aligned; plays the “doctor” role. Protects players from night hits.
Special ability:
Protect – Protects a player from a night hit; may be used once per night.
Restore - The Medic removes any restrictions placed on a player; may be used once per night. **Note** Restore does NOT protect against a night hit. You will need to protect a player for that.
Science Vessel – Plays the “detective” role; can investigate one player once per night.
Special ability:
Investigate – Reveals a player’s alignment; may be used once per night.
Irradiate – Poisons a player in a cloud of fatal toxin; after 3 nights, the inflicted player dies. May be used once per game.
James Raynor – Once a Marshall of the Confederacy, Raynor is now an outlaw, trying in everyway possible to end Mengsk’s rule over the Terran worlds. With the Dominion acting as though there is nothing wrong, Raynor takes matters into his own hands; plays the “vigilante” role. Town aligned.
Special ability:
Hit – Kills one person at night; may be used once per night.
Ghost – Need an exterminator? Can cloak and shoot from long distances.
Special ability:
Cloak – Protects the player from a night hit; can be used once every other night.
Sniper Shot – Kills a player, even if they are being protected (dodge, protect, burrow, etc); can be used once per game. Has a 50% chance of hitting. If it misses, the player can have another chance to use it.
**Note** It takes the ghost's energy a whole day/night to recharge, so he can only use his abilities every other night, regardless of which ability he used the previous night.
Valerian Mengsk - Son of Arcturus Mengsk. Wants to defeat the zerg so that he can prove that he is ready to take his father's place as Emperor of the Dominion. Becomes allies with rebels.
Special abilities:
Flank - Valerian sends his men to flank the zerg forces. Causes the zerg to become distracted. All mafia actions this night are negated. Can be used once per game.
Dark Templar – Wields psionic powers; needed in order to lynch Cerebrates.
Special ability:
Dodge - Allows player to dodge a night hit that has been placed on them; may be used once per game.
Void Prism – Traps one player in a psionic “prison”; affected player cannot use any abilities for that night; may be used once per game.
- = Mafia Roles = -
Queen – Standard mafia. Infests one person per night (unless they are being protected), killing them in the process.
Special ability:
Infest – Kills one person at night; may be used once per night.
Cerebrate – Agent of the Overmind. Can only be lynched if a Dark Templar is part of the votes against the person.
Special abilities:
Psionic Hold – Uses psionic powers to target a player. That player cannot use his/her abilities for that night; may be used once per night.
Lurker – Stealth killer; must be burrowed to kill someone.
Special ability:
Burrow – Can be used as a dodge or attack preparation; may be used once per night.
Hit – Kills one player. Must be burrowed before this action can be used. After this action is used, the Lurker unburrows.
Overmind – Eternal leader of the swarm; can control others.
Special abilities:
Mind control – Establishes a psionic connection with another player, allowing the Overmind to use one of his/her power; can be used once per game.
Infested Terran – An infested civilian. Can't do anything but blow itself up.
Special abilities:
Suicide – Targets one player and kills him, along with himself. Any players visiting the Infested Terran that night will also die.
Burrow – Allows the player to dodge a hit placed on him/her; may be used once per game.
- = Third-Party Roles = -
Mercenary - This immoral and unethical veteran will do anything to get the job done... as long as it involves cash. Can join whichever side he wants to. **Note** The Mercenary must PM me stating which side he has joined.
Special abilities:
Payday - The Mercenary earns 10 credits each time a player of the opposite team is killed/lynched; used passively.
Extra Life - The Mercenary spends 30 credits to buy an extra night life. Can be used whenever the Mercenary has at least 30 credits.
Amnesiac - The Amnesiac can never remember what his purpose in life is. Therefore, he cheats the system by claiming a false identity of a deceased citizen.
Special Abilities:
Claim Role - The Amnesiac claims the role of a dead player. Can be used once per game.
*** LIST OF MAFIA HOSTERS ***
#5 - LoTu)S
#6 - poison_us
#7 - Raitaki
#8 - OlimarAndLouie
#9 - DevliN
#5 - LoTu)S
#6 - poison_us
#7 - Raitaki
#8 - OlimarAndLouie
#9 - DevliN
Credit: Dimma Davidoff at the Psychological Department of Moscow State University, for creating the game in the spring of 1986.
Hajjhowe & Triple 6 @ PWA message board.
ToA for bringing mafia to SEN and Maplantis.
Dapperdan for major help along the way.
Mini Moose 2707 for hosting a lot of mafia games at SEN and being a major contributor to the development of the mafia game tradition here, as well as coming up with most of these neat roles.
Anyone else who ever or helped to run Mafia games on SEN.
www.random.org for role randomization.
Post has been edited 73 time(s), last time on May 31 2011, 12:39 am by Dem0nS1ayer.