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Mafia

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game 11 night 0 the town is tired

Posted August 31, 2012 by MajorasMask9

NIGHT ZERO

Welcome and good night! How sad it is that you all decided to start your adventure in such a tired state. Anyway, here is the list of players and roles for Game 11:

1. White Thunder
2. `Roxas`
3. white lancer
4. Zanic
5. Feral
6. Shad~
7. CtR Black
8. Frustro
9. Female Alpha Wolf
10. #85
11. Serpe
12. Xhin
13. Jo Nathan
14. hezekiah
15. Trever Leingod
16. Count Dooku
17. chiefsonny
18. Redack
19. Kassie the Eevee

Ratio: 4-13 (2)

Roles: Ninja, Silencer, Hooker, Newcomer
Watcher, Tracker, Special Club Member x2, Nurse, Sheriff, Sleepwalker x3, Townie x4
Prosecutor, Defense Attorney.

I apologize for the amount of new roles, but I'm hoping it won't end up too confusing. It hopefully won't be too bad seeing as a lot of them are very similar to roles we've seen in previous games. This game focuses a lot more on the "visiting" aspect of the game than past ones. Visiting takes place any time a role interacts with another person. For example, if the Silencer chooses to silence someone, they are visiting that person. Here are the role explanations:

          ---------
      THE TOWN
          ---------

Watcher: Every night, the Watcher picks one person. At the end of the night round, the Watcher will receive a list of any other players who visited their target. The Watcher will appear as visiting their target.

Tracker: Similar to the Watcher, the Tracker picks one person during the night round. At the end of the night round, the Tracker receives the name of the player who their target visited that night, if anyone. The Tracker will appear as visiting their target.

Special Club Members: These guys are so special, they have their own Special Club! Wow! Bet you guys that aren't in the club are feeling left out right about now, huh? These guys know each other's identities and can talk to each other in their own thread. They're pretty similar to the "Lovers" from a few games back, but they won't kill themselves if the other members die. These guys are so special, they're the only ones eligible to join the club; they can't recruit new members. At the start of the game, I will pick one of the club members at random, and then every night the other members will appear as visiting that member. If any Special Club Members die, the Club is closed as the rest mourn for the loss of their comrade.

Nurse: Similar to the "Doctor" of previous games, the Nurse can choose to protect one person from death each night. However, the person that's protected will also be roleblocked--they won't be able to use any of their actions that night--so be careful!! The nurse cannot protect themself.

Sheriff: Similar to the "Vigilante" of previous games, the Sheriff has a gun. The Sheriff can choose to use their gun only ONCE during the entire game. The catch is, the shot must take place sometime during a day round, and once the person is shot, the Sheriff's identity will be revealed to everyone. The Sheriff's shooting will be revealed to the town as a message by the Host. The Sheriff has no night actions and visits no one.

Sleepwalker: This person will appear as a normal Townie to themself, but unbeknownst to them, they actually have a terrible sleepwalking problem. Every night, the Sleepwalker will unknowingly visit another player at random. They won't do anything, but this will show up in Watcher/Tracker reports. Upon their death, they will still show up as a Townie.

         ----------
      THE MAFIA
         ----------

The Silencer makes a return after a brief disappearance. I can already sense the disappointment in all of you town-sided players. The Silencer picks one player at night. That player will not be allowed to talk in the next Day round.

The Hooker returns this game as well, but for some reason was never added to the document of Role Descriptions up top! Every night, the Hooker can choose to visit one person. What exactly are they doing?? Whatever it is, the person they visit will be too distracted to use their night actions that night. The Hooker cannot visit the same person two nights in a row.

Ninja: This stealthy assassin doesn't do anything overly special at night, but if this guy is the first person to vote for the mafia's night kill target, the kill won't be detected by the Watcher or Tracker.

Newcomer: This bad guy heard about the mafia coming to town and wants in. Unfortunately, the Newcomer has no idea who the mafia are! Every night, the Newcomer can visit one person. If that person is a member of the mafia, the Newcomer becomes a Mafioso, joining the rest of the mafia. Even if the Newcomer never joins up with the mafia, he/she is still considered mafia and will win with the mafia. The Newcomer is not allowed to kill on his/her own. The mafia will not know the identity of the Newcomer until the Newcomer finds them. The town will not be told if the Newcomer meets up with the mafia.

         ----------------
   THE YELLOW GUYS
         ----------------

Prosecutor: At the start of the game, the Prosecutor is given the name of a player picked at random by the host. In a nutshell, the Prosecutor will want this person lynched. If this person is lynched, the Prosecutor will gain 2 additional player points on top of any other points they win by the end of the game. Two! However, if their target ends up dying from a mafia kill, they won't get any bonus points. The Prosecutor is considered to “win” if they are alive at the game's end and their target is dead. The Prosecutor has no night actions and visits no one.

Defense Attorney: At the start of the game, the Defense Attorney is given the name of a player picked at random by the host. That person is the Attorney's client. In a nutshell, the Defense Attorney does not want their client lynched. If the Defense Attorney's client is lynched while the Defense Attorney is still alive, the Attorney will automatically receive a maximum of 0 player points at the end of the game. If the Attorney's client is lynched AFTER the Defense Attorney dies, the Attorney will not be penalized. The Defense Attorney is considered to "win" if either the Attorney OR their client is alive when the game reaches its end. If by the end of the game, the Defense Attorney AND their Client are alive, the Attorney will receive 1 bonus point on top of their winning-team points. The client will initially not be told that they have an attorney, but the attorney can feel free to tell them if they wish via the GTX0 Notifications feature or other means.

--------------------
Various notes of interest:

-The person picked for the Prosecutor and Defense Attorney can be anyone; it's not just limited to town-sided players.
-When the Newcomer dies, their role will appear as "Newcomer." It will not be revealed whether or not they did meet up with the mafia.
-Hooker has priority over the Nurse. If they both target each other, the Nurse will be the one that is roleblocked.
-The mafia's night kill can be prevented if the first mafia member to vote for their target is roleblocked.
-Roleblocking will only prevent night actions for roles that have to actually choose a target in the night. So if a Sleepwalker gets roleblocked, they will still visit a random player.
--------------------

Since this is Night 0, all roles with night actions will need to confirm their actions, but the mafia will not kill anyone. They can silence and roleblock if they wish, though. Dead Talk is off, Night talk is off.

HAVE FUN, SEE YOU ALL IN THE MORNING.

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