This city is afraid of me. I have seen its true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout 'Save us!'... and Gon's Balls will whisper 'First... comes... rock!' Hah!  Made you stare at Naruto's Marshmallow!  Pushing the logo off-center to drive TheOcean insane.  
 
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  #1  
Old 03-14-2011
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Zairak Zairak is offline
 
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Default Mafia:TFG

Mafia: The Forum Game [Beta]
All the fun of the popular party game, without the need for real-life social interaction.

General Overview

Terms:

1. At its core, Mafia is played between two teams; the town and the mafia (i.e. the namesake of the game). Needless to say, the town collective are the protagonists while the mafia are the antagonists.
2. A GM (i.e. Game Master) is a neutral player who, while not a player in the game, is directly involved by moderating and making sure everyone follows the rules.
3. The mafia and the town can be further differentiated by some (not all) members possessing specific, unique abilities; they are referred to as roles. The GM is responsible for assigning roles at the beginning of the game. Not every player will necessarily have a role and no roles are announced at the beginning of the game. A role is only revealed after the respective player has died. More than one of the same role can be in play at the same time. Although roles are normally only revealed once the player has died, this is not always the case.
4. The round is the total length of time it takes for the game to end (i.e. with either side winning). A round is further subdivided into days and nights. A turn is comprised of a day and night phase of the same set. During the day, players are allowed to vote, use their abilities, etc. During the day, players are allowed to vote, use their abilities, etc. During the night, voting is stopped and the only players ‘active’ are the mafia. However, non-Mafia roles can make actions during this time. Days and nights last until the GM officially stops them and posts a summary summarizing the events of that day or night.
5. The recoil is the discussion that proceeds an ended round. Players can post their personal experience of the round, or discuss rule changes.
6. An expansion is an add-on that changes the dynamics of the game significantly; however, it is not a role, but can contain roles. Expansions are used at the GM's discretion and need not be used at all.

Instructions:

The objective of the town is to eliminate all members of the mafia. The objective of the mafia is to outnumber the town (which would, by consequence, allow them to have a voting majority). The difficulty is that the town is unaware of who the mafia is – it could be anyone – but, surely, the mafia co-inhabits the town with its peaceful citizens, blending in and remaining almost unnoticeable. Notably, a legitimate team effort is required on both ends for either side to be successful. The mafia has an advantage, however, since they are aware of each other’s identities. On the other hand, the town has the advantage of numbers, outnumbering the mafia significantly.

During the day, all members of the town (including the mafia members who conceal themselves as innocent townspeople) vote on someone amongst them to lynch (i.e. kill, without trial) in the game thread. This could involve having an open discussion, or voting whatever way you feel like. Be warned that, with the mafia amongst the town, voting in unison with others could be working towards the mafia’s ends; the killing of innocents. At the end of the day, whosoever has the most votes by the end of the day is killed off and their role revealed by the GM in a summative post.

Similarly, during the night, the mafia members themselves have a secret discussion amongst themselves to kill a specific target in the town via PMs. Ultimately, the leader of the mafia, the Godfather, PMs the GM a target after consulting his team. It is highly recommended that mafia members come to an agreement before the PM is made. Mafia members can elect to kill themselves if strategy requires it. The GM ends the night by posting the surely gruesome death of the mafia’s victim in the game thread as a summative post.

Summaries:

As mentioned, the GM will write summative posts, detailing all the events of that turn. For day phase, this includes:
- A descriptive narrative which takes into account every player’s actions and that day’s events
- An abridged list, in point form, detailing the narrative above
- An updated player list, with the deceased marked with [strike] tags

For the night phase, a narrative of the mafia victim’s death and an updated player list is sufficient.

The GM has the authority to fit in a logical sequence of events. For greater flexibility, the GM should fit event occurrence in real-time, allowing for the earliest events requested via PM by players to take priority, if possible. Basically, it’s the GM’s call in how a day plays out. Of course, the GM’s reasoning should be fair and rational.

The Rules:

1. The GM’s decisions are the ultimate level of appeal. Any issues with the GM’s decisions should be discussed via PMs. If you derail the game with arguments, the GM has the authority to kill you. If you must make it public, leave arguments for recoil. The GM further has the authority to override rules and the game timeline to address ambiguities and circumstances where the game breaks, as well as to correct mistakes on his/her part. Additionally, if the GM find unethical or unsportsmanlike behavior, they can force a player to undergo a one game leave, wherein they cannot play for a single Round. This punishment will not be recorded against said player anywhere.
2. When a player dies, said player is eliminated from the game. Ghosts? There’s no such thing as ghosts. Dead players can, however, converse with each other. That is to say, ghosts can post in the threads and make comments, but are not allowed to make any commentary that would influence the game. The GM reserves the right to pass judgment on what does and what does not count as influencing the game. If a dead player is revived, the GM will notify the dead player of the revival.
3. Days should last up to 20-23 hours, and nights should last from 1-4 hours (i.e. both should sum to 24). Nights are truncated in time for the benefit of the town. If the mafia feels that the time offered at night is not sufficient, they can arrange to send in PMs during the day, well in advance, listing a primary victim and substitute victim. In the case that the primary victim is lynched by the town during that day, their night kill defaults to the substitute.
4. If you anticipate being absent for a part of the game, give 24-hour notice. If you anticipate being very inactive, just refrain from signing up. Don’t post that you’re not signing up; not posting at all during sign ups is indicative enough.
5. Only votes in this format Vote: [username] count. If you wish to undo a vote, simply make another post in the format Unvote: [username]. The GM is responsible for tallying votes. Once a majority is reached, voting ends.
6. The mafia comprises of roughly 1/4th of the town. Round up or down, if necessary.
7. It is against the rules to betray your team to the town if you are in the mafia. The only exception to this is the Usurper role and, even then, there are specific conditions to this. However, any non-Mafia role can go corrupt after getting permission from the GM, who will allow or disallow the corruption based on their own judgment regarding the balance of the game. The GM reserves the right to limit or tweak the corrupted role's abilities as they see fit. A corrupted player is not allowed to switch back to their original side.
8. The recoil should, at most, last 3 days.
9. Players are able to reveal their roles to others. However, do this at your own peril.
10. This is a game. It is ran for the enjoyment of the players. As such, try to follow the basic principles of good sportsmanship and refrain from abusing your fellow players. The GM reserves the right to decide what is and what is not bad sportsmanship and abuse.
11. Players are not allowed to speak to the GM in code with the intent to "hide" their actions. They are further disallowed from making official actions via MSN, barring the site itself not working for them. Even in that case, if a relevant role is using an ability on that player at the time of the MSN conversation (i.e., the NSA Agent), a stock PM will be created showing what ability or abilities were used.

Last edited by Zairak; 06-02-2011 at 10:16 PM.
  #2  
Old 03-14-2011
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Roles

The Mafia:

Note: The Godfather role is mandatory. Any other mafia role is optional; it is up to the GM to include or exclude them depending on personal preference. To fill the 1/4th quota, the Goon role should be assigned.

Godfather:
1. The Godfather leads the mafia. As such, he chooses his minions from the player list (i.e. creates his own team) and, in doing so, assigns a second-in-command, third-in-command, etc. If the Godfather is killed, the second-in-command (and so on) is promoted to the Godfather role.
2. The Godfather sends a PM to the GM each night indicating the mafia’s next victim. That player is killed at night’s end. If the Godfather fails to make the PM in a timely fashion, the GM may contact the second-in-command (and so on) for the kill.
3. The Godfather is naturally immune to investigative roles, and shows up as innocent. This is subject to the powers of others, however.
4. When picking their mafia, the Godfather should choose carefully. If the team members are unavailable, the Godfather is unable to action for them. Further, the GM is not required to compel the Mafia members to obey the Godfather, despite the "No betraying unless you are the Usurper" rule. Any infractions will be dealt with after the Round in question.

Cleaner:
1. Up to three times in the round, the Cleaner can PM the GM indicating that he will “clean up” the body after the mafia has claimed its next victim. At night’s end, the mafia’s kill is announced but the town does not learn the victim’s role (if any), the victim shows up as a townsperson.
2. When the Cleaner uses their power on a planned mafia victim, they learn the actual role of that player, even though the town does not.

Extortionist:
1. Every other day, the Extortionist can blackmail and/or intimidate a player.
a) Blackmail; The targeted player cannot use his role.
b) Intimidate; The targeted player cannot post in the thread and, by consequence, vote. If the intimidated player speaks out in the thread, he has a 50% chance of getting killed at day’s end. Any further posts by the target adds 5% to this probability.
2. Either ability can be done in one of two ways. First, the Intimidation can be sent in during the Night Phase and will take effect immediately when the subsequent Day Phase starts. Second, it can be done in the middle of Day Phase, but will not take effect until the GM gets online and makes a post announcing it.
3. Other players are not allowed to post for the Intimidated player.

Con-Man:
1. The Con-Man can guess any player’s role by PMing the GM each turn until he gets a role correct. The player must be alive.
2. Assuming the Con-Man is correct in his guess, his role "activates" and he “steals” that player’s role (i.e., gaining all abilities), while the victim becomes a powerless townsperson. When he steals a role, the Con-Man creates a separate, new instance of it for himself with all abilities "reset". However, if the Con-Man gives up the role and then later reclaims it, his instance of the role will resume from where he last left it.
3. This power is lost if the victim dies, or the Con-Man voluntarily gives up the role.
4. The Con-Man can guess another player's role by voluntarily giving up the stolen role (thereby, returning it to the victim) or if the current victim is killed. The Con-Man cannot hold multiple roles simultaneously.

Kidnapper:
1. During the round, the kidnapper can kidnap one player and hold him/her hostage.
2. The hostage cannot vote or use his/her power in the time that he/she is kidnapped.
3. The ransom note must briefly detail a demand which is reasonable, a judgment the GM must make. If the demand is met or the kidnapper is killed, the hostage is freed, otherwise the hostage is held indefinitely (regardless of day) until either event happens.
4. If the Kidnapper is investigated, the hostage is freed.
5. Stockholm Syndrome: when a player is kidnapped, Stockholm Syndrome goes into effect. After a certain number of Days, as determined by the GM, the player will begin to sympathize with their kidnappers and join the mafia. The number of days is not known to the Mafia until they are informed by the GM that the player has joined them. The player will still appear as kidnapped, but is able to use their role abilities. Even after being released, the person suffering from Stockholm Syndrome will continue to be a part of the mafia. However, their death is not required for a town victory.

Framer:
1. Each day, the Framer can plant incriminating evidence on a player. If that player is investigated, he is determined to be guilty.
2. Any framings done are permanent. They will last the entire Round, barring use of role abilities that would cancel them.

Seductress:
1. Every night, the Seductress "seduces" a target and tells them who to vote for the next day (via the GM).
2. If the target fails to do so, the target dies during the next night phase.

Hitman:
1. The Hitman can try to "focus" on a target for three consecutive day and night phases.The Hitman cannot do anything else (including vote or post) during this time. If the Hitman abandons the target or votes or posts, he/she needs to start over.
2. By the end of the third night, the Hitman can choose to shoot his/her target and make a kill. If the Hitman is targeted during this time by another role (e.g. SS Agent's protection), there is a 50% chance the action will fail.
3. The Hitman can choose to make a fail-proof kill at the expense of becoming a Goon for the rest of the round.

Cold Reader:
1. Upon investigation, the Cold Reader is revealed as the Medium. However, upon death, the Cold Reader's true identity is revealed (unless cleaned).
2. Every other day, the Cold Reader can PM the GM an unrestricted, fake message attributed to a dead player, which the GM posts on the Cold Reader's behalf.

Goon:
1. Like a townsperson, the goon has no special abilities. However, being a member of the mafia, he has equal say in suggesting targets to the Godfather and must be killed for the town to win.

Usurper:
During the Round, any one of the Mafia members can PM the GM, proclaiming their intent to become an Usurper. While loyal to the mafia itself, the Usurper is power-hungry and wants to be the Godfather. If the Usurper can somehow get the Godfather killed, he becomes the new Godfather and can re-establish the hierarchy (i.e., second-in-command, etc.) The GM will then decide whether to validate the Mafia member becoming an Usurper or not. What methods are acceptable to get the Godfather killed should be discussed with the GM.

The Forces of Justice:

Note: The Detective role is mandatory. Any other justice role is optional; it is up to the GM to include or exclude them depending on personal preference.

The Forces of Justice roles can become "corrupt", within certain restrictions, and side with the Mafia. They must PM the GM about it first, so they can stop potential game wrecking.

There is a special move that can be performed by the Justice Roles under certain conditions. It is called Witness Protection.

Witness Protection:
This ability, when used, places one person under protection from both the mafia and town kills until the Justices are either killed or recall the ability. If three of the five Forces of Justice type roles are killed before it is used, the ability is nulled for the entire Round. Once it is used, all Justices must be killed for it to be rendered null.

To utilize this ability, at least three Forces of Justice roles must PM the GM identifying both the other members involved and the player chosen to be protected by the ability.

If a Mafia Member learns of this scheme and sends the GM a PM with the names and roles of all three justice roles involved, as well as the name, but not necessarily the role, of the person being protected, one of the Agents will be killed and the Witness Protection for that Turn will fail. The ability will still be active in future Turns, assuming the Agents involved do not cancel it and the Mafia Member does not find them out again.

Also, once a Witness Protection is enacted, the target of that protection can change. The ability is not revealed publicly upon use.

Finally, the Witness Protection ability cannot be used on any of the Justice type roles directly involved in invoking the Witness Protection ability.

Detective:
1. Each day, the Detective can interrogate a player by PMing the GM the player’s name. The GM returns a ‘guilty’ verdict if said player belongs to the mafia and a ‘innocent’ judgment otherwise. This is not always 100% accurate, though (i.e. the Framer’s ability).

FBI Agent:
1. Every other day, the FBI Agent can learn a player’s role by PMing the GM the player’s name. If said player is in the mafia, he/she is identified as a townsperson.
2. Every other day, the FBI Agent can analyze a dead player’s body by PMing the GM. If a mafia victim is investigated, the FBI Agent learns the role (i.e. undoing the Cleaner’s power) and this will be declared in the player's list. If a lynch victim is investigated, the last player “associated” with the victim (i.e. if a role used an ability on him/her) is identified.

Secret Service Agent:
1. The secret service agent is aware of the Governor’s identity.
2. Each night, the Secret Service Agent can PM the GM a name of a player to protect. If the mafia targets that player, he/she is protected.
3. If the Secret Service Agent chooses to do so, he can prevent a town lynching but his identity is revealed.
4. The Secret Service Agent cannot use his Night Phase role ability to protect himself from the Mafia.

CIA Agent:
1. Every other day, the CIA Agent can ‘arrest’ three players. Any votes or abilities used by said players up to that point are not annulled, but they are inactive for the rest of the day.
2. Every other day, the CIA Agent can set up surveillance targeting a specific player. The CIA Agent learns of any other players that target said player (i.e. use their role powers on him/her) and of any items said player was holding associated with that player’s role (i.e. a gun could be indicative of either mafia or justice alliance). Creativity is encouraged on the part of the GM.

NSA Agent:
1. Every day, the NSA Agent can wire-tap one player. Any PMs sent by said player to the GM are forwarded to the NSA Agent.

Other Roles:

Note: Not all of these roles need to be included. It’s up to the GM’s discretion to use them. If there are more players than roles, then any remaining players are considered townspeople.

Governor:
1. The Governor can PM the GM, requesting that that day’s lynch be stopped, under the following conditions:
a) It is not himself
b) The player has not already been saved by the Governor previously (i.e. this only works once/player)
2. Even if the Governor saves a player once, and they later die and are revived, the Governor is unable to save them again.

Traveling Salesman:
1. Every other day, the Traveling Salesman can leave town on ‘business,’ making him immune to lynching that day and that night’s mafia hit (i.e. The GM doesn’t reveal his identity in the summary).
2. Every day, the Traveling Salesman can ‘sell’ his vote to a player (without the target's agreement), allowing that player to have double-voting power but he becomes unable to vote himself as a consequence. At any day thereafter, he can cash in and have a voting power equal to as many votes he has sold in previous days, however, now his customers will be unable to vote. He can only cash in votes of those players that are still alive. He can restart the cycle again the next day.

Miller:
1. The Miller is a regular townsperson except, upon investigation, he is revealed to be guilty. Upon death, he is revealed just to be a townsperson by the GM. His true identity is only revealed at round end.

Jester:
1. The Jester’s goal is to get lynched. If he succeeds, any players that voted for his lynch can’t vote or use role abilities the next day.

Angel:
1. Once per round, the Angel can opt to ‘switch’ places with the lynched or mafia victim for either the day or night phase, sacrificing himself instead. The Angel cannot be conned by the Con-Man or blackmailed by the Extortionist.

Doctor:
1. Every day, the Doctor can opt to bring the previous night’s mafia victim back to life with a 25% chance of success. If he succeeds, the chances of revival for the next victim drop by 5%.

Lawyer:
1. The Lawyer can represent a player each day.
2. If that player is to be lynched, then he can contest the results. If the number of votes for the Lawyer’s client is at most 5 more than those for the next leading player, that player is lynched instead. Otherwise, he has a 50% chance of successfully transferring the lynch to the next leading player.
3. The player can’t be interrogated (Detective) or arrested (CIA) on that day. These roles can still use their powers on other players, however.

Hider:
1. Every night, the Hider can hide at another player’s house by PMing the GM. In doing so, he is immune from the mafia when targeted, but is also killed if his host is targeted.
2. If the Hider chooses to hide at a mafia member’s home, he is automatically killed.

The Batman:
1. You are required to reveal your role to someone during each day phase by PMing the GM who will pass on your identity to the requested target. In return, the target cannot vote for you throughout the round. If you fail to do so, the GM will give your identity to someone randomly.
2. You are allowed, but not required, to kill a player during each night phase. If your target is not a mafioso, you lose your role and become a townsperson (i.e. losing immunity from the voters you've revealed your identity to). If your target is a mafioso, you keep your abilities.

The Medium:
1. Every other day, the Medium is able to contact a dead player via the GM.
2. The GM can post one message (i.e. max 20 words) in the game thread on behalf of the dead player and credit it to the Medium.

The Rabble-Rouser:
1. Once per round, the Rabble-Rouser can PM the GM to stir the town into a frenzy. Any player who receives 5 or more votes will be lynched at the end of the day phase (this is subject to the power of others however).
2. While the Rabble-Rouser is alive, a random player will receive an extra vote each day. Players are not informed of who has the additional vote.

Girl Scout:
1. The Girl Scout is immune to the Framer.
2. The Girl Scout begins each day with -1 votes to her name.

Townsperson:
1. A townsperson has no special abilities. As a citizen, however, he/she is entitled to voting rights in town lynches.

Last edited by Zairak; 06-02-2011 at 10:15 PM.
  #3  
Old 03-14-2011
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Zairak Zairak is offline
 
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Posts: 5,039
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Expansions:

Siblings/Lovers
In the Siblings expansion, one of the Justices and one of the Mafia members is aware of each others' role and affiliation. It's because they are siblings. The intention is for both of them to survive. If one of them dies, the other commits suicide the next night. The "Lovers" dynamic is basically the same except, instead of a Justice it could be any non-mob role. The Siblings/Lovers win if they are the last two surviving members of the town.

MVP Records:

Round 1:
-To be added-

Round 2:
-Fat1Fared <FOREVER ALONE> Was the last Mafia Member and, in fact, the last living being in the city.

Round 3:
-To be added-

Round 4:
-Underling <Intimidation doesn't last very long; Lenny Wilkens>: Was intimidated but, through his sacrifice, turned the tables on the Extortionist.

Round 5:
-To be added-

Round 6:
-To be added-

Round 7:
-YamiChan <Don't underestimate her> Despite being a new player, was quite influential in uniting and directing the Forces of Justice and town in general against the Mafia.

Fixes:

03/03/2011
- Updated Con Man role and balanced it a bit more.
- Clarification regarding corruption; justice can in fact be corrupted.
- Added in Zairak's name to the bottom of first post.

03/14/2011
- Added in clarification about dead players; they can converse about the game with other dead players, but not alive players.

03/26/2011
- Added in the original description for the Witness Protection ability.

04/05/2011
- Added in an MVP List

04/25/2011
- Added in a note clarifying that players are, in fact, allowed to reveal their roles to each other.

5/17/2011
-The Usurper role was changed; The Usurper will no longer be randomly assigned by the GM. Instead, this "role" can be taken on by any mob member, excluding the current Godfather, of their own will. That is, any mafia member can become an "Usurper" and try to get the old Godfather killed and take over themselves. The mafia member must first PM the GM asking permission. Credited to OverMind.

5/23/2011
-Added in a fix to the Secret Service Agent; he can no longer protect himself from the mafia kill. Credited to Ishikawa Oshro.
-The Batman role was added in to the role repository. Credited to OverMind.
-A new facet of the Kidnapper's ability, Stockholm Syndrome, was added into the role description. Credited to OverMind and Fenrir502.
-The Intimidation ability of the Extortionist was altered slightly to allow the Extortionist to make their Intimidation during the Night Phase, making the Intimidation take effect immediately upon the subsequent Day Phase. Further, though the Extortionist retains their ability to make an intimidation during a Day Phase, it will not count until the GM gets online and announces it in thread. Finally, the Intimidated player cannot have other players post for them. Credited to OverMind.
-Added in a stipulation to Point 3 of the "Terms" section that more than one of the same role may be in play and that, although roles are normally only revealed once the player has died, this is not always the case.
-Made a correction in Point 4 of the "Terms" section of the rules; only voting is stopped; non-mob roles can technically be active.
-Added in stipulation to Point 2 of the "Rules" section that ghosts, while allowed to make commentary, are prohibited from influencing the game.
-Added in a stipulation to Point 7 of the "Rules" section that any non-Mafia role can go corrupt but needs to get permission from the GM before doing so. Further, a corrupt player, when investigated, will show up as guilty and will in general behave as if a mafia member had been investigated. The GM will make a judgment as to whether to allow the corruption based on the balance of the Round and has the authority to limit or tweak the role of the corrupted player as they see fit. Finally, a corrupted player cannot switch back to their originating side. Credited to Fat1Fared and animex75.
-The Role of the Cleaner was updated; they now learn the role of the player they clean, even though the town may not. Credited to YamiChan.
-Cleaner was updated; the person cleaned will be revealed as a Townsperson, as opposed to not having any role revealed. Credited to YamiChan.
-An udpate was applied to the role description of the Framer; when a person is framed, they will show up as guilty for the rest of the Round. The effect is permanent.
-An update was made to the Godfather role description; the Godfather should pick their team very carefully as the Godfather will no longer be allowed to action on behalf of their team. Further, try to pick people you can actually work with on any reasonable terms.
-An update was applied to the Witness Protection ability; the Witness Protection cannot be used on any of the Justice Roles currently instigating this ability. Credited to animex75.
-Added in a statement to "The Rules", Point 10, encouraging good sportsmanship and avoiding "abuse"; the GM reserves the right to pass judgment on what is or is not abuse. Credited to YamiChan.
-A stipulation was added to the Governor role; if the Governor has saved a person from the lynching before then, even if they are killed and revived later, the Governor is still unable to save them again.
-Point 1 of "The Rules" section was updated with a clarification; the GM, as an unbiased moderator, is allowed to override rules and the game timeline to address ambiguities and circumstances where the game breaks and to correct mistakes on his/her part.
-The role description of the FBI Agent has been updated; when their second ability is used, any dead players analyzed and found to be cleaned result in the relevant End-of-Turn Summaries listing the correct role instead of "Townsperson".
-An addendum was added in to the "The Rules" section, Point 11, wherein players cannot speak in code to the GM in PMs, nor make official actions via MSN, barring the site itself not working for them. In the case of an NSA Agent watching the person actioning on MSN, a PM will be created for them containing the base action made, not an excerpt of the MSN conversation.
-An addendum was added to Point 1 in "The Rules" wherein, if the GM finds unethical or unsportsmanlike behavior, they have the authority to force the player to undergo a one game leave. This will not be recorded against a player anywhere.
-Update was made to the Extortionist; replaced "or" with "and/or" in "1. Every other day, the Extortionist can blackmail or intimidate a player." Credited to Underling.
-Clarification was added to Point 2 of the The Rules section; dead players, when revived, are to be notified by the GM.

5/24/2011
-Corrected a typo in Point 2 of the The Rules Section regarding Ghosts and whether they can post or not. Typo discovery credited to YamiChan.

06/02/2011
-Updated terms section; properly defined "turn" in Point 4.
-Wording of the Con-Man was refined and streamlined. Credited to OverMind.
-Batman (na-na-na-na) description was reworded and slightly modified; RNG function was added to Point 1 of the role description. Credited to Ishikawa Oshro.
-Extortionist description was modified and reworded for clarity; an additional 5% chance to die will be added for each additional post made by the Intimidated player. Credited to Mystical and TheOcean.
-New section was added titled "Expansions"; this section is generally composed of add-ons to the game. These are usually unique game dynamics and may or may not be in play in any given Round.
-Siblings/Lovers add-on was added to the Expansions section. Credited to OverMind and 0mnislash17.
-New Mafia role was added: Seductress. Credited to OverMind.
-New Mafia role was added: Hitman. Credited to OverMind and Fat1Fared.
-New Mafia role was added: The Cold Reader. Credited to Underling.
-New Other role was added: The Medium. Credited to AsterGray.
-New Other role was added: The Rabble-Rouser. Credited to killshot.
-New Other role was added: Girl-Scout. Credited to Fenrir502.
-Wording and spelling of Traveling Salesman role was updated; slight clarification to Point 2. Credited to HolyShadow.
-The "The Rules" section, Point 6, was updated; The Mafia still comprises roughly 1/4 of the town. However, the GM can now choose to round the number of Mafia up or down as necessary. Credited to Fat1Fared.

© Copyright, Zairak, AsteriskRocks & OverMind

Last edited by Zairak; 06-02-2011 at 10:32 PM.
  #4  
Old 03-14-2011
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Okay, so three comments made in three days of Recoil. Eh.

The only thing I am changing for the next Round is a clarification of whether or not dead players can converse about the game with other dead players. Which, they can.

Sign Ups start now.
  #5  
Old 03-14-2011
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i sign up
  #6  
Old 03-14-2011
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I'll sign up.
  #7  
Old 03-14-2011
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sign up
  #8  
Old 03-14-2011
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sign up
  #9  
Old 03-14-2011
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I sign up
  #10  
Old 03-14-2011
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I sign up.
  #11  
Old 03-14-2011
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I SIGN UP

Reading the rules is optional, right?
  #12  
Old 03-14-2011
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  #13  
Old 03-14-2011
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I obey underling this round.....lead us oh god of errrrr underlings....wait what
  #14  
Old 03-14-2011
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I sign up
  #15  
Old 03-14-2011
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  #16  
Old 03-14-2011
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I sign up
someday i will get how to play this
  #17  
Old 03-14-2011
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Sign Ups will continue until sometime Wednesday night.
  #18  
Old 03-15-2011
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Sign up.
  #19  
Old 03-16-2011
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Sign Ups End.

Here is a player list:

Quote:
Sign Up List:
1. bakurachick
2. OverMind
3. Ninjasplaycardgames2
4. Fat1Fared
5. Fenrir502
6. killshot
7. Underling
8. grimfang999
9. kudos
10. Ishikawa Oshro
11. yamiangie
12. 0mnislash17
13. animex75
As there are 13 players, there will be 3 Mafia members; the Godfather and two cronies.

Roles will be passed out and the Round will start after I receive the Mafia choices.

Last edited by Zairak; 03-17-2011 at 10:11 PM.
  #20  
Old 03-18-2011
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In a bar...

Tables are scattered all around the bar, filled here and there with people. An aging man walks back and forth behind the counter, serving up various spirits. At a corner table sits a young couple, seemingly out of place in this place. At a query from the lady, the man leans over, grabs a bag and takes a laptop out of it, opening said laptop on the table. In moments, he has the site up and is searching for the local movie theatre schedule.

As he is browsing, he is suddenly redirected. As his brow curls in rage, an image appears over the webpage. It appears to be an angry yet well dressed Italian sits on a very nice chair. Suddenly, the figure lifts the cane in his right hand and seems to point it toward the young man. The couple have but a couple seconds to look confused before the laptop explodes, killing both of them.

Quote:
Sign Up List: 13
1. bakurachick
2. OverMind
3. Ninjasplaycardgames2
4. Fat1Fared
5. Fenrir502
6. killshot
7. Underling
8. grimfang999
9. kudos
10. Ishikawa Oshro
11. yamiangie
12. 0mnislash17
13. animex75
All your roles have been passed out. If you did not receive one, tell me. There are, again, 3 Mafia members this Round including the Godfather.

Day Phase will end at 8 P.M. EST. Night Phase will end at 9 P.M. EST.

With that, Round 4 Start.
  #21  
Old 03-18-2011
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Vote: grimfang
  #22  
Old 03-18-2011
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I'm going to Vote: bakurachick.

grimfang's a good guy, and definitely not a mafia member. That's ridiculous.
  #23  
Old 03-18-2011
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im not mafia either. i'll change my vote if you change yours ^_^

Last edited by bakurachick; 03-18-2011 at 10:18 PM.
  #24  
Old 03-18-2011
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In that case ...

Unvote: bakurachick
Vote: yamiangie

I'm definitely not voting for her just to continue the trend of making her die again first in the game, therefore, making her kind of like the new dixonij of Mafia:TFG. That is definitely not my intention. And, furthermore, elaborating on this non-existent intention is not yet another ploy to get everyone to laugh and vote for her for the lulz.
  #25  
Old 03-18-2011
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unvote: grimfang

vote: animex
  #26  
Old 03-18-2011
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OK, well... now I've read some of the rules...

Vote: OverMind
  #27  
Old 03-19-2011
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i was the stupid one to bandwagon myself last round.
Vote:Kudos
  #28  
Old 03-19-2011
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Vote: [Overmind]

He's a smart one, plus he's acting suspicious
  #29  
Old 03-19-2011
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Who am I to argue with Mr.Underlingalingaling?

vote: Overmind
  #30  
Old 03-19-2011
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Oh yeah, now I remember... OverMind was pretty smart wasn't he...

Aww shit... unvoting like the Fist of the North Star.


Unvote: OverMind
Vote: kudos
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