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plasmid

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Jan 23 2017, 11:33 PM
Wincon: Insurmountable majority
Group NK or RID attempt on 2 players which is unsavable and works against the Ghost. Both RIDs must be correct or both will fail. The NK or RIDs may target a dead player as Phoenix.
Nullifier - name player A and player B. If player A attempts to act on player B, their action will fail. Specifics for certain roles are:
- The spy that goes "beep" will get "no beep" if you name any of the three targets, even if he acts on Superbeeper.
- If A is Ghost and B is Ghost's target then Ghost's ability fails and he can be acted upon; if A is Ghost and B is not Ghost's target then the nullification attempt is essentially redirected so Ghost's target becomes player A of the nullification attempt.
- Can prevent the Phoenix from redirecting a vote the next day if A is Phoenix and B is either the player whose vote is being redirected or the player the vote is being redirected to.
- Doesn't do squat to the Superbeeper.
- Can prevent Not blind guy from being told anything if you name A as Not blind guy and B as someone other than yourself who acts on him.
- Can prevent Heir from inheriting a role and make him wait to inherit from the next goodie that dies.
Tiebreaker - your target's vote counts x 0.5 or x 1.5.
Elvis - if you're not the last living baddie you may fake your own death in the NP and retain BTSC and secretly vote unless killed by the Private eye. You may publicly revive at any time, and will auto-revive if you're the last baddie.


Wincon: Eliminate baddies
Private eye - kill & role spy, both on the same target. May act on dead players to kill Elvis or Phoenix, but will not learn roles of players who appeared to be dead before the night started. The baddie base of operations happens to be right next to the graveyard, so if the Private eye tries to kill a player who was truly dead before the night phase (not just a fake-dead Elvis) then the Private eye's ID will be revealed to the baddies.
Spy that goes "beep" - name three living players excluding self, and get a "beep" if exactly one is baddie or any of them are the Superbeeper.
Ghost - any action aimed at you will pass through you and be performed on your target. You are only killable with RID, lynch, or Nullifier + kill.
Spotlighter - your target is protected from any kills at night (except RID) and all votes against them the next day count double. Cannot target self.
Phoenix - initially vanilla. If you die you can't post anymore but can redirect votes unless you're killed again by the baddies or Private eye (obviously no ghosties until then). You appear as baddie if lynched.
Superbeeper - if you are successfully targeted by the spy that goes "beep", he will go "beep" regardless of who else gets spied. You're also unlynchable.
Not blind guy - at the end of the day phase, you're told the names of all players who targeted and/or acted on you that night and day, including Ghost if he targeted you, anyone who targeted Ghost and ended up acting on you, and Phoenix if he's dead and acted on you. You will only see the Nullifier if you are his player A, and only see Phoenix if your vote is the one being redirected.
Heir - inherit the role of the first goodie that dies. You may be RID killed as either the inherited role or "Heir" after you inherit.


NP shows: Deaths, excluding second kills on Elvis or Phoenix. Will not distinguish between RIDs, normal NKs, or Private eye kills.
DP shows: Faction of the lynched player if a lynch occurs.
PMs will say:
- Success or failure for the Nullifier, result is sent at the end of the day phase (because Phoenix, Not blind guy being acted on by Elvis, and Heir might only kick in during the day)
- Role spy results for the Private eye only if the kill succeeded, and not on an already "dead" Elvis or Phoenix
- Only "beep" or "no beep" for the Spy that goes "beep", without disclosure of success or failure
- List of players for the Not blind guy; will get an empty list if the Nullifier nullifies him
- Which role the Heir inherits

Tie lynch rules: Tied player with the most votes in all previous phases dies. If still tied, no one dies.
Dec 29 2016, 07:07 PM
I might want to hold off on Dungeons & Mafia so this'll probably be my next one.

Wincon: Insurmountable majority
Group NK or RID attempt on 2 players which is unsavable and works against the Ghost. Both RIDs must be correct or both will fail.
Nullifier - name player A and player B. If player A attempts to act on player B, their action will fail. The spy that goes "beep" will get "no beep" if you name any of the three targets. If A is Ghost and B is Ghost's target then Ghost's ability fails and he can be acted upon; if A is Ghost and B is not Ghost's target then the nullification attempt is essentially redirected so Ghost's target becomes player A of the attempt. Can prevent the Phoenix from redirecting a vote the next day. Can prevent Not blind guy from being told anything if you name A as Not blind guy and B as someone other than yourself who acts on him.
Tiebreaker - your target's vote counts x 0.5 or x 1.5.
Elvis - if you're not the last living baddie you may fake your own death in the NP and retain BTSC and secretly vote unless killed by the Private eye. You may publicly revive at any time, and will auto-revive if you're the last baddie.


Wincon: Eliminate baddies
Private eye - kill & role spy, both on the same target. May act on dead players to kill Elvis or Phoenix, but will not learn dead players' roles.
Spy that goes "beep" - name three living players excluding self, and get a "beep" if exactly one is baddie.
Ghost - any action aimed at you will pass through you and be performed on your target. You are only killable with RID, lynch, or Nullifier + kill.
Spotlighter - your target is protected from any kills at night (except RID) and all votes against them the next day count double. Cannot target self.
Phoenix - initially vanilla. If you die you can't post anymore but can redirect votes unless you're killed again by the Private eye (obviously no ghosties until then). You appear as baddie if lynched.
Superbeeper - if you are successfully targeted by the spy that goes "beep", he will go "beep" regardless of who else gets spied. You're also unlynchable.
Not blind guy - at the end of the day phase, you're told the names of all players who targeted and/or acted on you that night and day, including Ghost if he targeted you, anyone who targeted Ghost and ended up acting on you, and Phoenix if he's dead and acted on you.
Heir - inherit the role of the first goodie that dies. You may be RID killed as either the inherited role or "Heir" after you inherit.


NP shows: Deaths, excluding second kills on Elvis or Phoenix. Will not distinguish between RIDs, normal NKs, or Private eye kills.
DP shows: Faction of the lynched player if a lynch occurs.
PMs will say:
- Success or failure for the Nullifier
- Role spy results for the Private eye only if the kill succeeded, and not on already "dead" Elvis or Phoenix
- Only "beep" or "no beep" for the Spy that goes "beep", without disclosure of success or failure
- List of players for the Not blind guy; will get an empty list if the Nullifier nullifies him
- Which role the Heir inherits

Tie lynch rules: Tied player with the most votes in all previous phases dies. If still tied, no one dies.


Couldn't tell if it's balanced with the BrandonB weightings http://mafiamaniac.org/smile/shrug.gif
Sep 17 2016, 11:00 PM
Factions and wincons
There are five factions with two players per faction if at least 10 people sign up and three players per faction if at least 15 sign up. Draw a pentagon with a faction name at each vertex and each faction's wincon is to outlive the towers of the two neighboring factions. Each faction owns a tower with 7 HP, if the tower falls then the faction loses and anyone still left alive in that faction leaves the game. If all players in a faction die then their tower crumbles.

Abilities
Players will be told their role name and their faction at the start of the game, their abilities will depend on which class they select. During the first phase after the game starts (which will be at least 48 hours so people can get their acts together), players can pick one of the classes listed below and get the corresponding abilities, as well as the abilities even further down that are available to anyone in any class. Every player can use their Strike ability once per phase without costing any MP. Other actions can be used if you have enough MP and the same ability can be used multiple times on different targets if you have enough MP. Players will die if their HP is zero or less at the end of a phase without regard to order of actions (that is, if someone has 2 HP and gets hit for 3 damage and gets healed for 2 HP all in the same phase then they will survive to the next phase with 1 HP). Similarly, HP is capped at the starting HP of your current class and any HP above that will be lost when you enter the next phase. MP is gained at the end of each phase and unused MP from each phase is carried over to the following phase.

Towers
Each tower starts the game with 7 HP and can be targeted with Strikes and most other actions unless stated otherwise. Players can hide in their faction's tower so any damage that would have happened to them will instead happen to their tower, can guard a tower (either their own or another factions') to absorb any damage that would have happened to their tower, and can target towers with their actions. Each tower has archers that will fire to inflict one point of damage in retaliation for every damaging action aimed at the tower (this is explained in more detail in the Order of Actions), and the archer damage is not blocked by the Shield or Dispel abilities. Towers may not recover HP (or have damage prevented) with healing actions.

Phases
There are only "Night" or action phases and no "Day" or lynching phases. The nightpost will pretty much show every action that every role PMed to me unless stated otherwise in the class descriptions, and will show when players are killed and when towers fall. Players will be PMed with their current HP and MP at the start of every phase. The towers' HP will not be disclosed either publicly or in PM.

Example post for a phase
Nettler the Ninja: Strikes Saab, Poisons Jay
Prestigio the Wizard: Strikes the Blue faction tower, Ignites Okosan
Hossenfuss the Dwarf: Hides in his tower, uses Battle Horn
Graak the Knight: Guards the Blue faction tower, Strikes GMaster
etc.
In this case, if Saab were Hossenfuss the Dwarf then Nettler's Strike on Saab would damage his tower. And Prestigio's Strike on the Blue faction tower would damage Graak who's guarding it instead of the tower itself. Unless shenanigans like the Conman's Slander ability are messing with things.

Order of Actions
1. Redirection occurs first (such as with the Conman's abilities)
2. Then the towers' archers and other defensive abilities like Shield or Dispel kick in
3. Then Hiding/Guarding with towers or Cowering/Protecting outside of towers will transfer damage
4. Players and towers whose HP ends up being zero or less will die at the end of the phase (i.e. kills are not blocking)

Examples:
1) If aura is hiding in the Green tower and GM says "Strike the Green tower" while Nana says "Shield the Green tower" then Nana's Shield would block GM's Strike, and GM would take damage from the tower's archers for attempting to attack.
2) If GM instead says "Strike aura" while aura is hiding in the Green tower and Nana says "Shield the Green tower", then the Strike won't get blocked and GM would not take damage from the tower's archers, and then I would transfer the damage that would have happened to aura so it is instead inflicted on the Green tower.
3) If GM says "Strike aura" while Nana uses the Conman's Instigate ability on him to make him instead strike the Green tower, then GM will Strike the Green tower and take damage from its archers.
4) If aura is guarding the Green tower and GM attacks the Green tower with a Strike and a Shuriken, then GM will take 2 damage from the Green tower (1 damage because of attempting to Strike it and 1 damage because of attempting to Shuriken it) and aura will absorb the damage from the Strike and Shuriken instead of the Green tower.

BTSC
There is no BTSC by default. Players may PM each other directly and may establish BTSCs amongst each other. Unlike in the previous Dungeons & Mafias, I'm making you set up your own QTs for BTSC instead of having me do the work, but that should make the process faster for you. PM-repping is allowed for this game as long as it would be possible for you to relatively easily alter the contents of anything that you're supposedly PM-repping. The two things that are not allowed are posting screenshots of game related stuff and masquerading as a different player in the QT BTSCs. Actions must be PM-ed to me, and you can tell me to give other players permission to powerplay your actions but I will not verify to anyone whether they really do have permission to powerplay you in case you're lying.

Now for the classes and their abilities and stats and such.

Knight
8 HP
2 MP + 1 MP per phase
Strike: 2 damage
Shield (2 MP): Your target takes no damage from Strikes
Taunt (4 MP): Redirects all of your target's actions to you that can target a player other than self
Surround (5 MP): All strikes on your target inflict one more point of damage than normal. Cannot be targeted to a tower but will affect any damage that was aimed at your target and ended up hitting the tower because of hiding
Potion (ODTG): Targeted player gains 3 HP

Dwarf
6 HP
2 MP + 1 MP per phase
Strike: 2 damage
Thump (2 MP): Target's Strike is blocked
Dispel (4 MP): Any (other) actions on your target that use MP fail, and still cost MP
Inebriate (5 MP): Target begins the next phase with 0 MP
Battle Horn (6 MP): Targeted tower's archers will panic and not fire this phase
Honor (ODTG): Faction spy

Ninja
7 HP
3 MP + 2 MP per phase
Strike: 1 damage
Smokebomb (1 MP): None of your actions appear in the post (except Smokebomb) and you cannot strike
Poison (3 MP): Target loses 1 HP per phase starting on the next phase until they have an action that restores HP performed on them; is not dispelled by healing actions during the current phase. Cannot be used on towers.
Evade (4 MP): All actions on you fail, and you can take no (other) actions
Shuriken (6 MP): 2 damage
Crouching Tiger (ODTG): 4 damage to a tower that bypasses guards and does not invoke retaliation from archers

Wizard
5 HP
3 MP + 3 MP per phase
Strike: 1 damage
Orb (2 MP): See your target's HP and MP at the beginning of this phase. Cannot be used on towers.
Smoke (3 MP): Name a role, and the post will show that your target was in a smokescreen and will not show any of their actions; it will show you using Smoke on the targeted role. Cannot be used on self. Cannot be redirected.
Transfer (3 MP): Target gains 2 MP, and can perform actions using that MP even in the current phase
Ignite (4 MP): 1 damage to your target and everyone they use an action on; only counts once if they use multiple actions on the same target. Cannot be targeted to towers but can damage towers (guarding and hiding within a tower don't count as acting on it). If you ignite someone who acts on a tower to cause damage to it, the tower's archers will not fire at you in retaliation for the damage they receive from the Ignite spell
Freeze (5 MP): Target performs no actions, takes no damage, and gains no MP for the next phase. The post still shows your target's intended actions for the phase. Cannot be used on towers.
Hex (6 MP): Target loses 1 HP per phase starting on the next phase until hit with a Strike; cannot be nullified by a strike on the current phase. Cannot be used on towers.
Meteor (7 MP): 2 damage to a tower and anyone guarding it or within it
Debilitate (10 MP): Target gains 1 less MP per phase permanently, persists even if they change class
Death (16 MP): Target dies. Cannot be used on towers.
Shockwave (ODTG): Used while hiding within your tower, the HP of everyone attacking your tower (either directly or because of attacking someone who is hiding in your tower) is cut in half (rounded up) before any other damage or healing is calculated. Affects attackers that would normally bypass archers (Crouching Tiger and Invisible Bicycle)

Medic
5 HP
2 MP + 2 MP per phase
Strike: 1 damage
Invigorate (2 MP): Target gains 1 MP
CPR (3 MP): If your target would normally die during this phase, they survive to the next phase. Cannot be used on self, another Medic, or towers.
Heal (3 MP): Target gains 1 HP, cannot be used on towers
Ironhide (5 MP): All actions on your target inflict 1 less damage than usual, does not affect Poison and Hex. If used on a tower: only affects actions that were targeted at the tower, and does reduce the damage that a guarding player would take
Hasten (6 MP): Name a role, and the target can strike twice the next phase
Strengthen (6 MP): Target's actions inflict 1 more damage than usual this phase. Does not affect Poison and Hex.
Steroid (8 MP): Target gains 1 more MP per phase permanently, persists even if they change class
Regen (9 MP): Target gains 1 HP per phase for 5 phases, cannot exceed max HP of their class, cannot be used on towers
Holy (ODTG): Up to three targets take no damage this phase, can be used on towers

Conman
6 HP
3 MP + 3 MP per phase
None of the Conman's actions appear in any posts
Strike: 0 damage (can be affected by Surround and Strengthen)
Pickpocket (2 MP): Attempt to steal 1 MP from the target; only succeeds if the target still has at least 1 MP after performing all actions for this phase and before MP is regenerated for the next phase
Slander (4 MP): Name a role and make the post show whatever you want for their actions. Cannot be redirected.
Encumber (4 MP): Target's actions all cost 1 more MP than usual. Target will invoke Feint if the cost of attempted actions exceeds their current MP.
Clairvoyance (5 MP): Attempt to predict an ability (other than Strike) that a player will use, and if you guess correctly you can choose a new target for that ability. Does not affect the phase's post for your target.
Instigate (6 MP): Name a role and choose who they strike. Fails if they hide in a tower, otherwise forces them to strike. Affects the phase's post for your target.
Swindle (8 MP): You acquire all remaining MP from your target after actions are calculated and before MP is gained for the next phase
Mug (10 MP): Take 1 HP from your target, this increases your HP by 1
Bribe (ODTG): Target a tower and make its archers and all players guarding it fail to defend it

Lolcat
9 lives (lives can only be lost and never restored. Healing will only restore lives that are lost on the same phase when healing is performed. Upon changing class to lolcat, lives are calculated just like HP would be when changing class.)
10 MP + 2 MP per phase
Lolcats cannot change out of the lolcat class
Strike: 1 damage
Cheezburger (2 MP): Used on self, gain 1 life (only matters if you would be losing lives this phase)
I eated it (3 MP): Name any action that your target will use (including Strike) and it won't happen (but will still cost MP if applicable)
Haz a happee (5 MP): Target gains 1 HP
Grumpy cat (5 MP): Name two players and all of their actions will target each other. Does not affect how their actions appear in the post.
In ur computer (6 MP): Target's actions are all performed on self (on the target, not the lolcat)
Invisible bicycle (7 MP): Strike will attack a tower and ignore any defenders; used on self
Srs cat, srs biznis (8 MP): Your strike can act on however many different players and towers you want; used on self
KaTSWiLM FTW (ODTG): Kamikaze – you lose 5 lives, and anyone who acts on you (evaluated after redirection but before hiding and guarding comes into play) takes 5 damage. Does not inflict damage on towers whose archers fire at you. If you are the last member of your faction alive and you kill your last remaining opposing faction members with this ability and your opponents are not also using this ability, your faction wins.

All classes
Guard (0 MP): Name a tower and take any damage that would otherwise happen to that tower. The post will show which tower you're guarding. If multiple players guard a tower, the damage will be distributed evenly with any remainder going to the guarding player(s) with the highest HP.
Hide (1 MP): Take refuge inside of your tower. Any actions that would do damage to you will instead do damage to your tower. You may not use your Strike (since you're inside a tower). The post will show that you used Hide but not which tower you hid in.
Protect (0 MP): Take all damage that your target would have taken if they are cowering
Cower (1 MP): Make the Protect action able to be successfully used on you; you can only target one player per phase to cower behind
Feint (0 MP): Not really an ability, meaning you don't submit "Feint" as an action. This just refers to the fact that, if you submit actions that you don't have enough MP to perform, then none of the actions that require MP will actually occur but they will appear in the post. The Strike will still occur.
Change class (2x however many MP your class gains per phase): At the beginning of the next phase, you will start with the starting mana for your new class. You can still use abilities from your current class on this phase, and will be able to use abilities from your new class on the next phase. Your HP upon class change will be (Your current HP) + (Starting HP of your new class) – (Starting HP of your current class). In other words, you'll still have the same amount of HP lost compared to max HP. The post will show that you are changing class, but will not show which class you will be in the next phase. On the next phase, your role will be shown as its new class.
Aug 12 2016, 10:04 PM
As we wait for the next game's signups to fill, I think back to my signup plan for some of my games where I didn't have a set number of players and just said "I'll let signups go for a few days and will plan to start with however many players sign up at long as it's some minimum." That's easy to do with faction games like Dungeons & Mafia and such, but could maybe be extended to traditional goodie-baddie games.

The idea would be to go with one of the following options.

Option #1: Flexible roster size
The OP would basically look like this, where you would have a list of roles and show which roles would be included if at least N people signed up.

Baddies
5 – Block
8 – Role spy
11 – Vote x0-x2 on anyone except self
14 – Lynch frame ODTG


Goodies
5 – Block
5 – Kill with ODTG publicly revealed spy-kill
5 – Save
5 – Follow spy
8 – Vote x0-x2 on self
8 – Messenger
11 – Broadcast
11 – Lookout spy
14 – Mason
14 – Mason


So if 8 people signed up then all of the roles with a 5 or 8 would be included, and if 11 people signed up then all of the 5, 8, and 11 roles would be included. This would end up making the game be a completely open setup once it starts like we're used to, and people reviewing the idea during game design can look at all the possibilities and make sure that each of them are reasonably balanced (although it would be more challenging than with a completely known fixed setup).

Option #2: Deck of Cards
The OP would basically look like this, where you would have a list of possible roles in the game but no indication of which will actually be included.

Possible Baddies
Block
Redirect
Trap (specify if it blocks, saves, silences, makes unvotable, can't be used on self)
Role spy
Follow spy
Lookout spy
Spied as goodie
Lynch frame ODTG
Vote x0-x2 (on self or anyone)
Unkillable ODTG (either lynch or night kill, invoked automatically, appears as saved)
RID kill
Messenger
Broadcast


Possible Goodies
Role spy
Follow spy
Lookout spy
Block
Redirect
Trap (specify if it blocks, saves, silences, makes unvotable, can't be used on self)
Kill
Spy-Kill (the killed player's ID is revealed either publicly or to the goodie kill)
Kill with ODTG spy-kill
Save
Lynch save
Vote x0-x2 (on self or anyone)
Unkillable ODTG (either lynch or night kill, invoked automatically, appears as saved)
Messenger
Broadcast
Mason
Lover (masons where if one dies then both die, maybe also sharing an ability or smth, IDK)


Signups will continue until a specified time (or extended if a minimum number of players haven't signed up by that time), and when the game starts the host will pick roles. The host should specify at the outset (in the signups OP) whether the game will be an open setup where a list of goodie and baddie roles and abilities will be posted when the game starts, or whether it will be a nearly-closed setup where (as an extreme example) only a list of role names is posted in the game's OP but no abilities or faction affiliation of those roles and you don't even show the total number of goodies vs baddies in the game, or whether it will be a semi-open setup where some but not all of that info is shown.

I would NOT use random.org to pick which abilities are included in the game; for example, it would be silly to give the baddies a role spy and a RID kill, or to have only one goodie mason in the game. But subtler issues might arise with role interactions, and it would be difficult to control balance if it were completely randomized (in general a more closed setup would need a higher goodie to baddie ratio than what we're used to anyway), so I would only recommend that an experienced host go with this Deck of Cards option.
Apr 24 2016, 10:05 PM
Re-posting the OP here so you don't have to do so much clicking around to find it if you need to look at it again.

The game starts off with everyone in the mortal realm, which is the "main thread" of the game and will take place in BTSC #2 (not visible to everyone, just the living players in the game). When a player dies, instead of being completely out of the game they will (usually) continue to exist as a poltergeist in the spirit realm (BTSC #3, invisible to mortals) and be able to affect the mortal realm, but they will not be able to post in the mortal realm and will not be able to follow it in real time – at the end of each night and day phase, the mortal realm's thread for that phase will be locked and moved to the game's main forum where it's visible to everyone. Day posts and night posts will be the opening post in the next phase's thread, so the most recent DP/NP will not be visible to the poltergeists while they're acting. Poltergeists will have their own lynch voting and can vote for a mortal, counting as half a vote in the mortal realm. Poltergeist votes will not be posted in the mortal realm. Baddie poltergeists will lose access to the baddie BTSC.

Baddies
Choice of NK with a carrier, or unsaveable RID obliterate (target is completely out of the game and not just poltergeisted) on up to two targets without a carrier. If two RID kill targets are named, then both RIDs must be correct or else both RID kills will fail. Either the NK or RID may target a poltergeist to take them completely out of the game.
Wincon: Have a majority of the players left in the mortal realm
1. Vote multiplier. Mortal – Own vote counts x1.5 (optional to use, not compulsory)
Poltergeist – RID kill on even nights, only works on other poltergeists and takes them completely out of the game
2. Lynch frame. Mortal – ODTG lynch frame, may be used on self while getting lynched
Poltergeist – ODTG stun (all mortal and poltergeist actions for the night and following day fail except the baddie NK)
3. Block. Mortal – Block. Returns success only if it prevents an action (including un-needed saves). Blocked players are not informed.
Poltergeist – Sees the mortal realm in real time

Goodies
Wincon: Get all of the baddies out of the mortal realm
1. Seer. Mortal – Sees the spirit realm but may not post there
Poltergeist – Lynch save
2. Redirect. Mortal – Redirect, may not redirect a player back to themself, does not return success or failure, affects both the NK and regular action if used on the NK carrier
Poltergeist – Targets a living player during a day phase, and that player will be able to use the redirect in addition to their regular action on the following night if they survive the lynch. Each player may only be targeted to receive a redirect once during the game, even if the redirect was not actually given due to an ODTG stun.
3. Kill. Mortal – Kill
Poltergeist – Kamikaze. Used on a poltergeist and takes both the target and self completely out of the game and prevents actions and voting for that phase. May be used in either a day or night phase.
4. Save. Mortal – Save, cannot save self
Poltergeist – ODTG may send a game related post to the mortal realm. The post may be submitted in either a night or day phase, and will appear in the transition to the next phase.
5. Spy. Mortal – Opposite spy. Names a player each night. From N2 onward, is told whether the player they spied is in the same or opposite faction as the player from the previous night. May not spy self.
Poltergeist – Vanilla
6. Mason. Mortal – Mason, BTSC is lost upon death
Poltergeist – Block, not twice in a row on the same player. Only works on mortals. Returns success only if it prevents an action. Blocked players are not informed.
7. Mason. Mortal – Mason, BTSC is lost upon death
Poltergeist – Turncoat. As a poltergeist, wincon changes to win with the baddies. If obliterated as a mortal then wincon remains with goodies, if obliterated as a poltergeist then wincon remains with baddies.

NP shows: Kills, saves, the ODTG stun. Does not differentiate between baddie NK and baddie RID obliterate.
Tie lynch: No one dies
OOP: block > redirect
Lynches show "Mason" and do not differentiate block mason from turncoat mason
RID does not need to differentiate between block mason and turncoat mason to work
Players in unfavorable time zones may PM instructions about flashvoting, including conditional statements based on the roster visible to that player 2 minutes before deadline, as long as the instructions can be unambiguously evaluated (i.e. flashvote for player X if they're tied and it would put them in the lead, or flashvote whoever would be necessary to make the lynch votes tied if it's within range to tie at the deadline).
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Phaze
Gur fubegre gur zrffntr gur yrff ryrtnag gur rapelcgvba arrqf gb or
Sep 25 2012, 06:15 PM
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