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Location: Romania, EDT+7
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araver

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Apr 23 2017, 03:43 AM
JourneyQuest Mafia Season 2: ... to the City of the Dead

Prologue:
DO NOT INTERFERE! A Bard's duty is to observe and record. To preserve history and songs for the enlightenment and edification for future generations. We allow events to unfold naturally, organically and do nothing to influence their outcome. Like by saving a protagonist's life or pointing him down the correct path. Or giving him water when he is dying in the dessert.

-----

Goodies: The neverending epic has already been started: a group of adventurers is sent to claim the Sword of Fighting from the Temple of All Dooms so they can defeat The Wicked Kings. They are willingly or unwillingly helped by others ... Etc. Etc. Etc. Side-quests not included. Wincon: Get rid of everyone trying to stop them.

1. Superfluous "Perf" the Wizard - A yellow-robe wizard with chronic cowardice. He has a rare unique ability to retrocast spells and although failing to create the intended effect still making something happen as he is dyslexic. Each night he can try to heal another member of the party if he isn't too busy running away. There's a catch. If his spell fizzles (50% chance) it will render Perf unconscious for the next day (vote counts x0 only Perf knows he is unconscious). Can target self but not choose the same person twice in a row. (Save)

2. Nara the Ranger - An elfmaid dressed in green, forever attached to her longbow not caring much about the rest of the world. Except for cats. She is very fond of cats. Hasn't had a critical fail in ... forever so she is always sure to hit the target. Unless she is drugged or something. Once per night she can shoot her bow to scare someone away but not the same person twice in a row. (Block)

3. Carrow the Undead Cleric - A former cleric of the undead-hating God of Light, mistakenly brought back to life by Perf as an undead with a soul. Yeah. Now he feels nothing (or next to nothing) and spells against the undead also hurt him, but those are the only spells he knows ... In short, he is perhaps the first sentient corporeal undead serving an undead-hating God and can only use his abilities one time lest he die in the process. His spells include: 1 - Add 1 extra secret vote, 2 - Remove 1 vote cast, 3 - Protect an innocent (save, does not work on self), 4 - Dispell trap (during the day, can break trap even if the Cleric is the one trapped), 5 - Force undead creatures to flee from the light and non-dead creatures to flee from the sound of the spell (Block), 6 - Conjure a zombie army to take care of the (Kill). Each night/day cycle can use only one spell. (Choice)

4. Wren the Bard - Young bard lady following the party around to chronicle their misadventures. Each night chooses one character and will find out either who targeted that player or who that player acted upon (choice). Strange potions that she carries around in her satchel allow her to speak Orc but unfortunately she has only one left. ODTG she can instead get a travelling Orc to tell her all about a character (insta unblockable role spy) but that will make her vanilla (the potion tastes really bad and it creates hallucinations as well). (Spy)

5. Silver Tom the Bard - The Epic has been re-assigned to the most renowned Bard by the Headmistress. Of course. This is not unexpected because he is a womanizer, known to employ innocent empathizing, guilt and fear to get to his objectives. He chases Wren to steal her Epic. If RID Guessed by baddies, he becomes a Baddie and dies immediately. (Vanilla)

6. Orc Seargeant - Smitten by Wren's fierce beauty and independence, he chases after her to the City of the Dead, actually making her lose the Epic as a character has been romantically influenced by her and pulled into the Epic. Each night he can try to RID Wren. If successful, they gain BTSC. (RID Guess)

7. Glorion the Knight - A red-armored knight who believes killing equals honor and that he must kill all who cross his path as well as many who are nowhere near his path. Killing could be said to be Glorion's first response to everything. He uses Insane Troll Logic (a.k.a. ESP) for anything else. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill)

8. Roderick The Lying Gargoyle - Forced to lie all the time, he is captured by Glorion the Knight and serves as his guide around the Maze. Unfortunately, even though he lies in every single response, Glorion manages to survive the traps in the dungeon. If Roderick dies, he is free to spy on anyone else. (Vanilla, becomes a spy if Roderick dies).

9. King Karn - A Barbarian King with no mercy towards his subjects. He just changed the laws so that offices can be taken only on merit and education is free for all subjects regardless of their statue or fortune. Needless to say, he faces assassins in the night and rebellion during the day ever since. "Justice is the name of my Axe!" he yells. Repeatedly. Though it is not a pun, but an axe. Can make a player's vote x0 or x2. (Vote manip)

-----
Baddie: Wincon - Stop the quest (be in majority or eliminate all goodies). Have BTSC and a group NK which cannot be blocked, though a carrier must be chosen for story purposes. ODTG they can double a vote OR they can guess and persuade Silver Tom the Bard to join their ranks (and be pulled from the Epic immediately for the infraction)

10. Sword of Fighting - A mythical sword that appears to be both sentient and homicidal. Taken by Perf from the Temple of Dooms this sword does not want to be used by someone else and can instead control the arm of its wielder, possibly even the entire body. Despite being intended to bring about a revolution and end the Wicked Kings, the Sword would rather kill things. Each night can RID Kill a player to target and remove from the game. RID Kills can be stopped by a block on the carrier or a save on the target. (RID Kill)

11. Whispering Wizard - Controls the maze in the Temple of Doom but can't seem to get Glorion the Knight captured in any of his traps. He is this close to giving up after being unable to upgrade his dungeon. He can however delay a player any night (Block)

12. Death - She is following Carron around to see his transformation complete. Not a funny character. Really. Each night or day can confuse one player (Redirect / Vote redirect).

-----

Indy: Survive the Epic (last standing)

13. Misty The Assassin - Misterious elf assasin that has been following the group for some time, hired by the Wicked Kings to get rid of the Sword of Fighting and any adventurer that could be the Chosen one to start a revolution. Is invulnerable for N1 & N2 (will be shown as saved if targeted by a successful NK).
* Each night employs a trap to stop adventurers but not the same twice in a row. Trap does save from kill blocks and silences for the next day. (Trap)
* Each day can make her vote count x1 or x2 (if blocked at night, she cannot.) (Vote manip)
* ODTG (exactly once) can RID Kill, at any point during the day or night and will forfeit acting the next day or night.

Rules:
* NP shows only deaths, saves and silenced players.
* DP shows only lynched players and their roles.
* Tie: D1 No lynch. D2+ All lynched. Trapped players cannot be voted for.
* OOA: Trap > Block > Redirect > Save > NK, RID Kill > Spy.
* Kills are not blocking. Vote manips can be blocked.
* Blocked players will be blocked & told regardless if they had an action or not.
* Redirected players will be redirected and not told, regardless if they had an action or not.
* Indy's ODTG RID Kill is unblockable and unsaveable regardless if played during the day or night as it happens instantaneously.
* Baddie ODTG RID Guess for Silver Tom is unblockable and unsaveable regardless if played during the day or night as it happens instantaneously.
Apr 3 2017, 02:41 PM
JourneyQuest Mafia Season 2: ... to the City of the Dead

Prologue:
DO NOT INTERFERE! A Bard's duty is to observe and record. To preserve history and songs for the enlightenment and edification for future generations. We allow events to unfold naturally, organically and do nothing to influence their outcome. Like by saving a protagonist's life or pointing him down the correct path. Or giving him water when he is dying in the dessert.

-----

Goodies: The neverending epic has already been started: a group of adventurers is sent to claim the Sword of Fighting from the Temple of All Dooms so they can defeat The Wicked Kings. They are willingly or unwillingly helped by others ... Etc. Etc. Etc. Side-quests not included. Wincon: Get rid of everyone trying to stop them.

1. Superfluous "Perf" the Wizard - A yellow-robe wizard with chronic cowardice. He has a rare unique ability to retrocast spells and although failing to create the intended effect still making something happen as he is dyslexic. Each night he can try to heal another member of the party if he isn't too busy running away. There's a catch. If his spell fizzles (50% chance) it will render Perf unconscious for the next day (vote counts x0 only Perf knows he is unconscious). Can target self but not choose the same person twice in a row. (Save)

2. Nara the Ranger - An elfmaid dressed in green, forever attached to her longbow not caring much about the rest of the world. Except for cats. She is very fond of cats. Hasn't had a critical fail in ... forever so she is always sure to hit the target. Unless she is drugged or something. Once per night she can shoot her bow to scare someone away but not the same person twice in a row. (Block)

3. Carrow the Undead Cleric - A former cleric of the undead-hating God of Light, mistakenly brought back to life by Perf as an undead with a soul. Yeah. Now he feels nothing (or next to nothing) and spells against the undead also hurt him, but those are the only spells he knows ... In short, he is perhaps the first sentient corporeal undead serving an undead-hating God and can only use his abilities one time lest he die in the process. His spells include: 1 - Add 1 extra secret vote, 2 - Remove 1 vote cast, 3 - Protect an innocent (save, does not work on self), 4 - Dispell trap (during the day, can break trap even if the Cleric is the one trapped), 5 - Force undead creatures to flee from the light and non-dead creatures to flee from the sound of the spell (Block), 6 - Conjure a zombie army to take care of the (Kill). Each night/day cycle can use only one spell. (Choice)

4. Wren the Bard - Young bard lady following the party around to chronicle their misadventures. Each night chooses one character and will find out either who targeted that player or who that player acted upon (choice). Strange potions that she carries around in her satchel allow her to speak Orc but unfortunately she has only one left. ODTG she can instead get a travelling Orc to tell her all about a character (insta unblockable role spy) but that will make her vanilla (the potion tastes really bad and it creates hallucinations as well). (Spy)

5. Silver Tom the Bard - The Epic has been re-assigned to the most renowned Bard by the Headmistress. Of course. This is not unexpected because he is a womanizer, known to employ innocent empathizing, guilt and fear to get to his objectives. He chases Wren to steal her Epic. If RID Guessed by baddies, he becomes a Baddie and dies immediately. (Vanilla)

6. Orc Seargeant - Smitten by Wren's fierce beauty and independence, he chases after her to the City of the Dead, actually making her lose the Epic as a character has been romantically influenced by her and pulled into the Epic. Each night he can try to RID Wren. If successful, they gain BTSC. (RID Guess)

7. Glorion the Knight - A red-armored knight who believes killing equals honor and that he must kill all who cross his path as well as many who are nowhere near his path. Killing could be said to be Glorion's first response to everything. He uses Insane Troll Logic (a.k.a. ESP) for anything else. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill)

8. Roderick The Lying Gargoyle - Forced to lie all the time, he is captured by Glorion the Knight and serves as his guide around the Maze. Unfortunately, even though he lies in every single response, Glorion manages to survive the traps in the dungeon. If Roderick dies, he is free to spy on anyone else. (Vanilla, becomes a spy if Roderick dies).

9. King Karn - A Barbarian King with no mercy towards his subjects. He just changed the laws so that offices can be taken only on merit and education is free for all subjects regardless of their statue or fortune. Needless to say, he faces assassins in the night and rebellion during the day ever since. "Justice is the name of my Axe!" he yells. Repeatedly. Though it is not a pun, but an axe. Can make a player's vote x0 or x2. (Vote manip)

-----
Baddie: Wincon - Stop the quest (be in majority or eliminate all goodies). Have BTSC and a group NK which cannot be blocked, though a carrier must be chosen for story purposes. ODTG they can double a vote OR they can guess and persuade Silver Tom the Bard to join their ranks (and be pulled from the Epic immediately for the infraction)

10. Sword of Fighting - A mythical sword that appears to be both sentient and homicidal. Taken by Perf from the Temple of Dooms this sword does not want to be used by someone else and can instead control the arm of its wielder, possibly even the entire body. Despite being intended to bring about a revolution and end the Wicked Kings, the Sword would rather kill things. Each night can RID Kill a player to target and remove from the game. RID Kills can be stopped by a block on the carrier or a save on the target. (RID Kill)

11. Whispering Wizard - Controls the maze in the Temple of Doom but can't seem to get Glorion the Knight captured in any of his traps. He is this close to giving up after being unable to upgrade his dungeon. He can however delay a player any night (Block)

12. Death - She is following Carron around to see his transformation complete. Not a funny character. Really. Each night or day can confuse one player (Redirect / Vote redirect).

-----

Indy: Survive the Epic (last standing)

13. Misty The Assassin - Misterious elf assasin that has been following the group for some time, hired by the Wicked Kings to get rid of the Sword of Fighting and any adventurer that could be the Chosen one to start a revolution. Is invulnerable for N1 & N2 (will be shown as saved if targeted by a successful NK).
* Each night employs a trap to stop adventurers but not the same twice in a row. Trap does save from kill blocks and silences for the next day. (Trap)
* Each day can make her vote count x1 or x2 (if blocked at night, she cannot.) (Vote manip)
* ODTG (exactly once) can RID Kill, at any point during the day or night and will forfeit acting the next day or night.

Rules:
* NP shows only deaths, saves and silenced players.
* DP shows only lynched players and their roles.
* Tie: D1 No lynch. D2+ All lynched. Trapped players cannot be voted for.
* OOA: Trap > Block > Redirect > Save > NK, RID Kill > Spy.
* Kills are not blocking. Vote manips can be blocked.
* Blocked players will be blocked & told regardless if they had an action or not.
* Redirected players will be redirected and not told, regardless if they had an action or not.
* Indy's ODTG RID Kill is unblockable and unsaveable regardless if played during the day or night as it happens instantaneously.
* Baddie ODTG RID Guess for Silver Tom is unblockable and unsaveable regardless if played during the day or night as it happens instantaneously.
Mar 20 2017, 02:16 PM
yuiop - if you find this easier to track, I finally got around to starting the Indy BTSC.

Recapping: Welcome to Bag of Tricks III (again)

Your role/wincon is:
The Sorcerer truly the Assasin. WINCON: Be the last "warlock" standing.

Your don't draw spells from the bag:
Each night, you may choose to use your own copy of scrolls: "Lightning" (RID Kill), "True Clairvoyance" (Role Spy) or "Earthquake" (Block). Cannot be killed N1, will appear as saved. Can be RID Killed only as his "apprentice" name. Additionally, ONCE DURING THE GAME, he may cast "Chain Trouble" and make his vote count as x2.

By default your role (The Sorcerer colored in blue like the rest of apprentices) is listed in the day post as a role who acted during that cycle, unless you PM me at any time before the day ends and request to be withdrawn from the daily list.


N1: Role Spy Aura -> Aura is The Drow Triplet.

D1: Do not show role in role list -> Role was not shown.
Mar 19 2017, 02:30 AM
If you see this, you are out unfortunately.

The Great Wizard has some great sidelines for you to watch the show though:

1 golfjunkie The Transmuter
2 Dee Triplet 2 "The Thief"
3 aura Triplet 1 "The Drow"

4 Sparrowhawk The Arcanist
5 plasmid Triplet 3 "The Ugly Triplet"
6 yuiop The Sorcerer - Indy
7 GMaster479 The Cleric
8 Boquise The Summoner
9 Flamebirde The Invoker
10 Insaner The Diviner
11 maurice The Necromancer


N1:
1 golfjunkie The Transmuter - "Double Trouble" (Make own vote x2) - hasn't acted yet
2 Dee Triplet 2 "The Thief" - "Sweet Talk" (Redirect a vote) - is told she was blocked
3 aura Triplet 1 "The Drow" - "Invoke Familiar" + NK.
- uses Familiar to send to Flame
Spoiler for message


- NK success
4 Sparrowhawk The Arcanist - "Clairvoyance" (Faction spy) - Clairvoyance on insaner - Insaner is a Blue Hat Apprentice.
5 plasmid Triplet 3 "The Ugly Triplet" - "Lightning" (RID Kill) - forfeits spell for BTSC - gets into BTSC
6 yuiop The Sorcerer - Indy - "Lightning" (RID Kill), "True Clairvoyance" (Role Spy) or "Earthquake" (Block) - Role Spy Aura - Aura is The Drow Triplet
7 GMaster479 The Cleric - "Earthquake" (Block) - Block dee - success (is not told)
8 Boquise The Summoner - Invisibility on Boquise - active (is not told)
9 Flamebirde The Invoker - "Healing Touch" (Save) - save self - not needed, not given a result
10 Insaner The Diviner - "Are GMaster and Flamebirde both goodies?" Answer yes.
11 maurice The Necromancer - Entangle maurice, would've worked but NK is blocking.
Mar 18 2017, 12:32 PM
Disclaimer: This is an adaptation of Sinistral's game on MafioSphere. Used without explicit permission. After the fall of MafioSphere all I have as notes are pages on the wiki. Minor changes following original host's notes.

Setup: 8 vs 3 vs 1 (NPC). "Two factions vying for control over the MafioSphere. A mysterious entity known simply as "The Collector" wants the sphere for itself. All wield immense magical power. Who will be victorious?"

Night Phase has 2 sub-phases corresponding to two different types of abilities.
*Phase 1 - Movement phase - all actions which involve changing positions in the roster take effect first
*Phase 2 - Action phase (all other non-movement actions e.g. healing, channeling)

*Movement actions (marked with (MOVE)) resolve using Attunement. Each night players submitting movement actions have to submit in the same PM a number between 1 and 100. Each night, the Sphere will attune itself to a random number between 1 and 100. The order in which actions take place is determined by how close the number they chose is to the attuned number for the night. If a player guesses the number exactly, they are perfectly attuned and will be immune to death that night. Any ties in distance to the attuned number will be resolved by host's coinflip. Applies to Teleport, Ninjutsu, Graveyard Shift/Walking Dead, Wind Elemental Action - which are marked with (MOVE) .
*Roster positions go around in a circle from 1 to 12 and 12 is considered adjacent to 1 to complete the circle (i.e. the list wraps around on the ends)
*Normal actions can be affected by channeling (marked with BOOST) or not. Channeling targeting a player using a channel-able action may increase or decrease the power (aka radius) of the ability used by that player or fail if that player is not acting. Channeler is the one choosing if he wants to increase or decrease. Multiple Chaneller's targeting the same roster position with add their effects (e.g. Channeler with increase and Channeler with decrease target the same position successfully, no effect).
*Ties: all in the tie are lynched.

Sphere Guardians - WinCon: Protect the sphere. (All Onyx Hand members are killed.) 8 Players. Those with similar abilities (Teleporter / Channeler) will be marked for the host only, they won't know their name from their role PMs and it won't be shown if lynched, however they cannot be killed without their complete name.

1-2. Southern Teleporter & Northern Teleporter (Wind):
* Teleport (MOVE) - Any night can select a location in the roster and teleport to that location, swapping their position with the player currently at that location

3. Healer (Water):
* Healing (BOOST) - Each night selects a location on the roster. If the player at that location is killed, he is saved instead. Can opt to target a range of +/- 1, (so 3 positions in the roster) but that reduces it's effectiveness to 33% chance to work.

4. Martyr (Fire)
* Bond of Fire (passive/automatic) - If the Martyr is NKed at night, he will also kill his attacker. Healing may still prevent the Martyr or his attacker from being killed. Does not apply to RID or methods of killing other than the group NK. NK shows both targets but will not show which was the Martyr.
* Supernova (BOOST) - Any night, the Martyr may choose to overload himself with fire energy, causing an explosion which will kill himself and any adjacent players on the roster within radius 1. Healing will not save the Martyr from this, but any secondary targets can be healed.

5. Priest (Spirit) - A manipulator of spirit(life) energy, can use at most 1 ability per night, but can use ODTG any day.
* Graveyard Shift (MOVE) - Each night, can either swap roster positions with a dead player or move a dead player up or down in the roster by +/- 1. Has 50% chance to learn elemental affinity of dead player.
* Resurrection (BOOST) - Any night, targets a position on the roster, and if there is a dead player in that roster spot, dead player is brought back to life at the END of the night. This ability requires channeled energy in order to successfully revive a dead player (will fail otherwise). Cannot revive someone who was not already dead at the beginning of the night.
* Funeral - ODTG, only during a day, can hold a funeral for a dead player, entering their body into the ground. That dead player may no longer be the target of any abilities for the rest of the game and their position in the roster becomes permanently fixed. (Shows in day post)

6. Oracle (Spirit) - Has the ability to see the elemental affinities of others.
* Observe Affinity (BOOST) - Each night, chooses a position on the roster. Learns the elemental affinities of all players that are currently within +/- 2 of that spot in the roster, in a random order. The Ninja and Collector will appear to the Oracle as whichever element is active on that particular night.
* Banish - May sacrifice to banish the Collector from the game. Collector will no longer occupy a roster spot. May not be used prior to night 3. Will kill the Oracle afterwards. May be used during the day or night and even the same cycle as regular night action.

7-8. Eastern Channeler & Western Channeler (Earth) - Although not very powerful on their own, Channelers can produce powerful results when combined with other roles by increasing or decreasing the power/radius of abilities marked with BOOST. Can use both actions (1 day action, 1 night action) the same cycle.
* Anchor - Each day, may use their energy (vote weight goes to 0) to bind a living player at targeted position in the roster, preventing them from changing positions for the following night. Any actions taken that would cause the affected player to change positions will fail. A player may not be anchored two days in a row, even if anchored by a different Channeler. (Shows in day post.)
* Channeling - Each night, chooses a location on the roster and can channel energy to/from that player, increasing or decreasing the power(radius) of their ability for that night. (Does not show in night post.)


The Onyx Hand - Have BTSC. WinCon: Gain control of the sphere (all sphere guardians dead). Have a NK targeting a roster position (not a player) and must specify which member is carrying out the NK.

9. Ninja (Wind / Fire) - A stealthy assassin with improved Teleport abilities. Each night can use one of two abilities, each with their own Element (Wind or Fire). If he does not act, he reverts to his default affinity for Wind.
* Ninjutsu (MOVE) (Wind) - Same as regular Teleport except he specifies two positions on the roster and the players at those positions will be swapped.
* Assassination (BOOST) (Fire) - Any night may choose a position in the roster and name a role, if that role is located at that position in the roster, the player dies. Must include South/North/East/West for Teleporters / Channelers in the RID attempt.

10. Binder (Earth) - A Channeler sided with the Onyx Hand. Cannot use Channeling two nights in a row.
* Anchor - Each day, may use their energy to bind a living player at targeted position in the roster, preventing them from changing positions for the following night. Any actions taken that would cause the affected player to change positions will fail. **A player may not be anchored two days in a row, even if anchored by a different Channeler. (Shows in day post.)
* Channeling (BOOST) - Any night but not two in a row, chooses a location on the roster and can channel energy to/from that player, increasing or decreasing the power (radius) of their ability for that night. (Does not show in night post.)

11. Necromancer - (Spirit) - An evil manipulator of spirit(life) energy.
* Walking Dead (MOVE) - Each night, can either swap roster positions with a dead player or move a dead player up or down in the roster by +/- 1. Has 50% chance to learn elemental affinity of dead player.
* Corpse Explosion (BOOST) - Dead player at targeted spot in the roster explodes, killing everyone in close proximity. May not be used two nights in a row, and may not be used on the same corpse more than once. This ability requires channeled energy in order to work.


12. The Collector - Independent - NPC (Non-Playable Character) WinCon: Collect at least one of each type of elemental energy (Wind, Water, Earth, Fire). Spirit may be used as a wildcard / as any type which will be randomly selected at time of collection as one of the elements it does not already have.

NPC RULES:
* The Collector is an NPC and not assigned to a player. It will still occupy a spot on the roster and may be killed or targeted by abilities, but it does not participate in the lynch and may not vote or be voted for.
* The Collector's actions for Night 1 will be determined randomly, but on all following nights its actions may be directed by the player most attuned to the sphere on the previous night. Player in control of the Collector for the next night will be informed via PM at the end of the previous night. If no players have attuned or if invalid actions are given, the Collector will default to random actions.
* The Collector does not need to be killed in order for each faction to achieve its win condition, but if the Collector collects at least one of each elemental type, the game will end and both factions lose.
* Elemental Affinity - Each day/night cycle, the Collector will take on the elemental form of whatever element it has collected the most of at the time. If it has collected an equal amount of two or more elements, it may choose which of those elements to use. Collector will appear as that elemental affinity each night.


NPC Actions:
* Energy Drain - Each night, targets a position on the roster and drains the energy of the player at that position. Any use of their ability that night is cancelled and Collector gains elemental energy of the corresponding type. Will have no effect if the same player is drained more than once. Must be used each night. The Collector's Energy Drain ability overrides all other action phase abilities except the Onyx Hand's group NK.(Shows in night post)
* Elemental Action - Depending on the elemental affinity for the night/day phase
** Water Elemental Action(BOOST) - Can negate one attack on player at target spot on roster (Save).
** Wind Elemental Action(MOVE) - Can swap itself with any location on the roster
** Earth Elemental Action - Channeling (same ability as a Channeler)
** Fire Elemental Action (BOOST) - Can kill player at target spot on the roster. Will not kill self.


What shows:
*NP: New roster positions (but not the actions that led to them), successful NK (role of killer and target of NK except for Martyr when it shows both players that died / were saved), successful RID Kills (assasination), banishing, successful healing against a NK/RID Kill (will show the NK/RID Kill attempt), successful resurrection
*DP: Lynched player and role (but not S/N/E/W), funerals, anchors, banishing
OOA:
**Movement phase: Sorted by Attunement number. Applies to Teleport, Ninjutsu, Graveyard Shift/Walking Dead, Wind Elemental Action
**Action phase: Onyx Hand NK (can still be stopped by a save) >Collector's Energy Drain > Save (Water Elemental Action, Healing) > Kill (Fire Elemental Action, Corpse Explosion, Supernova , Assasination), Bond of Fire) > Channeling ( Channeling / Channeling, Earth Elemental Ability) > Ressurection > Spy (Observe Affinity)
**Day phase: Anchor/Anchor, Funeral
**Kills are not blocking
Comments
araver
MMBot is finished. Up and running.
Jan 10 2011, 01:21 AM
araver
Working on the MM Bot right now. Check Games to be played - Shout Box Games
Dec 26 2010, 04:47 AM
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