Welcome to MafiaManiac, a site is dedicated to the growth and expansion of the online forum game of Mafia.

Mafia is that party game you may have played, where there is a mafia (informed minority) trying to overtake an entire village and the villagers (uninformed Majority) are trying to stop them. We play these mafia games over several days in our forum and we have people from all over the world playing them. These mafia games can be themed from movies, real life situations and almost anything you can think of! Mafia involves a lot of creative strategy, making you think on your toes. You'll be forced trust your gut, check your logic, and deceive or be deceived. If you think you can handle playing, here are a few links you should definitely check out.

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plasmid

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Jan 14 2018, 12:35 AM
There will be three factions (Narubian, Kivon, and Plith). Wincon is last faction standing. The game starts with no BTSCs and no knowledge of who’s in your faction, it’s up to you to decide who you think is your ally and who you think ain’t. Everyone will start off with a role name and one of the classes listed below; there is a Class Change ability (see the very end) if you want to switch classes. If more than nine players sign up, then each class will be given to at least one player and the rest will be distributed via random.org with multiple players in some classes.

This game will have the usual HP and MP mechanics with players able to use one strike per phase without using any MP and however many other abilities that require MP that they want. Multiple abilities that require MP, and even the same ability used multiple times, can be used as long as you have enough MP. If you don’t have enough MP to carry out all the actions you submit, then all of the actions that require MP will fail (Strike will still work) but all of the actions that you submit will still appear in the post even though they didn’t occur, which I call “feinting”. The phase posts will show all actions that a player submitted unless abilities interfere with how stuff shows up, and will show role and faction of anyone who dies that phase. Players will be PMed their own HP and MP at the beginning of each phase but it won’t be posted publicly.

As an exmaple, a phase post might show
Dresil the Knight – Strikes maurice, Parrys, uses Protect on Boquise
etc for each player

This game will also have locations. In a period before Phase 1, everyone will be able to post on the main thread and can choose a location to go for the first phase. There will be n/3 locations to choose from (where n is the number of players currently alive) rounded up. If more than 3 players choose any location then random.org will pick three players to put there, and randomly assign the rest to other locations that aren’t full yet. Players may ONLY post in their location's BTSC and not on the main thread. Everyone’s location will be public knowledge at the beginning of each phase.

There are also elements involved in the classic rock-paper-scissors arrangement with Fire beating Ice, Ice beating Water, and Water beating Fire. Every damaging action from a character that attacks a character that it’s strong against does +1 damage (which includes any Strikes that would normally deal 0 damage).

I have not yet decided about encryption but I'm currently leaning toward censoring any codes (even smiley codes and such) for this game to force people to use the Messenger ability if they want to communicate privately.

Knight (Fire)
HP: 12
MP: 2 +1 per phase
Strike: 4 damage if target is in the same area, 1 damage to other areas
Parry (2 MP): All strikes against you fail
Taunt (2 MP): Your target’s strike is redirected toward you, does not force him to strike if he’s not striking
Protect (3 MP): All strikes against the target fail, target must be in the same area
Surround (5 MP): All strikes against the target inflict 1 more damage than usual
Potion (ODTG): Restores 3 HP, usable on self or a target in the same area

Monk (Water)
HP: 11
MP: 4 +2 per phase
Strike: 2 damage
CPR (3 MP): If the target would have died this phase, they survive to the next phase with 1 HP
Lookout (5 MP): Name a player and see a list of everyone who acts on them
Clobber (6 MP): Inflict 2 damage
Follow (7 MP): Name a player and see the name of one randomly chosen player that they acted on
Brew (8 MP): Target’s MP drops to zero before any of his actions for this phase are processed
Ironhide (ODTG): You take no damage from any sources this phase

Archer (Ice)
HP: 9
MP: 3 +1 per phase
Strike: 1 damage if target is in the same area, 3 damage to other areas
Ambush (1 MP): The phase post does not show any of your actions (except Ambush)
Camouflage (2 MP): You take no damage from Strikes from players that aren’t in the same area
Headshot (5 MP): 4 damage, and target’s actions for this phase get randomly redirected, but their actions will still appear in the post as they were submitted
EagleEye (6 MP): Name an area and see which roles are in it
RobinHood (7 MP): Name a target to steal all their MP and a recipient to receive all of it, cannot be self; this occurs after all other actions are processed
WilliamTell (ODTG): Perform a feat so amazing that you become famous and your RID and faction is revealed to whichever players you specify

Conman (Fire)
HP: 9
MP: 0 +4 per phase
Strike: 0 damage
Besmirch (1 MP): Name a role and either: add an action to appear in the post for that role, name an action that should not appear in the post even if it is performed, or name who their Strike should be shown as targeting; this does not change their actual actions, just what appears in the post; may be used on self
Sway (2 MP): Redirect your target’s strike; the post will show which player you redirected but not who you redirected them to
Inebriate (3 MP): All actions that your target attempts which use MP will fail, and they will lose no MP from attempting them; this does not affect what appears for them in the post
Swindle (4 MP): Target’s actions cost twice as much MP as normal for this phase
Pilfer (7 MP): You take all of the MP from your target; this occurs after they regenerate MP for the upcoming phase so they enter the next phase with 0 MP
Rob (8 MP): You take 1 HP from your target and add it to your own HP
Stooge (ODTG): Pick a player and say what you want them to do; you can make conditional statements based on role like saying “If they’re role X make them do action set A, if they’re role Y make them do action set B, etc”. This will not affect what appears in the post and they will appear as performing whatever actions they submitted. This will cost MP for the targeted player, and if you attempt to spend more MP than they have then they will not act (except for the Strike), as if the actions were feinted.

Ventriloquist (Water)
HP: 7
MP: 6 +2 per phase
Strike: 0 damage if target is in the same area, 1 damage to targets in other areas
UnmovingMouth (1 MP): None of your (other) actions show in the post for this phase. UnmovingMouth will show.
Distract (2 MP): Name an ability that requires MP that you think your target will attempt to perform, and if they attempt to perform that action then it will fail and cost them MP but will still appear in the post. The post will show that you used Distract on whichever player you target, but will not say which ability was targeted.
StringPull (3 MP): Redirects your target’s strike to whoever you want. The post does not show which player you acted on or who you redirected their strike to, it just says you used the StringPull ability
Script (4 MP): Name a role and say what you want to appear in the post for that role. This completely replaces that role’s normal actions, but the actions that they actually submitted will really occur
Reverberation (5 MP): Name an area, and all damaging actions on players in that area deal +1 damage
Bedazzle (ODTG): Name a role and actually control that role’s actions for the next phase. The post will show the action set that you submit for that role. This will cost MP for the player who actually controls that role. If you attempt to spend more MP than the real role actually has then the actions will be feinted.

Rouge (Ice)
HP: 8
MP: 6 +2 per phase
Strike: 1 damage if target is in the same area, 0 damage to targets in other areas
Backstab (2 MP): Anyone who acts on you receives 1 damage for each action performed on you, whether beneficial or not. This does not show in the post.
DoubleStrike (3 MP): Deal 1 extra damage to your Strike target. This does not show in the post.
Betray (4 MP): Negate all healing abilities on your target. This does not show in the post.
Demoralize (5 MP): Target starts the next phase with 0 MP. This does not show in the post.
Entomb (7 MP): All actions performed by your target will fail, including the Strike. They will take no damage from any actions. This does not show in the post.
Incite (9 MP): Name a player, and anyone in the same area as that player will have their Strike redirected to that player. Will not force a player to Strike if they did not submit a Strike action. This does not show in the post.
Anarchy (ODTG): Name a role other than your own, and their faction will be changed to be not their current faction and not your faction. If you successfully change a player’s faction then they will be informed that their faction has changed. This does not show in the post.

Warlock (Fire)
HP: 6
MP: 4 +3 per phase
Strike: 1 damage
Ignite (1 MP): All actions performed by your target count as Fire actions and will deal +1 damage to Ice roles but no extra damage to Water or Fire roles
Glimmer (2 MP): Target gains 1 extra MP going into the next phase
Warm (3 MP): Target takes no damage from Ice elemental players
Smokescreen (4 MP): None of your (other) actions appear in the post
Illuminate (5 MP): Name an area and after the phase you can see what happened in their BTSC for this phase
Burn (6 MP): Target takes 1 damage for each action they submit, whether or not they’re Feints
Fireshield (8 MP): Anyone who inflicts damage on the target takes 1 damage
Death (12 MP): Target dies
Brilliance (ODTG): Name one or more roles to target. The post shows all actual submitted actions for the targeted role(s) regardless of any abilities.

Cleric (Water)
HP: 6
MP: 3 +2 per phase
Strike: 1 damage
Drench (2 MP): Target takes no damage from Fire elemental players
Quench (3 MP): Target gains 1 HP
Rain (4 MP): Target an area and everyone there will gain 1 MP which can be used in the current phase
Flood (5 MP): Target an area and everyone there will have their Strikes fail, the Strikes will still appear in the post
Flow (6 MP): Target uses half of the normal amount of MP per action for this phase, and can make it work if e.g. they have 7 MP and use abilities that cost 10 MP and have the Flow ability used on them
Smite (ODTG): Deal however many MP you’re holding at the end of this phase as damage to your target; this ability consumes the MP

Wizard (Ice)
HP: 7
MP: 3 +3 per phase
Strike: 2 damage if target is in the same area, 1 damage to other areas
Foresee (2 MP): Say “player X will act on player Y” and if so player X takes 1 damage. The post only shows that you used Foresee but not player X or Y.
Solidify (3 MP): Target takes no damage from Water elemental players
Transfer (3 MP): Target gains 2 MP and can use it on the current phase
Chill (5 MP): Target’s actions cost twice as much MP as usual for this phase, if they don’t have enough MP to perform them at this higher cost then all MP requiring actions are Feints
Freeze (7 MP): Target’s actions all fail and target takes no damage from any actions, but their submitted actions will still appear in the post and they still regen MP for the next phase
Avalance (9 MP): Name up to three players, they all lose 1 HP and have all of their actions for this phase fail and do not lose MP from the actions they submit. They still take damage from other sources and still regen MP for the next phase
Warp (ODTG): All actions that are directed toward you for this phase are redirected toward your target

All classes
Frontline (0 MP): Name a player, and any damage that they would take this phase will instead occur to you. This only redirects the numerical damage they would have taken to you, not the action that causes the damage, so for example if you’re a Knight and you use Parry while frontlining a Water player being struck by an Ice player (say a Wizard from a different area whose strike normally does 1 damage), then the Strike will give you 2 damage to you (1 base damage plus 1 for an Ice role attacking a Water role) that would have occurred if it went through, regardless of the fact that if the Strike were performed on you directly it wouldn’t have the +1 from elemental superiority and wouldn’t do any damage against the Parry. You can Frontline as many players as you want per phase.
Backline (1 MP): Name a player, and if they use Frontline on you then any damage you receive will be transferred to them. You can only use Backline on one player per phase.
Message (2 MP): Send a message via host PM to your target. It will be unsigned (will not have host confirmation of who sent it), the target will just be told "You received the following message: [Your message here]". This does not appear in the post.
Class Change (2x however much MP you regenerate per phase): Change class. You will start the next phase with HP = (HP at the end of this phase) + (New class max HP) - (Current class max HP); in other words, you will still be “missing” the same amount of HP from your old and new classes’ max HP. You will start the next phase with whatever the starting MP of your new class is. The post will show that you are changing class but will not show what your new class will be for the next phase. The next phase, the post will show your new class whether you act or not.
Feint (not really an ability but I'm putting it here anyway): If you submit actions that cost more MP than you actually have then all actions that require MP will fail, but the Strike will still work, and the actions that you submit will appear in the phase's post without any sort of indication that they were just feints.
Dec 10 2017, 11:05 AM
Goodies
Wincon: Wipe out baddies

The goodies each get an ability, but they can only use their own ability N1/D1. Afterward they can’t use their own ability anymore, but they can name a player during each day phase to give their ability for the next night/day cycle. The player they give their ability to only gets it for that cycle; the choice of who gets the ability for the next cycles will remain with the player that originally had the ability. (That is, if player A starts out with the Block and gives to player B for N2/D2, then player A (not player B) gets to decide who gets the block for N3/D3.)

Goodies can decide not to give their ability to anyone, but if so then no one gets to use it (unless a baddie intercepts it.) If a player gets lynched while they're giving their ability, the ability will still go to whoever they sent it to for the next cycle. If a player receives multiple abilities for a cycle, they can use all of them in that cycle. A block or redirect on someone using multiple abilities will affect all abilities that are used for the cycle.

Kill plus rolespy. Both on the same target. Rolespy only succeeds if kill succeeds.
Triple spy plus lynch frame. For the triple spy, name three players at night and get a “beep” if there is exactly one baddie among the three. Cannot include self. For lynch frame, you can say “Make player A show up as role 1 or player B show up as role 2 or player C show up as role 3 etc. if they get lynched”. A redirected lynch frame will make the lynched player show up as the role you picked for the player you got redirected to.
Self vote multiplier. Your vote may count x2 or x0.
Bulletproof vest. Stops either a night kill or a lynch. Is consumed and out of the game after it blocks death twice.
Block. It does stop the bulletproof vest from working, baddie NK and RIDs, and daytime actions, but doesn’t stop gift giving or baddie abilities that affect gifting. Target is not told that they were blocked.
Redirect. Can’t redirect a target back to themself. Does affect NK and RIDs, doesn’t affect bulletproofing, self vote multiplying, or gift giving or intercepting.
Messenger. One way message, 1000 characters max, no links to outside sources.
Save an ability. If you get this it sticks with you permanently until you use it, kind of like getting a token that can be spent at any time later on. You can use it on an ability that you receive -- then you will not need to use the ability on the night/day cycle that you receive it and can instead use it once on any later night/day cycle.

Baddies
Wincon: Wipe out goodies or convince the host it’s inevitable
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.

There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).

Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt.
Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked.
Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.

NP shows blocks (regular blocks, not the baddie gift block), successful and unsuccessful kills if stopped by a bulletproof vest but not a failed RID attempt, bulletproof if used. Actions will show as e.g. "GM was blocked" and not "The goodie controlling 'Save an Ability' used a block on GM".
OOP: block > redirect, NK and RIDs are blockable and redirectable, kills are not blocking
Tie lynch rules: D1 no lynch, afterward all in the tie are lynched
Dec 10 2017, 10:42 AM
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.

There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).

Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt.
Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked.
Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.


Baddies are Boquise, Takari, and Hirkala.
There won't be any ability gifting going into N1, everyone will just get whatever abilities they start out with, so all you'll need to say for now is how you want to use the NK. Or double RID if you're feeling bold N1. And remember they have carriers.
Dec 10 2017, 10:35 AM
Roles
Kill plus rolespy: Hachi
Triple spy plus lynch frame: Shad
Self vote multiplier: Marq
Bulletproof vest: Dance
Block: mo
Redirect: Framm
Messenger: sparrowhawk
Save an ability: Yuli

Boquise
Takari
Hirkala
Dec 3 2017, 11:01 AM
Goodies
Wincon: Wipe out baddies

The goodies each get an ability, but they can only use their own ability N1/D1. Afterward they can’t use their own ability anymore, but they can name a player during each day phase to give their ability for the next night/day cycle. The player they give their ability to only gets it for that cycle; the choice of who gets the ability for the next cycles will remain with the player that originally had the ability. (That is, if player A starts out with the Block and gives to player B for N2/D2, then player A (not player B) gets to decide who gets the block for N3/D3.)

Goodies can decide not to give their ability to anyone, but if so then no one gets to use it (unless a baddie intercepts it.) If a player gets lynched while they're giving their ability, the ability will still go to whoever they sent it to for the next cycle. If a player receives multiple abilities for a cycle, they can use all of them in that cycle. A block or redirect on someone using multiple abilities will affect all abilities that are used for the cycle.

Kill plus rolespy. Both on the same target. Rolespy only succeeds if kill succeeds.
Triple spy plus lynch frame. For the triple spy, name three players at night and get a “beep” if there is exactly one baddie among the three. Cannot include self. For lynch frame, you can say “Make player A show up as role 1 or player B show up as role 2 or player C show up as role 3 etc. if they get lynched”. A redirected lynch frame will make the lynched player show up as the role you picked for the player you got redirected to.
Self vote multiplier. Your vote may count x2 or x0.
Bulletproof vest. Stops either a night kill or a lynch. Is consumed and out of the game after it blocks death twice.
Block. It does stop the bulletproof vest from working, baddie NK and RIDs, and daytime actions, but doesn’t stop gift giving or baddie abilities that affect gifting. Target is not told that they were blocked.
Redirect. Can’t redirect a target back to themself. Does affect NK and RIDs, doesn’t affect bulletproofing, self vote multiplying, or gift giving or intercepting.
Messenger. One way message, 1000 characters max, no links to outside sources.
Save an ability. If you get this it sticks with you permanently until you use it, kind of like getting a token that can be spent at any time later on. You can use it on an ability that you receive -- then you will not need to use the ability on the night/day cycle that you receive it and can instead use it once on any later night/day cycle.

Baddies
Wincon: Wipe out goodies or convince the host it’s inevitable
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.

There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).

Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt.
Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked.
Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.

NP shows blocks (regular blocks, not the baddie gift block), successful and unsuccessful kills if stopped by a bulletproof vest but not a failed RID attempt, bulletproof if used. Actions will show as e.g. "GM was blocked" and not "The goodie controlling 'Save an Ability' used a block on GM".
OOP: block > redirect, NK and RIDs are blockable and redirectable, kills are not blocking
Tie lynch rules: D1 no lynch, afterward all in the tie are lynched
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