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Aug 20 2017, 06:00 PM
Angel Mafia VI: Season 5



Goodies: Wolfram & Hart (L.A. branch) - former Angel Investigations and friends are now working as the L.A. branch of their once nemesis Wolfram & Hart corporation. Fighting evil ... inside an evil corporation - the belly of the beast. WinCon - Remove Baddies (Circle of the Black Thorn) & Indy from the game

1. Angel - Vampire - Vampire with a soul, still seeking atonement for past crimes. Now the CEO of Wolfram & Hart LA Office with a lot of resources at his disposal. He can stalk and kill one player each night, but his own army of bodyguards makes it hard for him to Role-ID his enemies. Has BTSC with Nina. (Kill / BTSC)

2. Spike - Vampire / Ghost - Magically delivered by FedEx to Angel's office, he is now trapped as a ghost in the afterlife, pretty much insubstantial. However he is far from useless as he can submit a subset of at least 3 names each night (not himself) and will be find out if any Baddies are present. (Sorta spy)

3. "Wes" (Wesley Wyndam-Pryce) - Human - He still does what he has to do to protect others and what he knows is right. Of course, making the hard decisions means he can save one person per night except himself. Instead, he can decide to set a trap and take a would-be attacker with him in death. (Save / Martyr)

4. "Fred" (Winifred Burkle) - Human - Extremely smart, but still pretty crazy, she has found plenty of intriguing mysteries in the science lab. Focused on turning Spike back from his ghost form, she experiments each night. If she RID guesses Spike correctly, they gain BTSC and Spike becomes a vampire again (flavor only), if Spike dies she gains a RID Kill. (Guess)

5. "Gunn" (Charles Gunn) - Human - Former tough street kid with a moral compass, has undergone some kind of surgery that enhanced him to the point where he definitely has the expertise needed to head the Legal Department. Each night can incapacitate a person using shady legal means and find his/her type (Human / Non-Human). (Block)

6. "Lorne" (Krev-Lorne Swath of the Deathwok Clan) - Demon/Pylean - He naturally became the new head of Wolfram & Hart's Entertainment Division with various business deals in the film industry. Unfortunately, he chose to have his sleep removed which an empath should never-ever-do. As his sleep deprived skills manifest subconsciously his cynicism grows and so does his temper. Whenever he hits a high note he will block a player's action. ODTG can ask the host if a statement is true. (Block)

7. Harmony Kendall - Vampire - former nemesis turned secretary. Because it's always good to have a familiar face around that keep the blood cool. She sure can run tasks around the office or at least follow people around. (Spy)
If she chooses X as target, she has a choice between 2 spy options:
A. Follow spy: will find out who X targeted at night (regardless of correctness for RIDs) or "stayed home" for any inactiveness or blocked actions or day actions.
B. Intercept spy (reverse-follow spy): will get a list of players that targeted X at night (including RIDs on X, regardless of correctness) or just her name if no one acted on X.


8. Nina Ash - Werewolf - a young art major biten by a werewolf and saved by Angel. She voluntarily submits to being caged during the full moon. Well, up until Angel asked her out for coffee and now they have BTSC. (Vanilla / BTSC).

Baddies: Circle of the Black Thorn. Wincon - the driving force behind the apocalyptic plans, they actually like to amass power for themselves and as such cannot tolerate interference from anyone regardless of faction (last standing). NK has a carrier but cannot be blocked only saved from. Carrier is only used for story purposes and in case Wesley martyrs.

9. "Archduke Sebassis" - Demon - A hairless demon with antelope-like horns and pointed ears. He commands demonic legions that he can send each night to block a person. ODTG can insta-RID Kill but will not be able to use his action that night (or the next night if it is day). (Block)

10. "Cyvus Vail" - Demon - A powerful red-skinned warlock with vast economic power. Can redirect one vote (if blocked at night, he cannot). (Vote manip)

11. "Senator Helen Brucker" - Demon - Green-blooded demon in a human host with the ambition to become the president. She has numerous vampire bodyguards and campaign staff. Each night can RID guess two persons that share a BTSC. If successful, this breaks the BTSC permanently. (BTSC breaker)

Indy: Child of the Senior Partners - Survive the Apocalypse (last standing)

12. "Eve" - Human - The primary liaison with the Senior Partners comes and goes at her leisure, usually stirring up trouble as she goes. She has immortality but she will have to renounce that at some point. Immortality works only for N1 & N2 (will be shown as saved by Wesley if targeted by a successful NK) and does not save from being lynched. Can make her vote count x2 (if blocked at night, she cannot.) Each night can RID guess 1 person as Angel and 1 person as Spike, trying to find the vampire becoming human in the Shanshu Prophecy. If at least 1 RID is correct and target is alive at the end of the night, she gains a RID Kill each night.

Rules:
*OOA: Block > Save > RID Kill > Kill > Spy. Kills are not blocking.
*BTSC breaks only existing BTSCs, even if they were established the same night they are correctly broken. Spike starts the game in a BTSC, Fred's correct guess will make her see that BTSC even if it is disrupted the same night.
*Baddie ODTG insta RID kill is outside OOA, it happens instantaneously and is announced by host in a separate post only if successful.
*NP shows only Kills and Saves. DP shows lynched player's role, no indication on vote manipulation.
*Tie: D1 No lynch. D2+ All lynched.
*Blocks will count as successful if the block went through unstopped by another block. Daily actions are blockable. Blocked players will be told so. Two blocks blocking each other = both fail.
*No abstaining is allowed, every player starts the day with a vote on self.
*Statement must be chosen by Lorne from the thread, host holds the right to refuse to answer for out-of-game, paradoxes or illogical. Answer is from the host's PoV i.e. absolute truth for the game.
*Indy cannot tie win with Goodies and Baddies unless all planets align and conspire to make it so i.e. the game ends with the last 2 remaining factions die out in the same phase. If all 3 factions die out in the same phase, only the host wins.
Aug 19 2017, 07:21 PM
Goodies: Wolfram & Hart (L.A. branch) - former Angel Investigations and friends are now working as the L.A. branch of their once nemesis Wolfram & Hart corporation. Fighting evil ... inside an evil corporation - the belly of the beast. WinCon - Remove Baddies (Circle of the Black Thorn) & Indy from the game (can tie with Indy only if all baddies are dead)

1. Angel - Vampire - Vampire with a soul, still seeking atonement for past crimes. Now the CEO of Wolfram & Hart LA Office with a lot of resources at his disposal. He can stalk and kill one player each night, but his own army of bodyguards makes it hard for him to Role-ID his enemies. Has BTSC with Nina. (Kill / BTSC)

2. Spike - Vampire / Ghost - Magically delivered by FedEx to Angel's office, he is now trapped as a ghost in the afterlife, pretty much insubstantial. However he is far from useless as he can submit a subset of at least 3 names each night (not himself) and will be find out if any Baddies are present. (Sorta spy)

3. "Wes" (Wesley Wyndam-Pryce) - Human - He still does what he has to do to protect others and what he knows is right. Of course, making the hard decisions means he can save one person per night except himself. Instead, he can decide to set a trap and take a would-be attacker with him in death. (Save / Martyr)

4. "Fred" (Winifred Burkle) - Human - Extremely smart, but still pretty crazy, she has found plenty of intriguing mysteries in the science lab. Focused on turning Spike back from his ghost form, she experiments each night. If she RID guesses Spike correctly, they gain BTSC and Spike becomes a vampire again (flavor only), if Spike dies she gains a RID Kill. (Guess)

5. "Gunn" (Charles Gunn) - Human - Former tough street kid with a moral compass, has undergone some kind of surgery that enhanced him to the point where he definitely has the expertise needed to head the Legal Department. Each night can incapacitate a person using shady legal means and find his/her type (Human / Non-Human). (Block)

6. "Lorne" (Krev-Lorne Swath of the Deathwok Clan) - Demon/Pylean - He naturally became the new head of Wolfram & Hart's Entertainment Division with various business deals in the film industry. Unfortunately, he chose to have his sleep removed which an empath should never-ever-do. As his sleep deprived skills manifest subconsciously his cynicism grows and so does his temper. Whenever he hits a high note he will block a player's action. ODTG can ask the host if a statement is true. (Block)

7. Harmony Kendall - Vampire - former nemesis turned secretary. Because it's always good to have a familiar face around that keep the blood cool. She sure can run tasks around the office or at least follow people around. (Spy)
If she chooses X as target, she has a choice between 2 spy options:
A. Follow spy: will find out who X targeted at night (regardless of correctness for RIDs) or "stayed home" for any inactiveness or blocked actions or day actions.
B. Intercept spy (reverse-follow spy): will get a list of players that targeted X at night (including RIDs on X, regardless of correctness) or just her name if no one acted on X.


8. Nina Ash - Werewolf - a young art major biten by a werewolf and saved by Angel. She voluntarily submits to being caged during the full moon. Well, up until Angel asked her out for coffee and now they have BTSC. (Vanilla / BTSC).

Baddies: Circle of the Black Thorn. Wincon - the driving force behind the apocalyptic plans, they actually like to amass power for themselves and as such cannot tolerate interference (last standing). NK has a carrier but cannot be blocked only saved from. Carrier is only used for story purposes and in case Wesley martyrs.

9. "Archduke Sebassis" - Demon - A hairless demon with antelope-like horns and pointed ears. He commands demonic legions that he can send each night to block a person. ODTG can insta-RID Kill but will not be able to use his action that night (or the next night if it is day). (Block)

10. "Cyvus Vail" - Demon - A powerful red-skinned warlock with vast economic power. Can redirect one vote (if blocked at night, he cannot). (Vote manip)

11. "Senator Helen Brucker" - Demon - Green-blooded demon in a human host with the ambition to become the president. She has numerous vampire bodyguards and campaign staff. Each night can RID guess two persons that share a BTSC. If successful, this breaks the BTSC permanently. (BTSC breaker)

Indy: Child of the Senior Partners - Survive the Apocalypse (last standing)

12. "Eve" - Human - The primary liaison with the Senior Partners comes and goes at her leisure, usually stirring up trouble as she goes. She has immortality but she will have to renounce that at some point. Immortality works only for N1 & N2 (will be shown as saved by Wesley if targeted by a successful NK) and does not save from being lynched. Can make her vote count x2 (if blocked at night, she cannot.) Each night can RID guess 1 person as Angel and 1 person as Spike, trying to find the vampire becoming human in the Shanshu Prophecy. If at least 1 RID is correct and target is alive at the end of the night, she gains a RID Kill each night.

Rules:
*OOA: Block > Save > RID Kill > Kill > Spy. Kills are not blocking.
*NP shows only Kills and Saves. DP shows lynched player's role, no indication on vote manipulation.
*Tie: D1 No lynch. D2+ All lynched.
*Blocks will count as successful if the block went through unstopped by another block. Daily actions are blockable. Blocked players will be told so. Two blocks blocking each other = both fail.
*Statement must be chosen by Lorne from the thread, host holds the right to refuse to answer for out-of-game, paradoxes or illogical. Answer is from the host's PoV i.e. absolute truth for the game.
Aug 6 2017, 01:06 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

Following the questions and answers N1/D1, I have compiled a different attempt at explaining channeling / boosting. Seeing that there have been 3 replacements already, I'd rather post it officially as an addendum to the OP.
Spoiler for Primer on channeling/boosting


Links:
*Night 1: Where Eagles Dare
*Day 1: The Usual Martyr
*Night 2: Wrong Fork in the Road
*Day 2: By Our Powers Combined
*Night 3: A Boost Too Far
Aug 6 2017, 01:03 PM
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.
Jul 30 2017, 03:09 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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