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Beggar


unreality
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let me start if off with the Beggar I just came up with: (it's an expansion of the 5-day winner idea)

* Beggar - gets 1 gold Phoenix Crown every day. When the Beggar has 5 Phoenix Crowns, he has enough money to pack up and move to the tropics (ie, he wins). However, the Beggar can exchange a Phoenix Crown for 5 role identities, which he can use to his advantage in lynchings and stuff to try to prolong the game. The Beggar can also exchange a Phoenix Crown to kill that night

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On an unrelated topic, a pet peeve I have in mafia games is use of genderized roles. If you've noticed, all of my mafia games (with the exception of the shortlived LOSt mini-mafia) have roles that are not specific characters from movies/books/etc, they're more general and gender unspecific. For Jumper Mafia, I didn't use characters from the movie (although I adapted some of the character roles from the movie), and.. yeah :D It kinda bugs me when male or female characters are used and are separate from the Brainden usernames that play them. It just extends the requested suspension-of-belief in the storyline, and removes all feeling of immersion and character attachment, especially if your own personal gender happens to be different than that of the 'role' (more like character) that you play. I know that if you are basing something off of a story that you didn't make up, it's hard to degenderize, but I did something like that for Jumper Mafia, generalizing some and mostly making up new roles, because I didn't take the exact events from the movie but rather the general concept: people, called Jumpers, who can teleport, and other people, called Paladins, who are zealots that hunt and kill the Jumpers. This is basically all I took from the movie 'Jumper'.

Anyway, I'll end my rant now, I know for some things (like Princess Bride) that it's near-impossible to de-personify and make roles, not characters, but it's just a little pet peeve I have that I thought I'd share :P

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On an unrelated topic, a pet peeve I have in mafia games is use of genderized roles. If you've noticed, all of my mafia games (with the exception of the shortlived LOSt mini-mafia) have roles that are not specific characters from movies/books/etc, they're more general and gender unspecific. For Jumper Mafia, I didn't use characters from the movie (although I adapted some of the character roles from the movie), and.. yeah :D It kinda bugs me when male or female characters are used and are separate from the Brainden usernames that play them. It just extends the requested suspension-of-belief in the storyline, and removes all feeling of immersion and character attachment, especially if your own personal gender happens to be different than that of the 'role' (more like character) that you play. I know that if you are basing something off of a story that you didn't make up, it's hard to degenderize, but I did something like that for Jumper Mafia, generalizing some and mostly making up new roles, because I didn't take the exact events from the movie but rather the general concept: people, called Jumpers, who can teleport, and other people, called Paladins, who are zealots that hunt and kill the Jumpers. This is basically all I took from the movie 'Jumper'.

Anyway, I'll end my rant now, I know for some things (like Princess Bride) that it's near-impossible to de-personify and make roles, not characters, but it's just a little pet peeve I have that I thought I'd share :P

Yeah, I have to agree, I find that I'm always playing a guy -_- but really, what can you do? Btw, Medieval Mafia looks great :D Wouldn't the villains have the normal "be the last ones in the game" win condition? Or are you trying for something different?

<(^-^)>

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thanks :D As for the Villains' win con... well I thought of that, but it'd be pretty tough for a group of 3 to kill 12 others (9 Adventurers and 3 Bandits), especially because the Villains don't even kill reliably each night, they just have the Agent of The Hand and his/her special hand attacks [only 3 total], the Mind Flayer's puppet-mind-control thing, and the dragonbreath - so three separate and unique methods that are kind of like killing (although the Mind Flayer does more: it's like it kills one of the opponents but adds one of yours, so a net gain of +2)... so maybe on second thought they could have the potential to be the last ones standing :lol: I'll have to think about it (I'll hold the period button down until I come to a conclusion) ................................................................................

........ [done ;D] Hmmmm... the Villains' lack of role-discovery ability is suddenly disconcerting, especially because of the Mind Flayer's requirement to have the identity + role. Dang.. I was originally thinking that the Villains could have a certain group of people they have to kill. Not sure. Maybe a certain randomly generated list of roles? Or list of identities? But then does the Mind Flayer attack count as a kill?

Hmmm... now I like the idea of having the Villains (including the Villains and all Mind Flayer puppets) be the last ones standing to win, if I give them a way to gain more insight on enemies' roles

edit: then there's the topic of: should Mind Flayer puppet's retain their previous ability? I don't think so

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Mafia VIII - Medieval Mafia

Adventurers

- The Psion

- The Knight

- The Thief

- The Tank

- The Druid

- The Dragonslayer

- The Herbalist

- The Royal Emissary

- The City Guard

Bandits

- The Highwayman

- The Deadbolt Sniper

- The Footpad

Villains

- The Agent of The Hand

- The Mind Flayer

- The Bronzefire Dragon

Role Abilities

Adventurers

* The Psion: a warrior of innate mental prowess... they have a mind so powerful they can manipulate others with minimal effort. Because of this, they are immune to the Mind Flayer, and are also very persuasive, giving them double voting power. Each day, the Psion chooses one other player to also give double voting power (the person is alerted of this fact)... and if the chosen person is a Mind Flayer puppet, they are killed at the end of the day

* The Knight - goes on quests. Each Adventurer (other than the Knight) has a quest that only they know. They can PM me at any time, and immediately after the next day/night post, I will send the quest to the Knight for completion. The Knight has no knowledge of any quests until he/she receives them, and they can choose not to do a quest. Rewards of completing a quest & changes that happen afterward are detailed in the quest description

* The Thief - a sly, roguish individual with a knack for ending up in places where they don't belong. Because of this, the Thief often learns useful information. At the beginning of the game, they have a key choice to make, two different paths to follow:

** The Flambuoyant Thief - hangs around in the upper echelons of society, learning who the newest fashionable villains are. Each night, they learn one person that is either a Bandit or Villain, but they are not told what specific faction or role

** The Shadow Thief - hangs around in... ventilation ducts. They can visit any person they so choose (at night of course) and find an ingenious way into their home, at which point they learn the chosen person's exact role

** Once the Thief makes their choice, it is final. Furthermore, they do not learn anything until they make their choice, so they should probably do so in the first night

*** Regardless of the chosen path, if the Thief is arrested by the City Guard, they may, in the day following their arrest, choose to break out (which happens in the day post)

* The Tank - a combat-loving, fray-entering, battle-berserking, war-cry-yelling brute-force barbaric fighter, who enjoys kicking down doors and slaughtering "evil stuff". Most importantly, the Tank serves an integral function in any group of Adventurers: the damage absorber. The Tank's massive store of health allows them to take blows that would've been lethal to their weaker allies. Each night, the Tank can (if they want) choose one person that they then protect for the whole night, absorbing damage. If they don't choose anyone, it's as if they chose themselves, essentially. If the chosen person is attacked, the Tank absorbs the blow. The Tank can absorb three hits before dying, and these include attacks on the Tank as well as multiple attacks in the same night. The Tank is as vulnerable as anyone else during lynchings

* The Druid - the Druid is a master of the natural forces of the universe, utilizing all aspects of nature, from flora & fauna to weather itself. The Druid can, if they so please, call upon the fearsome and awesome power Nature to kill any specified person. If the Druid chooses not to kill, they have no voting power the next day

* The Dragonslayer - has a very focused, one-track-mind: dragonslaying! Basically they live to hunt and kill fiery winged magical lizards. The Dragonslayer is immune to the Bronzefire's dragonbreath, and each night, they traverse the realm, seeking to find their draconic nemesis. If they find the Bronzefire Dragon, the Dragon dies, despite any saving role that may be involved. If the Dragonslayer finds the Druid, they get BTSC with the Druid

* The Herbalist - the Herbalist grew up in an apothecary and knows every herb, every root, every remedy and every potion. Each night, the Herbalist can make a different concoction and infuse it to the person of their choice:

** Panacea Potion - saves someone's life, except for dragonbreath

** Mindguard Salve - saves someone against the Mind Flayer

** Firesbane Poultice - saves someone against dragonbreath

** The Herbalist may administer any of their cures to themselves, and there are no other limits on who they can save

* The Royal Emissary - the RE acts as a tagalong agent of the King, an ambassador to all lands foreign that the Adventurers (and various infiltrating baddies) may venture. Because of the Royal Emissary's extensive career as a courier and messenger-taker for the High Courts, they can carry messages between any two players. A player that wishes the RE to carry a message will PM me the message and the target player. I will, as soon as I get it, forward it to the RE, who may alter it in any way they so please, and then send it to ANY player they so please (through me). The RE cannot otherwise send or receive messages. Each player can only request the services of the Royal Emissary once

* The City Guard - this astute and vigilant watchman is quite the upholder of justice. Each night, they can jail one [supposedly suspicious] person, arresting them in the night post. The jailed victim cannot vote, be voted for, use BTSC, use a role ability (except for the Thief's jailbreak ability), or have a role ability used on them (except for the Highwayman's jailbreak ability). However, the jailed person is allowed to post on the thread and discuss (but no BTSC!). The City Guard holds them for the following day and following night at minimum, and if they do not choose to jail someone else the next night, they may hold them prisoner indefinitely. However, the City Guard may only hold one person prisoner at a time, so if they choose someone new, they release the old prisoner as they arrest the new one. Furthermore, the jailed person can PM me a message, which I pass on to the City Guard, and vice versa with the City Guard messaging the prisoner

** Note that the Thief can choose to break out of jail if they want to (happens in the day post) and the Highwayman can choose to break anyone out of jail (also happens in the day post). I won't elaborate much and it will be unclear whether the person escaped because they were the Thief or because the Highwayman rescued them

Bandits

* The Highwayman - during the day, if someone is under arrest by the City Guard, the Highwayman may choose to break them out, which occurs in the day post. The Highwayman can only break OTHER people out: if the Highwayman is in jail, he or she cannot break themselves out

* The Deadbolt Sniper - the Sniper is the main distance assassin that the Bandits use, but they are also a skilled detective and can uncover clues with the slightest glance, probably from training their eye at the sight of a crossbow. The Deadbolt Sniper can learn one player's exact role each night

* The Footpad - the Footpad is a common street ruffian, a Bandit thug. Each day they can mug any player they want (happens in the day post). They get money equal to exactly HALF of the monetary amount listed for the player's role in the Bandits' win description. Furthermore, if the Footpad mugs the Herbalist, they get one of the three random cures that the Herbalist uses, and the Footpad gets ONE use of that to use on any player on any night.

** If the Footpad mugs the same person a second time, they are caught and killed

Villains

* The Agent of The Hand - the Agent of The Hand is a skilled mage/assassin that works for a mysterious society known as The Hand. The Agent can enchant their hand with powerful energy which can be used to smite down foes. The Agent has three energy-based attacks that they can use throughout the game (at night). They can only use each ability once, and cannot use two in the same night:

** Plasma Hand - a cloud of charged ions forms around the Agent's hand, which can be used to deal fatal blows... but not against the magical defenses of the Adventurers. The Plasma Hand only works against the Bandits. If it fails, it is still usable at a later time

** Lightning Hand - blazing arcs of electricity zap around the Agent's hand, allowing him or her to smite down Adventurers (but not Bandits, who are accustomed to storms and have grounded boots). If it fails, it is still usable at a later time

** Vortex Hand - kills anyone and everyone, without fail

*** Scout: separate from his/her Hand abilities, the Agent has a Scout ability, which they can opt to use at night (they cannot use a Hand ability and Scout ability in the same night). Scouting a player will reveal random results, based on the role of the die:

(1) the amount of gold ingots the player has (0 if Bandit)

(2) the general faction of the player (Adventurer, Bandit, Villain) plus all people that the player has visited in at night so far

(3) the amount of letters in the player's role's name, excluding spaces and words like "the"

(4) the exact role of the player IF they have been burned by the Dragon at least once (whether it failed or succeeded). IF the player hasn't been breathed upon, the Agent only learns the number of vowels in the role name (excluding spaces and "the")

(5) & (6) Reroll

*** The Agent can also scout a role, of which they learn something randomly:

(1) the gender of the player that plays the role

(2) whether the role is alive or dead and how many people have made night actions against the player that plays the role, discounting Bandit kill

(3) the total number of votes that the player that plays the role has received over the course of the game

(4) if the player that has the role has received any actions or attacks by the Villains

(5) & (6) Reroll

* The Mind Flayer - the Mind Flayer is a strange subterranean humanoid creature with light bluish skin and a tentacled face with eyes that glow with a menacing intensity. The Mind Flayer is an expert at probing into victims' minds and taking control of their neurological processes, effectively making them puppets. The Mind Flayer can do this once per night, turning any Adventurer or Bandit into a minion of the Mind Flayer. The player who is puppetized joins the Villains and gains BTSC with them, however they retain no night or day abilities from their previous role. Nobody else is aware that anything suspicious happened. There is one catch: the Mind Flayer cannot just probe anyone's mind. They must have extensive knowledge of the person's identity beforehand; ie, they must know the person's role. When they PM me the request, they include the target's role, and the mind control fails if they are wrong... also if they are wrong, they suffer a mental cataclysm. The first time they are fine and recover easily and quickly. However, on the Mind Flayer's second cataclysm, they die

* The Bronzefire Dragon - this temperamental drake has the ability to breathe intense fire upon its chosen victim each night. The person breathed upon is notified, as well as a 50% chance that the dragonbreath event will make its way into the night post, which of course makes the knowledge public and undeniably truthful. The dragonbreath victim will die at the conclusion of the following night (not the same night), unless healed with a Firesbane Poultice the same night as the burning OR the following night. The Dragonslayer is immune to the dragonbreath attack, but this isn't revealed until the moment of death. If the Dragonslayer is breathed upon and the 50% chance of NOT making it public occurred, then the Dragonslayer 'not dying' is NOT put into the following night's night post. If someone was breathed upon and it was made public, no matter what happens the following night with it will be shown. If someone was breathed upon and it was NOT made public, then: if the Herbalist saves them, it is NOT put in the night post, but the Herbalist is PMed and informed that they saved someone (and the victim is informed that they were saved too, and so is the Bronzefire Dragon). If the victim is not saved and dies of burn wounds, then of course it is part of the night post

Faction Abilities

Adventurers: (and the group as a whole of course) standard lynch. Tie = no execution that day. No Adventurers have BTSC unless otherwise stated in their role description

Bandits: BTSC, kill each night

Villains: BTSC, no overall Faction Ability

Win Conditions

Adventurers: lynch & kill all Bandits and Villains

Bandits: amass as much gold as possible. After killing a player at night (if multiple killers go after the same target, that's fine, the Bandits still get the gold), the Bandits raid the player's body and possessions for gold. Each role has a different amount of gold carried on them. The Psion, Knight, Thief and Royal Emissary each have 10 gold ingots. The Tank, Dragonslayer and City Guard each have 6 gold ingots. The Druid, Herbalist and Agent of The Hand each have 4 gold ingots. The Mind Flayer carries no gold, but the Bronzefire Dragon has a dragonlike treasure horde of 12 gold ingots. To get gold from the Tank, the Tank must actually die, not just 'take a hit'. The Bandits win if they get X gold ingots

Villains: kill everyone else!

The only thing I haven't decided on is how many ingots the Bandits need to win, I'll have to think more about it later when I have time :D

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I just had a random thought that jumps back a long way in mafia history. :wacko:

Now, I'm not advocating the reintroduction of the GR, Illusionist, QA triangle, but part of the problem with the set up was that the QAs had to kill the Illusionist character after the GR was dead and since the Illusionist's ability only allowed him/her to attempt to protect people from the GR, it was a really ineffective character whose most useful ability was allowing the Mafia (or GR or Ninja) to kill him/her, thus denying the QAs of their primary objective.

One way to fix this problem would be to either make the Illusionist more important to the innocents (don't know how that would work,) or give him/her a more reliable way of protecting people; (the latter can also apply to other healer type characters as well.) So what if the Illusionist could use an ability like Clairvoyance on a night to look into the future. This would mean that the next night that the GR attacked, the Illusionist would be informed of the target so that he/she could target them was well (if he/she so chose.) As a penalty, the use of clairvoyance would render the Illusionist "defenseless."

I haven't quite thought of an appropriate method of "defenselessness" yet, but the couple of ideas that I have floating around are: (1) no other saving role can protect the Illusionist for the night that the Illusionist used Clairvoyance and the night following, or (2) the Illusionist sacrifices his/her vote count the day after he/she uses Clairvoyance (this wouldn't be public (obviously; :P ) they could still vote, the host just wouldn't count it in the final tally.)

As I said before, this is in no way encouraging the return to olden times, B)) but if anyone were thinking of creating a similar situation in a future game, maybe he/she could draw ideas from this. And maybe this sort of idea could be extended to other saving roles as well. The use of the Illusionist, GR and QAs were purely to give a concrete example of the situation; it could be applied to a lot of other character interactions as well.

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I beg of you, Lexi*penguin (and even Impervious, even though you've played 1 or 2 games), do not host!!! Please!!! You have no idea what it even involves - have you played a single mafia game yet? This forum keeps getting cluttered with games hosted by mafia-noobs (no offense, it's not derogetory, it's just a factual title representing your Mafia experience, I'm not trying to be mean at all so please don't take it that way :D), and I see so many problems in all of them I want to scream and tear my hair out!!! I'm incredibly passionate about this issue, sorry :blush: But it's a sad reality that people think it's cool or something to host games after playing only a few. Just because you have an idea for a game does not mean you should host! Play at least 5 games before considering, and get a lot of experience. To host a decent mafia game, you'll need it

So, again, I beg of you! I absolutely BEG of you!!!!!!!

[/rant]

(again, I'm not trying to be insultive, sorry if it came across that way - I'm trying to educate)

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I beg of you, Lexi*penguin (and even Impervious, even though you've played 1 or 2 games), do not host!!! Please!!! You have no idea what it even involves - have you played a single mafia game yet? This forum keeps getting cluttered with games hosted by mafia-noobs (no offense, it's not derogetory, it's just a factual title representing your Mafia experience, I'm not trying to be mean at all so please don't take it that way :D), and I see so many problems in all of them I want to scream and tear my hair out!!! I'm incredibly passionate about this issue, sorry :blush: But it's a sad reality that people think it's cool or something to host games after playing only a few. Just because you have an idea for a game does not mean you should host! Play at least 5 games before considering, and get a lot of experience. To host a decent mafia game, you'll need it

So, again, I beg of you! I absolutely BEG of you!!!!!!!

[/rant]

(again, I'm not trying to be insultive, sorry if it came across that way - I'm trying to educate)

advice taken, that's why I've been asking some of the experienced members to help with the setup. I've got a few under my belt, well 2 since I don't count Hybrid as I died the first night. It's also why I don't want to start it immediately, I want to make sure it's as perfect as possible.

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Dawh: I like your idea simply because I really liked the QA's, my first game I was MoE and I really enjoyed it, I would really like a one return to original Mafia, just for a change :).

On your actual idea though, because I think for the Illusionist to find out the GR's target is a bit unfair on the GR (as his win condition is difficult enough as it is), why not have when the Illusionist uses their clairvoyance ability, that the Illusionist gets 3 identities, 1 of which is GR's target. (Or two identities maybe?) So that the GR isn't just rendered totally useless, and the Illusionist is left with a choice.

Or if the the Illusionist uses their ability, maybe their sacrifice is that they have a 1/3 chance that the GR/QA's find out their identity (or some variation of this).

See I know that the QA's were out of favour, but yeah, I really liked them in the game, even though it was arguably the toughest role to win as... :)

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Thats ok - i just like to make intros!! :)

Which is good... most people(Like Me) will let others write an intro... so you can a

advice taken, that's why I've been asking some of the experienced members to help with the setup. I've got a few under my belt, well 2 since I don't count Hybrid as I died the first night. It's also why I don't want to start it immediately, I want to make sure it's as perfect as possible.

ya... i would try to get at lest 2 more in before (RVBM is coming up soon)... though even that is cutting it short... My first one was after 5 games and it still messed up... and mine STILL don't turn out perfect...

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most recent version of Mafia VIII

Mafia VIII - Medieval Mafia

Adventurers

- The Psion

- The Knight

- The Thief

- The Tank

- The Druid

- The Dragonslayer

- The Herbalist

- The Royal Emissary

- The City Guard

Bandits

- The Highwayman

- The Deadbolt Sniper

- The Footpad

Villains

- The Agent of The Hand

- The Mind Flayer

- The Bronzefire Dragon

Role Abilities

Adventurers

* The Psion: a warrior of innate mental prowess... they have a mind so powerful they can manipulate others with minimal effort. Because of this, they are immune to the Mind Flayer, and are also very persuasive, giving them double voting power. Each day, the Psion chooses one other player to also give double voting power (the person is alerted of this fact)... and if the chosen person is a Mind Flayer puppet, they are killed at the end of the day

* The Knight - goes on quests. Each Adventurer (other than the Knight) has a quest that only they know. They can PM me at any time, and immediately after the next day/night post, I will send the quest to the Knight for completion. The Knight has no knowledge of any quests until he/she receives them, and they can choose not to do a quest. Rewards of completing a quest & changes that happen afterward are detailed in the quest description

* The Thief - a sly, roguish individual with a knack for ending up in places where they don't belong. Because of this, the Thief often learns useful information. At the beginning of the game, they have a key choice to make, two different paths to follow:

** The Flambuoyant Thief - hangs around in the upper echelons of society, learning who the newest fashionable villains are. Each night, they learn one person that is either a Bandit or Villain, but they are not told what specific faction or role

** The Shadow Thief - hangs around in... ventilation ducts. They can visit any person they so choose (at night of course) and find an ingenious way into their home, at which point they learn the chosen person's exact role

** Once the Thief makes their choice, it is final. Furthermore, they do not learn anything until they make their choice, so they should probably do so in the first night

*** Regardless of the chosen path, if the Thief is arrested by the City Guard, they may, in the day following their arrest, choose to break out (which happens in the day post)

* The Tank - a combat-loving, fray-entering, battle-berserking, war-cry-yelling brute-force barbaric fighter, who enjoys kicking down doors and slaughtering "evil stuff". Most importantly, the Tank serves an integral function in any group of Adventurers: the damage absorber. The Tank's massive store of health allows them to take blows that would've been lethal to their weaker allies. Each night, the Tank can (if they want) choose one person that they then protect for the whole night, absorbing damage. If they don't choose anyone, it's as if they chose themselves, essentially. If the chosen person is attacked, the Tank absorbs the blow. The Tank can absorb three hits before dying, and these include attacks on the Tank as well as multiple attacks in the same night. The Tank is as vulnerable as anyone else during lynchings

* The Druid - the Druid is a master of the natural forces of the universe, utilizing all aspects of nature, from flora & fauna to weather itself. The Druid can, if they so please, call upon the fearsome and awesome power Nature to kill any specified person. If the Druid chooses not to kill, they have no voting power the next day

* The Dragonslayer - has a very focused, one-track-mind: dragonslaying! Basically they live to hunt and kill fiery winged magical lizards. The Dragonslayer is immune to the Bronzefire's dragonbreath, and each night, they traverse the realm, seeking to find their draconic nemesis. If they find the Bronzefire Dragon, the Dragon dies, despite any saving role that may be involved. If the Dragonslayer finds the Druid, they get BTSC with the Druid

* The Herbalist - the Herbalist grew up in an apothecary and knows every herb, every root, every remedy and every potion. Each night, the Herbalist can make a different concoction and infuse it to the person of their choice:

** Panacea Potion - saves someone's life, except for dragonbreath

** Mindguard Salve - saves someone against the Mind Flayer

** Firesbane Poultice - saves someone against dragonbreath

** The Herbalist may administer any of their cures to themselves, and there are no other limits on who they can save

* The Royal Emissary - the RE acts as a tagalong agent of the King, an ambassador to all lands foreign that the Adventurers (and various infiltrating baddies) may venture. Because of the Royal Emissary's extensive career as a courier and messenger-taker for the High Courts, they can carry messages between any two players. A player that wishes the RE to carry a message will PM me the message and the target player. I will, as soon as I get it, forward it to the RE, who may alter it in any way they so please, and then send it to ANY player they so please (through me). The RE cannot otherwise send or receive messages. Each player can only request the services of the Royal Emissary once

* The City Guard - this astute and vigilant watchman is quite the upholder of justice. Each night, they can jail one [supposedly suspicious] person, arresting them in the night post. The jailed victim cannot vote, be voted for, use BTSC, use a role ability (except for the Thief's jailbreak ability), or have a role ability used on them (except for the Highwayman's jailbreak ability). However, the jailed person is allowed to post on the thread and discuss (but no BTSC!). The City Guard holds them for the following day and following night at minimum, and if they do not choose to jail someone else the next night, they may hold them prisoner indefinitely. However, the City Guard may only hold one person prisoner at a time, so if they choose someone new, they release the old prisoner as they arrest the new one. Furthermore, the jailed person can PM me a message, which I pass on to the City Guard, and vice versa with the City Guard messaging the prisoner

** Note that the Thief can choose to break out of jail if they want to (happens in the day post) and the Highwayman can choose to break anyone out of jail (also happens in the day post). I won't elaborate much and it will be unclear whether the person escaped because they were the Thief or because the Highwayman rescued them

Bandits

* The Highwayman - during the day, if someone is under arrest by the City Guard, the Highwayman may choose to break them out, which occurs in the day post. The Highwayman can only break OTHER people out: if the Highwayman is in jail, he or she cannot break themselves out

* The Deadbolt Sniper - the Sniper is the main distance assassin that the Bandits use, but they are also a skilled detective and can uncover clues with the slightest glance, probably from training their eye at the sight of a crossbow. The Deadbolt Sniper can learn one player's exact role each night

* The Footpad - the Footpad is a common street ruffian, a Bandit thug. Each day they can mug any player they want (happens in the day post). They get money equal to exactly HALF of the monetary amount listed for the player's role in the Bandits' win description (if the Bandits later kill that person, they get the OTHER half :P). Furthermore, if the Footpad mugs the Herbalist, they get one of the three random cures that the Herbalist uses, and the Footpad gets ONE use of that to use on any player on any night.

** If the Footpad mugs the same person a second time, they are caught and killed (they still get the ingots for their sacrifice though)

Villains

* The Agent of The Hand - the Agent of The Hand is a skilled mage/assassin that works for a mysterious society known as The Hand. The Agent can enchant their hand with powerful energy which can be used to smite down foes. The Agent has three energy-based attacks that they can use throughout the game (at night). They can only use each ability once, and cannot use two in the same night:

** Plasma Hand - a cloud of charged ions forms around the Agent's hand, which can be used to deal fatal blows... but not against the magical defenses of the Adventurers. The Plasma Hand only works against the Bandits. If it fails, it is still usable at a later time

** Lightning Hand - blazing arcs of electricity zap around the Agent's hand, allowing him or her to smite down Adventurers (but not Bandits, who are accustomed to storms and have grounded boots). If it fails, it is still usable at a later time

** Vortex Hand - kills anyone and everyone, without fail

*** Scout: separate from his/her Hand abilities, the Agent has a Scout ability, which they can opt to use at night (they cannot use a Hand ability and Scout ability in the same night). Scouting a player will reveal random results, based on the role of the die:

(1) the amount of gold ingots the player has (0 if Bandit)

(2) the general faction of the player (Adventurer, Bandit, Villain) plus all people that the player has visited in at night so far

(3) the amount of letters in the player's role's name, excluding spaces and words like "the"

(4) the exact role of the player IF they have been burned by the Dragon at least once (whether it failed or succeeded). IF the player hasn't been breathed upon, the Agent only learns the number of vowels in the role name (excluding spaces and "the")

(5) & (6) Reroll

*** The Agent can also scout a role, of which they learn something randomly:

(1) the gender of the player that plays the role

(2) whether the role is alive or dead and how many people have made night actions against the player that plays the role, discounting Bandit kill

(3) the total number of votes that the player that plays the role has received over the course of the game

(4) if the player that has the role has received any actions or attacks by the Villains

(5) & (6) Reroll

* The Mind Flayer - the Mind Flayer is a strange subterranean humanoid creature with light bluish skin and a tentacled face with eyes that glow with a menacing intensity. The Mind Flayer is an expert at probing into victims' minds and taking control of their neurological processes, effectively making them puppets. The Mind Flayer can do this once per night, turning any Adventurer or Bandit into a minion of the Mind Flayer. The player who is puppetized joins the Villains and gains BTSC with them, however they retain no night or day abilities from their previous role. Nobody else is aware that anything suspicious happened. There is one catch: the Mind Flayer cannot just probe anyone's mind. They must have extensive knowledge of the person's identity beforehand; ie, they must know the person's role. When they PM me the request, they include the target's role, and the mind control fails if they are wrong... also if they are wrong, they suffer a mental cataclysm. The first time they are fine and recover easily and quickly. However, on the Mind Flayer's second cataclysm, they die

* The Bronzefire Dragon - this temperamental drake has the ability to breathe intense fire upon its chosen victim each night. The person breathed upon is notified, as well as a 50% chance that the dragonbreath event will make its way into the night post, which of course makes the knowledge public and undeniably truthful. The dragonbreath victim will die at the conclusion of the following night (not the same night), unless healed with a Firesbane Poultice the same night as the burning OR the following night. The Dragonslayer is immune to the dragonbreath attack, but this isn't revealed until the moment of death. If the Dragonslayer is breathed upon and the 50% chance of NOT making it public occurred, then the Dragonslayer 'not dying' is NOT put into the following night's night post. If someone was breathed upon and it was made public, no matter what happens the following night with it will be shown. If someone was breathed upon and it was NOT made public, then: if the Herbalist saves them, it is NOT put in the night post, but the Herbalist is PMed and informed that they saved someone (and the victim is informed that they were saved too, and so is the Bronzefire Dragon). If the victim is not saved and dies of burn wounds, then of course it is part of the night post

Faction Abilities

Adventurers: (and the group as a whole of course) standard lynch. Tie = no execution that day. No Adventurers have BTSC unless otherwise stated in their role description

Bandits: BTSC, kill each night

Villains: BTSC, no overall Faction Ability

Win Conditions

Adventurers: lynch & kill all Bandits and Villains

Bandits: amass as much gold as possible. After killing a player at night (if multiple killers go after the same target, that's fine, the Bandits still get the gold), the Bandits raid the player's body and possessions for gold. Each role has a different amount of gold carried on them. The Psion, Knight, Thief and Royal Emissary each have 10 gold ingots. The Tank, Dragonslayer and City Guard each have 6 gold ingots. The Druid, Herbalist and Agent of The Hand each have 4 gold ingots. The Mind Flayer carries no gold, but the Bronzefire Dragon has a dragonlike treasure horde of 12 gold ingots. To get gold from the Tank, the Tank must actually die, not just 'take a hit'. The Bandits win if they get 32 gold ingots

Villains: kill everyone else!

I've written almost all of the quests, just brainstorming Royal Emissary quest still and working on adding something to the City Guard's quest

~~~

I've also decided I'm going to write a Newbies' Guide to Mafia regardless of whether rookie stickies it or not - I've seen the need for it increase a lot, so we'll just have to bump it up often with substantial posts if it doesn't get stickied :P

Edited by unreality
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So, again, I beg of you! I absolutely BEG of you!!!!!!!

[/rant]

(again, I'm not trying to be insultive, sorry if it came across that way - I'm trying to educate)

UR, you do come off a bit harsh. However, I have to totally agree with you. I have played how many games now? Maybe a dozen or more? And I am right now for the first time hosting my own (Princess Bride Mafia) and it is a lot harder than I thought it would be. I'm very thankful that I have you as my mentor, O wise Unreality, Master of all things Mafia!! Now that the game is underway I have come across several things that should have been set-up differently so as to make things fair for all players. Also, even though I wrote all the rules and the roles, I still almost totally botched the game on the very first nght. Thankfully it all worked out just fine (the dice were kind to me) but it could have been disasterous. Another thing I didn't realize is exactly how much of my day hosting would consume. I have basically had to drop out of everything else on the Den just to focus on PBM. It takes a lot of organization to be a host - thankfully that is a strong point of mine, but I could see that if someone were not very well organized it would end up hacking the players off or even destroying the game.

So, I guess what I'm trying to say is that UR is right...you should play at least 8-10 games before hosting...and then it would be a good idea to run you roles and rules by some experienced players or post them on this thread so that new eyes could possibly catch the glitches that you don't.

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I beg of you, Lexi*penguin (and even Impervious, even though you've played 1 or 2 games), do not host!!! Please!!! You have no idea what it even involves - have you played a single mafia game yet? This forum keeps getting cluttered with games hosted by mafia-noobs (no offense, it's not derogetory, it's just a factual title representing your Mafia experience, I'm not trying to be mean at all so please don't take it that way :D), and I see so many problems in all of them I want to scream and tear my hair out!!! I'm incredibly passionate about this issue, sorry :blush: But it's a sad reality that people think it's cool or something to host games after playing only a few. Just because you have an idea for a game does not mean you should host! Play at least 5 games before considering, and get a lot of experience. To host a decent mafia game, you'll need it

So, again, I beg of you! I absolutely BEG of you!!!!!!!

[/rant]

(again, I'm not trying to be insultive, sorry if it came across that way - I'm trying to educate)

i get it. this nust be talking about my fox network thing.

i really should have spent more time on that.

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Dawh: I like your idea simply because I really liked the QA's, my first game I was MoE and I really enjoyed it, I would really like a one return to original Mafia, just for a change :).

On your actual idea though, because I think for the Illusionist to find out the GR's target is a bit unfair on the GR (as his win condition is difficult enough as it is), why not have when the Illusionist uses their clairvoyance ability, that the Illusionist gets 3 identities, 1 of which is GR's target. (Or two identities maybe?) So that the GR isn't just rendered totally useless, and the Illusionist is left with a choice.

Or if the the Illusionist uses their ability, maybe their sacrifice is that they have a 1/3 chance that the GR/QA's find out their identity (or some variation of this).

See I know that the QA's were out of favour, but yeah, I really liked them in the game, even though it was arguably the toughest role to win as... :)

I agree that one of your solutions would probably be good. Not sure which would be better.

As for the QAs, it might be fairer that if they fail their primary mission, then they must get a random remaining innocent lynched, but they don't have to do it in the next day. They can sit back and build up "evidence" over a couple of days. If I could have had even two days in M4F14, I could have gotten Taliesin lynched, but as it was, I had to go for broke and it blew up in my face. <_<

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Just from skimming your discussion about the QAs, it looks like some good ideas, though I haven't been able to read it yet - I'm nearly done with the Guide, though very soon I'll leave and won't come back for a while so I'll finish it later :D

OH!!! make sure to put in NOT to use the quote "I'm innocent, don't lynch me"

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