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TimeTrx
March 28th, 2013, 12:12 PM
It is 1920. Deep in the heart of Alabama.

Heretics are everywhere, at least in your eyes.

"They seek to corrupt our young with the devil's temptation. Join and raise your pike, raise your sabre, to arms! To arms against the Heretical Catholics, the tainted satanic blacks whose very souls are burned into................", Shouts the mayor.

"Let them know America! In all its glory with not be tainted with the chaff of the Devil! America is great, praise the lord!", Shouts the Reverend.


Mafia
Mafia

Town
Town
Town
Town
Town
Town
Town


Neutral
Neutral



Standard Mafia game with a southern twist. Goal is to lynch the Catholics, Blacks and all other threats to America!
10 players needed.



Possible Town Roles: Sheriff, Detective, Lookout, Bus Driver, Doctor, Escort, Jailor, Vigilante, Bodyguard, Investigator, Mason Leader, Mayor, Citizen

Possible Mafia Roles: Godfather, Consigliere, Mafioso, Framer, Consort, Blackmailer, Janitor

Possible Neutral Roles: Jester, Executioner, Amnesiac, Survivor, Serial Killer

1. No private messages or reputation messages, mafia night (and mason) chat is the only exception in which a group can talk together outside of the main topic. No cheating guys/gals.

2. No communication about the game outside of the game chat provided - light-hearted discussion about general gameplay elements on skype, for example, is acceptable, but any chat using hidden information or related to specific actions and strategies is a no-go. If you want to say 'Lol if I had a gun I would shoot -Player X-' then say that in day chat instead of cheating on skype like a coward. Again no cheating guys/gals.

3. No direct quoting of PMs or night chats. Basically, no copy and pasting.

4. Lynches must be in RED and in this format -Vote John... Lynches will always majority vote style.

5. Questions must be in GREEN... Questions can be asked in PM's. But

6. Death notes: Mafia and the neutral killers may leave a death note if they want to.

7. Last Wills and actions: All last wills and actions should be PM'd to TimeTrx account, labelled <insert name here's> last will or some thing like that.


Jailor jails
Night groups get together to talk
People put on vests
Escort / Consort Blocks Escort / Consort
Jailor executes target
Lookout moves to target / Detective follows target
Escort / Consort
Bus Driving
Framing
Investigations
Bodyguard moves to target
All Kills (-1)
Heals
Cleaning
Jester visit
Blackmailer visits
Mason visits
Amnesiac remembers his role


Invest Findings:
Citizen/Godfather/Mayor/Jester - This Person seems clean, but may have a hidden power.
Mafioso/Vigilante/Jailor - This Person has a lot of weapons.
Investigator/Consigliere/Lookout/Detective - This person has great snooping skills
Escort/Consort/Bus Driver - This person spends time with other people at night.
Sheriff/Executioner/Framer/Blackmailer - This person studys people.
Mason Leader - This person was seen talking to people.
Bodyguard/Survivor - This person seems to be an asset in a clinch to turn the tide.
Doctor/Serial Killer - This person has experience in medicine
Amnesiac/Janitor - This person can alter the dead



Godfather:

Abilities: You are the leader of your Mafia team. You are immune to investigations and cannot be seen by Lookouts (but you can be followed by a Detective). You are immune to attack at night.

Pertinent rulings: You may decide who to send to carry out your Mafia kill. If a faction member does not send me a night action you may decide who they use their abilities on. If the Mafia Leader is killed another player will be picked to lead the faction, at random.

Consigliere

Abilities: You may investigate a player at night and discover clues about their role.

Pertinent rulings: The 'clues' come in the form of investigation pairings.

Framer:

Abilities: Each night you may visit someone and disrupt any investigation results on them.

Pertinent rulings: If your target is checked by a Sheriff, the Sheriff will receive the opposite result. If your target is observed by a Lookout, the Lookout will receive false information, (this information is random). If your target is being followed by a Detective, the Detective will receive false information (this information is random). If your target is being followed by a Investigator, the Investigator will receive the target is mafia result.

Consort:

Abilities: You may role-block someone at night, preventing them from taking a night action.

Pertinent rulings: Shares feedback messages with the Escort and any other role-blockers.

Janitor:

Abilities: At night you may target a living player. If your target dies during the night then their last will and role will be cleaned, and (???) will appear in the graveyard next to their name. You will not be informed of their role, but you will have sole possession of their last will. Limited to two successful cleanings.

Pertinent rulings: Targeting a player during the night who does not end up dead counts as an unsuccessful cleaning and does not use up a charge.


Mafioso

Abilities: You have no other abilities other than the ability to be sent out for the mafia kill.

Pertinent rulings: If forced to use your ability (by Witch manipulation, etc.) you will kill. If this is independent from the planned mafia kill you will still be forced to kill.


Blackmailer:

Abilities: You may target someone at night and force them into silence, preventing them from speaking the next day.

Pertinent rulings: Blackmailed players will NOT be able to speak or vote.

Jester:

You may choose to visit someone at night and 'annoy' them. You may leave a message with your target, by typing "-annoy" then your message

Pertinent rulings: If you are lynched, a person will die the next day

Executioner:

Abilities: You have no night-time abilities. You are immune at night. You will be provided with your targets name at the beginning of Day 1.

Pertinent rulings: Target is always Town.

Amnesiac:

Abilities: At night you may 'remember' a role in the Graveyard. You will inherit the victory conditions and abilities of that role.

Pertinent rulings: Amnesiac can remember ANY role. It is announced publicly when an Amnesiac remembers a role (but the role itself is not announced).

Survivor:

Abilities: You have four vests, which can each protect you from a single attack.

Pertinent rulings: If you choose to use a vest during the night, that vest is then used up whether it blocked an attack or not.

Serial Killer:

Abilities: You may kill someone at night. You are immune at night.

Pertinent rulings: Kills roleblockers. A Jailor will still be able to jail a Serial Killer, but if the Jailor attempts to kill the Serial Killer the Serial Killer will kill the Jailor. Serial Killer can not attack night 1.


Sheriff:

Abilities: At night check to see if your target is suspicious or not. All evil neutrals and mafia roles will be suspicious. All benign or town roles will be Not-Suspicious

Citizen:

Abilities: you are pretty much useless... try and take a bullet I guess? And don't forget to vote!

Detective:

Abilities: At night you may follow your target. If your target visited anyone that night, you will discover their target.

Pertinent rulings: You can pierce detection immunity

Mayor:

Abilities: You may PM the host to reveal yourself as the Mayor. Once you are revealed as the Mayor, your vote counts as three votes.

Pertinent rulings: Can be healed by a Doctor.

Vigilante

Abilities: At night you may shoot another player. You may not shoot anyone during the day. You have a limited capacity of one shot.

Pertinent rulings: You do not pierce night immunities, and can't shoot night 1.

Lookout:

Abilities: At night you may observe a player. You will receive a list of everyone who visited your target during the night.

Bus Driver:

Abilities: At night you may choose two targets. Your targets will be swapped, redirecting all actions on each target to the other.

Pertinent rulings: Your targets will be notified that they have been bus driven. Bus Driver cannot target self first or second night. If a bus driver tries to swaps a jailed person, it fails, without any notification to the Bus Driver.

Doctor:

Abilities: At night you may heal one person. A heal will protect them from one attack (+1). A Doctor cannot target himself.

Pertinent rulings: Your target is not notified that he has been healed unless the heal successfully blocks an attack. You will only receive feedback from a successful heal.

Escort:

Abilities: At night you may choose to block a player, preventing them from taking a night action.

Pertinent rulings: Your target is informed that they have been blocked.


Jailor:

Abilities: During the day you may select a target to jail. At night you may speak to your captive, anonymously. You may decide to execute the prisoner or release him. You have two executions.

Pertinent rulings: A prisoner is role-blocked and immune to most night actions. The jailed target MAY get checked, framed, blackmailed, or cleaned. A prisoner's execution cannot be prevented in any way and pierces night immunities. If a lynch has occurred during the day you can not jail that night.

Investigator:

Abilities: You may investigate a player at night and discover clues about their role.

Pertinent rulings: The 'clues' come in the form of investigation pairings


Bodyguard

Abilities: At night you may choose to protect another player. If your target is attacked, you will prevent the attack and die in your target's place. You will also kill the attacker in a duel.

Pertinent rulings: Does pierce night immunity.

Mason Leader:

You are limited to 3 recruits, can only be citizens. Masons do not take place of the Mason Leader. Will only be used in games that include citizens.

Serial Killer>Mafia>Town
Serial Killer - Must win alone
Mafia - Wins with Survivor, Executioner, and un-turned Amnesiac
Town - Wins with Survivor, Amnesiac, Executioner
Citizen (Town) - Wins ties with Mafia

Death Descriptions:

Will be Randomized, but you will get clues as to what killed them.

This will be my second one, lets hope I can complete this one, this time. :P

This game will start on Day 0/No-Lynch. The first day will only be 12 hours long. The days after will be 24 hours long and the nights will be 24 hours long.

Slaol
March 28th, 2013, 12:17 PM
This game will start on Day 0/No-Lynch.

Why?

TimeTrx
March 28th, 2013, 02:21 PM
Why?
Why not? It gives everyone a chance to be a part of the game and the day is half-ed for that day.

Cryptonic
March 28th, 2013, 02:24 PM
lots of people will just come on and be like "hi" on day one and not post again because there is no chance of being pressured.

Damus_Graves
March 28th, 2013, 02:25 PM
Day 0/no lynch days are a waste.

BorkBot
March 28th, 2013, 02:29 PM
Day 0/no lynch days are a waste.

Not always. Some setups benefit from day 0/no lynch if there is a special mechanic that can be discussed before night actions are sent in.

They could also be used to ask questions about mechanics and clear things up.. but these days with the lengthy approval procedures and more hands-on experience from hosts that isn't necessary as much as it used to be :smile:

TheDarkestLight
March 28th, 2013, 02:30 PM
Wow, what is with the hate on Catholics? My church isn't that bad...

TimeTrx
March 28th, 2013, 02:37 PM
Wow, what is with the hate on Catholics? My church isn't that bad...

Its a game...

TheDarkestLight
March 28th, 2013, 02:38 PM
Its a game...

I'm offended.

Glip
March 28th, 2013, 02:43 PM
I'm offended.

Getting offended so easily doesn't help the image people have of us ^.^

It's not the Church itself that most people have problems with. It's the few bad apples that go around doing stupid stuff like proclaiming "God hates gays" that have given us Catholics a bad image.

Orpz
March 28th, 2013, 03:08 PM
Westboro Baptist Church is the master church

TheDarkestLight
March 28th, 2013, 03:30 PM
Westboro Baptist Church is the master church

Umm, idiot say what?

Lol I'm mean.

TimeTrx
March 28th, 2013, 05:24 PM
This is why you must sign up, if its approved. Bigotry and rhetoric everything!