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Yayap
January 17th, 2012, 06:40 PM
Now that FM IX is in full swing, it is time for me to reveal what I've been working on for the past few months. The following is non final and may change without warning. If you have any comments or suggestions, feel free to post them below. Suggestions may be incorporated before the game starts. Please note that not all roles will be in the final setup, so please don't complain about certain roles being OP, the rarity and vulnerability of the roles will prove to be an important factor once this gets going.

First off, FM X will be hosted here at sc2mafia.com, however, IF I see ANY interfering, editing of posts, cheating, revealing information or things of the sort done by Admins or Super Mods, FM X will immediately be cancelled and restarted on a different forum for all who wish to join.

FM X will have 50 player slots available for sign ups. Sign ups will begin as soon as FM IX is over. 1 person per IP address. Restricted to people who have had an account on these forums before 2012 (exceptions may be made if we can confirm your ID is not a smurf).

Now some of the RULES that will be in the game:

1- No outside of game discussion.
No PMs, no REP, no visitor msgs, no skype, etc. Not even with people not playing. Violators will be replaced ASAP!

2- Anti-Lurk rule:
a-Citizens MUST participate in day chat. Saying "hello" does not count. Any citizen with low posts during the day will have his posts reviewed for content. Violators will be replaced at the end of EACH DAY.
b- Non-Citizens that lurk will be mentioned in the RP as a "clue".. this would expose your non citizen status.

3- AFK rule:
I of all people know that not everyone can be at a PC for every day that he is alive, how many times did I have a hydroplane race to attend to while FM was going on? If you are leaving for any amount of time, please notify me and the anti-lurk rule may be waved. Be warned, if I find any activity from your regular account or FM account, the Anti-Lurk rule will go back into effect. Night actions may be sent in advance.

4- Color for Votes to lynch:
Cyan has been chosen as the dedicated color for votes. Only your vote and the vote tally may use the Cyan color.
All votes must be made in Cyan. No other formatting will necessary but will not be discarded
Ex:
Vote Yayap
Vote Yayap
-Vote Yayap
Will all be accepted.

For a no lynch: Vote Skip Day, if this has the majority of the votes, then no one will be executed.

5- Lying about game/role mechanics:
100% permitted, however if someone asks about it in the FAQ, I will give the correct usage.
So the rule is: if no one officially questions it, you can get away with it.

6- Modkills:
Depending on modkills, some of you may receive more than one FM account. You will receive all advantages to both accounts and votes will count. For this reason, when someone is dead and COM name is revealed, rule #1 still applies! It may be possible that people return from the grave as well.
It shall be noted that there will be 2-3 dead chats (one for town, one for scum, one for cult) Obviously a dead scum or cult will not take on a town role. It is however possible that a dead town takes a scum role.

7- Account names (aka COM names):
You are allowed to lie about this as much as you want, anywhere you want. INCLUDING night chats. Of course, rule #1 will still apply. So there shouldn't be any trouble. ... Right?

8- Communication with the FM Game Master:
I enjoy conversations with others, getting to know what is going through their heads when they make certain decisions. If you make the wrong choice for all the right reasons, it will not penalize you for LVP for example. Our conversations will remain private.
However, ALL QUESTIONS asked will be publicly answered for everyone to see. The person asking the question will remain anonymous if the question was not asked publicly in the FAQ thread.

9- Images, Videos, Links, Annoying Formatting:
All permitted, but please don't abuse this privilege. (If I don't see your vote because of your formatting, your vote is void)

10- PMs from the GM
You may not post a screen shot of the PM. You may however say it's content word for word. Not all PMs will be the same, even if it's the same result.

11- Codes and Encrypted Messages
No code or encryption may be created with the use of a program or website. Pencil and paper is just fine. If you manage to make a mathematical cipher that encrypts a message I'm ok with it since it will be very hard to hide the fact that you are sending a secret message if you type a bunch of gibberish (and not to mention the time you will waste coding and decoding your messages [trust me, I know! I made one in FM2]). You may even use the invisible ink, due to the high risk of exposure from someone quoting you. Note that Rule #1 ALWAYS applies.


Game Mechanics:

1- Day and Night Length
Every day and night will be 46-48 hours long.

2- Lynching
Please see the current voting settings for each day to see how to vote. (some days may be hidden ballot, some days may be multiple lynch days for example)

I know that not everyone can be on their PC 24/7 (contrary to popular belief, neither am I). For this reason, you may vote for as many people as you wish. The person who gets majority first will be lynched. In the event no majority is reached, depending on the vote rules, it may be possible that whoever has the most votes will be lynched.

3- RP:
There will be 1 RP at the beginning of each day. There will be no big night RP. The final post of each day will be a very short RP updating the graveyard with anyone that died during the day.
Hints and clues may or may not be in the RPs... and I will not be confirming nor denying anything.

4- Day 0
When Day 0 starts. You will be given a chance to ask questions using your new FM account about anything that hasn't been answered before the game starts. No one will receive their roles until the end of Day 0 so no hints about ones role can be leaked by asking questions. No actions may be made during day 0 (jailor CANNOT jail).

5- Modkills and replacements
Names may or may not be shared publicly for who is replaced by who. I'm still thinking about this.

6- Roles and Lvl
Most roles will have multiple levels. After leveling up, that role usually becomes more powerful. Each role will have it's own requirements on what is needed to lvl up. Please see the role cards for examples.

7- More later when I remember what I forgot

Yayap
January 17th, 2012, 06:40 PM
Mafia
Goal: At least 1 member of your team must survive
Full victory- Mafia win solo. (Traitor and mafia aligned wizards can be left alive)
Partial victory- Mafia win with the help of evil neutrals.
Partial defeat- Evil neutral wins without mafia.
Full defeat- Town wins.



[Godfather]
*Inventory: Modified Tommy Gun!, Full body Armour
Full Body Armour give immunity at night unless stolen. Is not a 1 shot item.
As Godfather, you can control all other mafia's actions, but don't have to. All mafia members have the ability to silently choose not to do their action at night.
You have the ability to remove a member from the mafia night chat if you believe they are culted or a traitor. They still have all their powers, but can no longer chat with you or read what you say in night chat.
You kill recruiters

Lvl 1-
You can not send yourself to do the killing.
All actions that you ordered the mafia to do without their consent can be silently ignored by PMs.
You can offer alliances with Evil Neutrals if both you and them publically reveal. (Beware! Town can pretend to be evil to expose you)

Lvl 2-
You can send youself to do the killing. Every shot is a head shot! No healing can prevent death.
You are immune to roleblocking.
You lose the Full body Armour, aka you are no longer immune to death.
You can offer alliances with Evil Neutrals if both you and them publically reveal. (Beware! Town can pretend to be evil to expose you)

To Lvl up: Become the last mafia on your team.
You will be notified when you level up.



[Traitor]
Goal: You want to kill the GodFather and take over the mafia for yourself
*Inventory: Silenced* Pistol
*Silencer is optional*

Lvl 1-
You appear as a random mafia. (you will be able to use those abilities as normal)

Lvl 2-
You replace the GodFather and take what ever items he had on him. (you also get all his abilities)

To Lvl up: Be part of the GodFathers downfall. Either by lynching him, or even killing him yourself if his armour is stolen.
You will be notified when you level up.
*note:
Full victory- Mafia win with you as GF.
Partial victory- Mafia win with the original GF without finding any evidence of a traitor. (dead or alive)
Partial defeat- Mafia lose without finding any evidence of a traitor. (die without revealing your true role)
Full defeat- Mafia win or lose after finding the traitor and execute you. (GF must be alive when you die)


[Consigliere]
*Inventory: Note Pad (will contain all investigation results)
You have the ability to check one person each night for information about their role.

Lvl 1-
You get a hint to what type of Role your target is.

Lvl 2-
You find out the type of Role your target is. (more precise than lvl 1)

Lvl 3-
You learn everything there is to learn about your target. (exact role and COM name)

To Lvl up
to Lvl 2: Find information on 2 different targets. (citizen info doesn't count)
to Lvl 3: Find information on 6 different targets. (citizen info doesn't count)
You will be notified when you level up.



[Hooker]
*Inventory: Drugs
You may choose 1 of the following action each night.

-Occupy
You have the ability to role block one person by going to their house and using your unique skillset to "occupy" them for the night.
You are immune to role blocking
You may leave a message to your target (death note style, but only he will see it)

Lvl 1-
Basic Role Blocking

Lvl 2-
Role Block without your target knowing

Lvl 3-
Role Block without your target knowing and Frame at the same time.

To Lvl up
to Lvl 2: Block 3 non-citizen roles without being discovered by other power roles.
to Lvl 3: Block another 2 non-citizen roles.
You will Not be notified when you level up.

-Drug
You have the ability to give drugs each night. The drugs will cause a non-random effect.
There are 6 different kinds of Drugs: Red, Blue, Yellow, Purple, Black, Orange.

Effects that can happen:
-Thinks that he is Role block
-Thinks that he was targeted by the Witch
-Thinks he took the bus
-Thinks he was Attacked and healed
-Player is sick and passes out for 1 day. (will not be able to post the following day unless cured by Doctor)
-IS healed (if attacked, this may really prevent death!)

Lvl 1-
Give one person drugs

Lvl 2-
Give 2 people drugs

To Lvl up: Drug 3 opponants and learn 2 different drug results.
You will be notified when you level up.


[Framer]
*Inventory: None
Chose one of the following:

-Frame
The person you target will appear as a mafia role of your choice.

Lvl 1-
Frame affects investigator and sheriff type actions (not lookout/detective types)

Lvl 2-
Frame affects investigator and sheriff type actions
If the target dies the same night, the frame will affect the graveyard information.

To Lvl up: Frame 2 people that get checked by detecting people.
You will Not be notified when you level up.

-Hide
The person you target will appear as any role of your choice.

Lvl 1-
Hiding lasts only 1 night

Lvl 2-
Hiding lasts 2 nights

To Lvl up: Hide 1 mafia member the same night that they get checked by detecting people.
You will Not be notified when you level up.



[Dark Thief]
*Inventory: Lockpicks
You may steal a random item from someone. (yes, you can steal a smiths item before he gives it to someone)
You appear as a Thief instead of mafia to detecting roles.
You cannot steal from your fellow mafia.

Lvl 1-
Law enforcement roles will see you and jail you if you try to steal from them.

Lvl 2-
No one will see you try to steal. You also become immune to detection from lookout & detective abilities.

To Lvl up: Steal 3 items without being caught by law enforcement or seen by a private eye.
You will Not be notified when you level up.



[BlackMailer]
*Inventory: None
You are able to Blackmail someone. Give that person a task. He will have x amount of days to complete that goal. You may only blackmail one person at a time

Lvl 1-
Target has 4 days and 4 nights to complete his task or he will become Jester

Lvl 2-
Target has 2 days and 2 nights to complete his task or he will become Jester

Tasks can be a number of things. (if you give a task that a person cannot complete due to role limitation*, he auto-passes without your knowledge and you will have to wait the full length of time given)
a few examples of tasks:
-lie about what happened to you at night (claim to be role-blocked when he isn't)
-claim a role during the day (he may lie and complete the task if you have no proof that he lied)
-say a certain phrase during the day
-visit someone at night (to affect lookout and detective actions)
-use (insert specific role action)* on someone at night
-(if you think of something, run it by the FM Game Master, I'll see if I can incorporate it without it being too OP)

*any role may visit someone at night, not everyone may kill at night for example
***If the blackmailer dies and is revealed in the graveyard. The blackmailed person returns to normal.***

To Lvl up: Blackmail 3 people to do your dirty work. That person must complete that task.
You will be notified when you level up.



[Mafioso]
*Inventory: Silenced* Pistol
As mafioso, you can be sent to do the killing. You may secretly PM the mod and not kill if you are the one sent.
*Silencer is optional*

Lvl 1- Simple kill
That person will be attacked

Lvl 2- Kill and delete last will
That person will be attacked + his last will only be revealed to coroners

Lvl 3- Kill and clean
That person will be attacked + his role type will not be revealed + You will see his last will.

Lvl 4- Kill and clean + edit last will
That person will be attacked + his role type will not be revealed + You will be able to modify his last will, the coroner will not know.

Lvl 5- Disguise!
You will see that persons last will.
You can take over someones profile. Your previous body will be killed, cleaned and modified last will. (Can only do this once.)

To Lvl up: Every night that you kill, you lvl up.
You will be notified when you level up.



Town
Goal: You want the mafia and evil neutrals to lose.



[Mayor]
*Inventory: None
You can PM me to activate your ability to have extra votes. You will be revealed as Mayor of the town.
You can not be healed by doctors.
You are immune to recruiters
You start with 4 extra votes

Lvls: every night you survive as a revealed mayor = +1 vote to your total the next day.
You will be notified when you level up.



[Sheriff] (Law Enforcement)
*Inventory: Handcuffs, Sheriff Badge
If a Lvl 1 thief tries to steal from you, he will be put in jail.
Sheriff Badges allows you to leave the jail. (Get out of jail free card)

Each night you get to choose one person to check to see if they are part of the
Lvl 1: Mafia
Lvl 2: Cult Members
Lvl 3: Thief
Lvl 4: Arsonist
Lvl 5: Serial Killer

To Lvl Up: get a non-town result during the night.
You will be notified when you level up.



[Jailor] (Law Enforcement)
*Inventory: Prison cell keys,
If a Lvl 1 thief tries to steal from you, he will be put in jail.
Each day you choose 1 person to jail by PMing me. (you cannot jail day 0)
That night you will have the opportunity to chat with all your inmate(s).
Your inmates will be Perfectly RoleBlocked (no one is immune)
While your inmates are in jail, they will be immune to outside effects. (they can't be killed*, robbed, drugged, roleblocked by others, Witched, Bus driven, etc)
*except by fire
Each night, you may choose to release, detain or execute* the inmates of your choosing.
Roleblocking the jailor forces him to release his newest prisoner. (while he was distracted, the prison escapes)

Release: The person is released from jail at the begining of day, after all other night actions have been done.
Detain: The person will remain in jail, he will not be able to speak in day chat, if there is more than 1 prisoner, jail chat will remain open to them. The public will be notified of all prisoners each day.
Execute: This will kill a person.

Lvl 1-
*on nights after a no-lynch you have the ability to execute 1 inmate of your choosing.

Lvl 2-
You can execute any night! (still only 1 per night)

To Lvl Up: Execute 2 non town roles. Every Town role executed will restart the count.
You will be notified when you level up.

*Special* Jail Break!: If the jailor dies during the night/day, all prisoners will be released.


[Private Eye] (Law Enforcement)
*Inventory: Note Pad (will contain all investigation results), binoculars (lookout),
If a Lvl 1 thief tries to steal from you, he will be put in jail.
You may choose 1 of the following detecting action each night.

-Investigate (investigator)
You have the ability to check one person each night for information about their role.
*You may investigate dead people at Lvl 3 at any time, but this will not count for Lvl ups.*

Lvl 1-
You get a hint to what type of Role your target is.

Lvl 2-
You find out the type of Role your target is. (more precise than lvl 1)

Lvl 3-
You learn exact role of your target.

To Lvl up
to Lvl 2: Find information on 2 different targets. (citizen info doesn't count)
to Lvl 3: Find information on 6 different targets. (citizen info doesn't count)
You will be notified when you level up.

-Watch (lookout)
Each night you get to choose one person to check to see who targets that player at home.

Lvl 1-
You see everyone who visits your targets home.
People are informed that a lookout spotted them leaving the house.

Lvl 2-
You see everyone who visits your targets home.
You have learnt to hide better, no one sees you watching the house.

To Lvl up: Watch 3 people visit someone.
You will be notified when you level up.

-Follow (Detective)
Each night you get to choose one person to check to see who that player targets.

Lvl 1-
You follow your target and see who he visits.
Your target will know that he was followed.

Lvl 2-
You follow your target and see who he visits.
You have learnt to sneak better. No one notices you following.

To Lvl up: Successfuly follow 3 nights
You will be notified when you level up.

Special Lvl up:
If all actions are lvl 2 or more then you may perform 2 actions at lvl 1 in one night.
You will be notified when you level up.



[Spy]
Listen into someones house each night to see what is happening by placing a hidden microphone in his house and on the target himself.

Lvl 1-
Hear all actions done to target.

Lvl 2-
Hear all actions done to 2 targets.

To Lvl UP: Listen to a non-town role visit your target and correctly interpret the sound. (interpreting should be easy and comical...)
You will be notified when you level up.



[Doctor]
*Inventory: Medkit, Surgical tools.

You have the ability to heal one player each night. (will get a PM about success)
or
Perform an autopsie on a dead person. You will get their last will, role and a hint about which faction killed him. Part of your findings will be included in the newspaper.

Lvl 1-
Choose 1 action

Lvl 2-
You may both heal someone and perform and autopsie

To Lvl up: Successfully prevent someone from dying and perform at least 1 autopsie.
You will be notified when you level up.



[Blacksmith]
*Inventory: Various Blacksmith tools
You cannot use your own tools that you make.
Choose one of the following:

Lvl 1 -Make Armour (will be a 1 night protective vest)

Lvl 1 -Make a Gun (will be a 1 shot pistol)

Lvl 3 -Make a sword (will be an attack similar to SK, no limit on uses)

You can give one item per day/night cycle to any player.
Giving items during the day will expose your role to that player but will allow him to use that item the same night.
Giving items during the night will hide your identity but will only allow him to use that item the next night.

To Lvl Up: Your guns must be used to help town. Guns that hurt town will reset your lvl counter. (A mafia using your gun to kill a neutral will be considered helping town)
You will be notified when you level up.



[Bodyguard]
*Inventory: Pistol
Each night you may choose one player to protect and one person to keep an eye on.
If that player is attacked you will sacrifice your life for them and take down the attacker with you.
If the person you chose to keep an eye on is the one attacking the player you chose to protect, you will survive the duel.

Lvl 1-
Name 1 player to keep an eye on.

Lvl 2-
Name 2 players to keep an eye on.

To Lvl up: Survive 1 duel. (Healing counts as surviving)
You will be notified when you level up.



[Veteran]
*Inventory: Semi-Automatic Rifle
You are immune at night. Anyone that targets you will be shot. Must be lynched to die. Can be infused by Arson and die to ignite.

You are already maxed Lvl
People who will survive encounters with the vet: anyone with armour or healed, wizard, arsonist, people who target during the day.


[Vigilante]
*Inventory: 6 shot revolver
Each night(Other than Night 1) you may choose one player to kill with your revolver.

Lvl 1-
Only 6 shots

Lvl 2-
You may use your ability during the day, you will be revealed to have shot that person.

Lvl 3-
Unlimited shots - You were trusted with extra ammunition

To Lvl up
To lvl 2: Shoot 3 people.
To lvl 3: Shoot 5 non-town roles and shoot at least one during the day.
You will be notified when you level up.


(Escort)
*Inventory: None
Will show up as Hooker to investigators.

-Occupy
You have the ability to role block one person by going to their house and using your unique skillset to "occupy" them for the night.
You are immune to role blocking
You may leave a message to your target (death note style, but only he will see it)

Lvl 1-
Basic Role Blocking

Lvl 2-
Role Block without your target knowing

To Lvl up: Block 3 non-citizen roles.
You will Not be notified when you level up.


[Bus Driver]
*Inventory: Gasoline, Bus keys
Each night you swap two players. All attacks, investigations, and actions that appear on person A will appear on person B and vice versa. The witch will change person A.

Lvl 1-
You must swap 2 other players. Or none at all.

Lvl 2-
You may choose to swap yourself with someone. (You will always be person B)

To Lvl Up: Bus actions must help town for 2 nights. (save a town for being killed, don't confuse detectors, if your targets reveal that they were driven, confusing detectors is nullified)
You will be notified when you level up.



[Citizen]
*Inventory: None
You have power in the vote.



[Mason Leader]
*Inventory: Clubs to kill cult
Immune to roleblocking (Recruit).
Bludgeon can be blocked.

You have the ability to try and recruit one member each night.
Choosing a citizen = will result in them becoming a mason.
Choosing a non-citizen (including mafia* and neutrals) = Both will be notified that Masons failed to recruit.
Choosing a member of the Cult = Cult member dies
Choosing the Cult Leader = Cult leader learns Masons name.
*Chooseing the GF = Mason Leader is killed and last will is deleted.



[Mason]
*Inventory:
You will be able to chat with other Masons at night.

If the Mason Leader dies, a new Mason Leader will be chosen 3 nights later. (3 nights of no recruiting)



[Town Thief]
*Inventory: Lockpicks
You may steal a random item from someones. (yes, you can steal a smiths item before he gives it to someone)

Lvl 1-
Law enforcement roles will see you and jail you if you try to steal from them.

Lvl 2-
No one will see you try to steal.

To Lvl up: Steal 3 items without being caught by law enforcement or seen by a private eye.
You will be notified when you level up.



Special Evil



[Serial Killer]
Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Serial Killers)
Automatically allied and know who are the other SKs (if more than 1).
*Inventory: Sword, Body Armour, Surgical tools
sword can't be stolen
Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.

Lvl 1-
You kill 1 person each night.

Lvl 2-
You kill before anyone else. (if you target someone trying to kill you, you are not attacked)

Lvl 3-
You may kill Role Blockers. (you will be given the choice right before day starts)

To Level Up
To Lvl 2: Kill 4 people
To Lvl 3: Kill another 2 people.
You will be notified when you level up.



[Arsonist]
Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Arsonists)
Automatically allied and know who are the other Arsonists (if more than 1).
*Inventory: Gasoline, Body Armour, Explosives, Detonator, Surgical tools
You may choose to leave a note with each doused player stating demands, plans, or other dastardly, bastardly things. Target is not notified that they are doused unless you decides to leave a note.
Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.

Each night you can douse a player with gasoline. You may choose to ignite all doused players when ever you want by PMing me.
Burning ignores immunity.
Burning will make the person unrecognizable to the public, his account id will not be revealed until an autopsie is performed.
If you ignite someone curently jailed, the fire spreads and all inmates die. (jailor survives)



[Spree Killer]
Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Spree Killers)
Automatically allied and know who are the other Spree Killers (if more than 1).
*Inventory: Throwing knives, Body Armour
Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.
Each night, you can visit any home and kill everyone who visited that target that night. If your target has targeted someone else, they will not be at home.

Lvl 1-
Kill all who visit your target at his place.

Lvl 2-
Kill all who visit your target at his place.
-OR-
Follow your target to a different location and kill all who show up.

To Level Up: Kill 2 people with your targets being away from home. (can be multiple nights, must be different targets)
You will be notified when you level up.



[Cult Leader]
Goal: Eliminate the Mayor, GodFather and Masons and get majority during the day.
*Inventory: None
Immune to RoleBlocking.
Cannot be the one Killing.
You are the leader of the cult. You can recruit one member per night.
Trying to recruit a mason will inform the masons of the Cult Leaders name.
Cult can only have a max of 5 members at any given time.



[Cult Member]
Goal: Eliminate the Mayor, GodFather and Masons and get majority during the day.
*Inventory: One Club for killing
New recruits keep their non killing powers.
Once the cult has 4 members, they may vote to kill someone. Person doing the killing can't do any other powers.
33+% of cult die if Cult Leader Dies.



Neutral



[Jester]
Goal: get Lynched
*Inventory: None
You want to trick the town into lynching you. If you are successfully lynched then you win the game and 1/4 the players that voted for you die at random*.

*If you became a Jester from being Blackmailed, then mafia is immune to dying at night from grief.*



[Blackmailed]
You will be given a task. You must complete that task in the given time alloted or you become a jester.
Immune to RoleBlocks - you are too focused on your task for such distractions.

*You may not reveal to the town that you were blackmailed as long as the blackmailer is alive, in fear that your dirty secrets will be revealed.*



[Student]
Target a player to make him your mentor (Can choose mentor at any point in game day or night). Your role is revealed to the mentor. Immune to roleblocking. Can only chat at night with mentor.

Help your mentor win the game through his victory conditions. If the mentor dies, you take on his role, current Lvls and victory conditions.



[Survivor]
Goal: You must survive.
*Inventory: 1 time use Armour x4

*[I]Special* If a player is mod killed, you will be given that players role.



[Amnesiac]
Goal: You must survive.
*Inventory: ???
Your alignment has already been chosen for you. You may choose a role in the graveyard from that alignment.

*A thief trying to steal from you will trigger an auto-role change. Your role will be random and not limited to those in the graveyard. (note that you will be an item short)



[Wizard]
Goal: ?
1st night: You will pick an alignment! (this will affect investigations)
You may choose to help: Mafia (Red Wizard), Town (Green Wizard), Cult (Purple Wizard), other (non-cult) evil neutral (Black Wizard). No one will know who you chose.

You have the power to control a persons actions and use them onto another player.
If a target chooses 2 targets like bus driver, then witch always changes 1st target.
If your target has no night action (like a citizen), then he will simply visit the new target with no other action.
You cannot be seen by detective and lookout actions.

Lvl 1-
Target will be informed that he was witched. You may choose to reveal his new target or not.

Lvl 2-
Can cause self target.

Lvl 3-
Target will NOT be informed that he was witched. You may still choose to reveal his new target or not to him (this will inform him that he was witched though)


To Lvl UP
to Lvl 2: Use you witchy powers on a non-citizen.
to Lvl 3: Use you witchy powers to help your alignment 3 times.
You will be notified when you level up.

Ash
January 17th, 2012, 06:53 PM
Can we post yet?

edit: this looks good, an FM made by the legendary yayap himself! Who will lead the town to victory? Who will save the town from all EVIL

Yayap
January 17th, 2012, 06:54 PM
Yes you can. Role cards will be released at a later date. Still some formatting to be done on them.

CmG
January 17th, 2012, 07:06 PM
i hope this game is like 20 people playing this. You need a big reserve list....
If you really try to get everyone who reveals info in any way you have to modkill A LOT! xD

McJesus
January 17th, 2012, 07:25 PM
Harsh rules are harsh

Yayap
January 17th, 2012, 07:29 PM
The problem arose when someone made an anti-lurk rule and didn't enforce it. I will enforce it. I'm tired of seeing 1/2 the citizens not play. Don't you worry about the modkills... certain roles may or may not stay the same if someone is modkilled and I'm sure the experienced players in the graveyard will be more than willing to jump back in instead of wasting their time watching lurkers not post.

CmG
January 17th, 2012, 07:51 PM
I hope you find a nice picture of Hitler for your Game Master account. If you can't find one feel free to ask me. xD

If you really give those people on the Graveyard a "second chance" that's really op. Won't do the game any good. They have extra info from their first role and get a second.

Deathfire123
January 17th, 2012, 10:19 PM
Okay Rule #6 is stupid. The point of mafia is, when you're dead, you're dead (unless you're a ghost), this should not change unless you die N1, because you havent actually played the game yet

Game Mechanics #2 is OP
#4 is stupid, The fuck is the point of a first day if jailor can't jail and people can't scum hunt?

Ambient
January 17th, 2012, 10:34 PM
Okay Rule #6 is stupid. The point of mafia is, when you're dead, you're dead (unless you're a ghost), this should not change unless you die N1, because you havent actually played the game yet

Game Mechanics #2 is OP
#4 is stupid, The fuck is the point of a first day if jailor can't jail and people can't scum hunt?

If you are going to criticize these I could probably give a 20 minute rant how stupid your m-fm balance was.


So be nice :)

Nick
January 17th, 2012, 11:29 PM
50 player slots
I have reservations about this. Thinking again, maybe not. I suppose M-FM players are dying to join the main FM.

Rule#6
I'll wait for the role cards and rules before commenting.

Game Mechanic#4
Fully agree. We will try our best to exploit and break your setup. I find that most people do not bother reading the FAQ until after the game has started.

Muso
January 18th, 2012, 12:44 AM
Looks great, Yayap.

I like the look of the changes you're introducing.

McJesus
January 18th, 2012, 01:00 AM
If you are going to criticize these I could probably give a 20 minute rant how stupid your m-fm balance was.


So be nice :)

I'm actually curious about this... do go on your little tangent

Guardian
January 18th, 2012, 02:52 AM
6- Modkills:
Depending on modkills, some of you may receive more than one FM account. You will receive all advantages to both accounts and votes will count. For this reason, when someone is dead and COM name is revealed, rule #1 still applies! It may be possible that people return from the grave as well.
It shall be noted that there will be 2-3 dead chats (one for town, one for scum, one for cult) Obviously a dead scum or cult will not take on a town role. It is however possible that a dead town takes a scum role.


this is the only thing i have a problem with.

the bolded parts are the parts i have problems with.

PROPOSED AMENDMENTS

TOWN
Town can only get another town account
Only dead and uncleaned (as in, we know your role) Citizens can receive mod-kill accounts.

MISC
other mod-kill FM accounts will be given to non-participants (preferably non-troll ones)
Players cannot obtain (or have) more than 1 account at a time (exception for any smurf-type accounts)

SCUM
Mafia can only have mafia accounts
Cult can only get Cult (or Cult-ed accounts)

NEUTRALS
No restrictions (apart from having only 1 acc at a time)
Again, May only get a new account If the old (and dead) acc was NOT cleaned.

Yayap
January 19th, 2012, 11:14 AM
Concerning most of the issues from Rule #6:
I'm hoping that I don't have to use this at all. However, if need be, I have kept this available and I thought you should all be aware of it. Of course, the reserve list shall take priority to any other action.

If I need to bring back from the grave, it will mostly be those that were killed night 1 or early on, that got no action and no chance to play. I won't be bringing anyone back from the dead that has information that hasn't been made public. (for example investigator dies before sharing his info, he wouldn't be put back in unless that info was already discovered)

People that would get multiple accounts would most likely be mafia and not town, besides, when was the last time you heard of a mafia getting modkilled anyways. I hope FM X isn't the first.



The biggest change to mechanics and role list will be posted after day 4 of FM IX gets posted.

Kevinpowers
January 19th, 2012, 11:41 AM
Looks very good. Wish night and day had a time reduction but that's not an issue.

Ubernox
January 19th, 2012, 12:42 PM
I'm looking forward to this. However, I don't really understand this "get modkilled and receive a new role" thing. Please, explain Sir Yayap.

Yayap
January 19th, 2012, 01:51 PM
I'm looking forward to this. However, I don't really understand this "get modkilled and receive a new role" thing. Please, explain Sir Yayap.

It prevents everyone from knowing that person is an auto-citizen or PR who gamethrew. Also prevents any strategies from making people get modkilled to "help" their faction. It keeps the investigations roles uninformed about a role and they'll have to still check that person to see if he is good or bad.


Example 1: A mafia member becomes suspected and starts cheating to communicate with all the evil neutrals. That person would be modkilled and replaced. But his role will be re-randomized. So town can't use the cheating tactic against him and the mafia would be penalized by having another person that they have to kill.

Example 2: Lurking Citizens gets modkilled - person replacing him is not a confirmed citizen.

Moral of the story = Do your best NOT to get modkilled!

Zack
January 19th, 2012, 05:57 PM
Mass-voting seems like a troll paradise. inb4 suicidalnoob votes for every single player in the game in one post.

Forum Mafia GM
January 19th, 2012, 08:58 PM
can you vote for everyone and hammer more than 1 person a day?

lmao gm account

Ash
January 19th, 2012, 09:03 PM
First off, FM X will be hosted here at sc2mafia.com, however, IF I see ANY interfering, editing of posts, cheating, revealing information or things of the sort done by Admins or Super Mods, FM X will immediately be cancelled and restarted on a different forum for all who wish to join.

I didn't get this part,
since when can we edit posts?

Edit: Better question, is it possible now? :D

Echonian
January 19th, 2012, 09:42 PM
1- No outside of game discussion.
No PMs, no REP, no visitor msgs, no skype, etc. Not even with people not playing. Violators will be replaced ASAP!

Saying NO out of game discussion seems a bit impossible to enforce, and talking about events without giving away anything through them is a very fun way to pass the time (such as what happened during the day, or repeating what posts said that everyone has access to). Clarification would help, at least for me.


2- Anti-Lurk rule:
a-Citizens MUST participate in day chat. Saying "hello" does not count. Any citizen with low posts during the day will have his posts reviewed for content. Violators will be replaced at the end of EACH DAY.
b- Non-Citizens that lurk will be mentioned in the RP as a "clue".. this would expose your non citizen status.

This rule is the most odd to me. Being AFK is an issue in FM, that much I can admit to. But enforcing this to any degree in a game that you are planning to have 50 players in (with no restrictions on timing of posts or anything that prevent it from becoming a clusterfuck of reading material) is impossible. Especially if you do it day-by-day.

If the number of people in the game was lowered to 15-25 maximum, this would be a much more reasonable thing to say. As it stands, FM is difficult for many people to keep up with already, and they often have less than 10-15 people actively participating.

My recommendation is to better screen people joining the game in the first place to make sure they'll at least be more active overall. Having day-by-day purging of players based on activity seems a bit overkill to me, especially if there was no reason for them to say anything. If they had 24-48 hours and are being accused of something, and don't respond, then I could understand this however.


3- AFK rule:
I of all people know that not everyone can be at a PC for every day that he is alive, how many times did I have a hydroplane race to attend to while FM was going on? If you are leaving for any amount of time, please notify me and the anti-lurk rule may be waved. Be warned, if I find any activity from your regular account or FM account, the Anti-Lurk rule will go back into effect. Night actions may be sent in advance.

Could be easily combined with anti-lurk rule. The less text people have to read for rules, the better, especially when it can be done without making them less clear.


4- Color for Votes to lynch:
Cyan has been chosen as the dedicated color for votes. Only your vote and the vote tally may use the Cyan color.
All votes must be made in Cyan. No other formatting will necessary but will not be discarded
Ex:
Vote Yayap
Vote Yayap
-Vote Yayap
Will all be accepted.

For a no lynch: Vote Skip Day, if this has the majority of the votes, then no one will be executed.

Not too familiar with why this is needed as a rule (though it would help organize things, running a FM should have you reading every post anyways).


5- Lying about game/role mechanics:
100% permitted, however if someone asks about it in the FAQ, I will give the correct usage.
So the rule is: if no one officially questions it, you can get away with it.

Defining what counts as "official" questioning of it would be helpful. I personally think you should be allowed to lie as much as you want in FM, considering deception is the main function of the game in the first place. Telling the truth is when it begins to sometimes turn into gamethrowing.


6- Modkills:
Depending on modkills, some of you may receive more than one FM account. You will receive all advantages to both accounts and votes will count. For this reason, when someone is dead and COM name is revealed, rule #1 still applies! It may be possible that people return from the grave as well.
It shall be noted that there will be 2-3 dead chats (one for town, one for scum, one for cult) Obviously a dead scum or cult will not take on a town role. It is however possible that a dead town takes a scum role.

Modkills need to not be announced, especially if the conditions for them might impact the game. If a modkill is done because of breaking rules, then people might start deducing that they were telling the truth (if giving away roles, for example). I've seen this happen already to some extent, and the only way to avoid it is to hide modkills and try to make sure that if accounts are given to others or some-such that they don't say they were modkilled (though saying it through speech patterns is impossible to avoid).


7- Account names (aka COM names):
You are allowed to lie about this as much as you want, anywhere you want. INCLUDING night chats. Of course, rule #1 will still apply. So there shouldn't be any trouble. ... Right?

Can be combined with rule #5.


8- Communication with the FM Game Master:
I enjoy conversations with others, getting to know what is going through their heads when they make certain decisions. If you make the wrong choice for all the right reasons, it will not penalize you for LVP for example. Our conversations will remain private.
However, ALL QUESTIONS asked will be publicly answered for everyone to see. The person asking the question will remain anonymous if the question was not asked publicly in the FAQ thread.

9- Images, Videos, Links, Annoying Formatting:
All permitted, but please don't abuse this privilege. (If I don't see your vote because of your formatting, your vote is void)

10- PMs from the GM
You may not post a screen shot of the PM. You may however say it's content word for word. Not all PMs will be the same, even if it's the same result.

11- Codes and Encrypted Messages
No code or encryption may be created with the use of a program or website. Pencil and paper is just fine. If you manage to make a mathematical cipher that encrypts a message I'm ok with it since it will be very hard to hide the fact that you are sending a secret message if you type a bunch of gibberish (and not to mention the time you will waste coding and decoding your messages [trust me, I know! I made one in FM2]). You may even use the invisible ink, due to the high risk of exposure from someone quoting you. Note that Rule #1 ALWAYS applies.

Last ones are related to messages, so I'm just going to say they could be consolidated and not give much input past that.

Sorry for the long reply, but the quotes do help put my responses in context. My general idea is that it needs to be designed to be fun, and overcomplicated rules (though rules are very helpful) can kill that for a lot of people. Everything you've stated I mostly agree with. I just recommend you tidy it up a bit.

Yayap
January 20th, 2012, 06:02 AM
can you vote for everyone and hammer more than 1 person a day?

lmao gm account
You can vote for as many people as you want. Depending on the day voting settings, (will be announced in the day RP) will depend on how many can be lynched that day.
Mass voting would be considered scummy and not recommended but is allowed.


I didn't get this part,
since when can we edit posts?

Edit: Better question, is it possible now? :D

This part was directed at Dark Rev, Opps_Ur_Dead and Global Moderators. Admins can edit posts everywhere and without leaving a trace. I'm fairly certain I saw some of FalseTruths rules change a few times without him changing them in FM8. In other words, I don't want admins messing with the game, if there is an error that needs fixing, I will fix it myself.

Yayap
January 20th, 2012, 06:25 AM
Saying NO out of game discussion seems a bit impossible to enforce, and talking about events without giving away anything through them is a very fun way to pass the time (such as what happened during the day, or repeating what posts said that everyone has access to). Clarification would help, at least for me.
I don't want any information in skype to influence the game. For example, I don't want to see any WIFOM on skype about who is bad as it may influence votes. PMs, REP and visitor msgs are pretty clear.. nothing about the game.



This rule is the most odd to me. Being AFK is an issue in FM, that much I can admit to. But enforcing this to any degree in a game that you are planning to have 50 players in (with no restrictions on timing of posts or anything that prevent it from becoming a clusterfuck of reading material) is impossible. Especially if you do it day-by-day.

If the number of people in the game was lowered to 15-25 maximum, this would be a much more reasonable thing to say. As it stands, FM is difficult for many people to keep up with already, and they often have less than 10-15 people actively participating.

My recommendation is to better screen people joining the game in the first place to make sure they'll at least be more active overall. Having day-by-day purging of players based on activity seems a bit overkill to me, especially if there was no reason for them to say anything. If they had 24-48 hours and are being accused of something, and don't respond, then I could understand this however.
It's actually pretty simple, I can see who posted how many times each day, if that number is very low, I can check only that persons posts in that topic and check for content. I do this all the time when playing FM, it's one of my resources. Even just a vote to lynch would be considered content, and there is always something to say about the current argument or current bandwagon.



Could be easily combined with anti-lurk rule. The less text people have to read for rules, the better, especially when it can be done without making them less clear.
Lurking and being AFK are 2 different things. Lurking means you are reading the topic and intentionally not posting. Being AFK, you are not online and can't post even if you wanted to. Thats why I kept the 2 separate.



Not too familiar with why this is needed as a rule (though it would help organize things, running a FM should have you reading every post anyways).
Yes, I'll be reading everything, but when it comes time to count votes, it should be easy for me to find them all without having to re-read everything a second time. Unless you want to wait 5-9 hours (many people can attest that the time needed for me to read all that is no exaggeration) after the day is locked for me to count votes and tell you who was lynched.



Defining what counts as "official" questioning of it would be helpful. I personally think you should be allowed to lie as much as you want in FM, considering deception is the main function of the game in the first place. Telling the truth is when it begins to sometimes turn into gamethrowing.
There will be a separate topic open at all times that will be a FAQ. All questions posted in there or PMed to me will be considered official questions.



Modkills need to not be announced, especially if the conditions for them might impact the game. If a modkill is done because of breaking rules, then people might start deducing that they were telling the truth (if giving away roles, for example). I've seen this happen already to some extent, and the only way to avoid it is to hide modkills and try to make sure that if accounts are given to others or some-such that they don't say they were modkilled (though saying it through speech patterns is impossible to avoid).
Ty for your input.



Can be combined with rule #5.
I added this since it is a change from previous games. But yes, it can be combined.



Last ones are related to messages, so I'm just going to say they could be consolidated and not give much input past that.
I kept them separate since they were rules in the past that have now been omitted or changed. Just want to be clear that people are allowed to do it and not have everyone asking me permission when the game starts.



Sorry for the long reply, but the quotes do help put my responses in context. My general idea is that it needs to be designed to be fun, and overcomplicated rules (though rules are very helpful) can kill that for a lot of people. Everything you've stated I mostly agree with. I just recommend you tidy it up a bit.

So far, your reply had the most input. I appreciate it and it is why I posted it now for everyone to see, I want peoples opinions on it.

Luna
January 20th, 2012, 06:43 AM
I don't want any information in skype to influence the game. For example, I don't want to see any WIFOM on skype about who is bad as it may influence votes. PMs, REP and visitor msgs are pretty clear.. nothing about the game.

Thank you so much for this rule, I hope it's obeyed. I'm sick of all the conversations I see copied from Skype, and people discussing the game amongst themselves.

Yayap
January 20th, 2012, 06:45 AM
Role cards have been posted. Please remember, they are not finale... in fact I made a few changes just as I posted them.

Luna
January 20th, 2012, 06:59 AM
Your version of the Blackmailer is fantastic.

I like the Wizard, basically being a Witch who can choose their own alignment right?

Oh and it's Law 'Enforcement' not 'Inforcement'

Yayap
January 20th, 2012, 07:04 AM
Your version of the Blackmailer is fantastic.

I like the Wizard, basically being a Witch who can choose their own alignment right?
Yup. So we can have good wizards and bad ones.


Oh and it's Law 'Enforcement' not 'Inforcement'
(Yayap uses mind control) You didn't see anything.....

Muso
January 20th, 2012, 02:03 PM
The role-cards look fantastic.

The only one that I saw any potential issues with was the Wizard and his choosing alignments. It seems to me that although choosing the cult/ evil killers would be great fun, it would be nigh-impossible for the Wizard to inform his team of his choice. Granted, traditionally witches have to stay in the sidelines, but the mafia always know that whoever the witch is, they're on their side. Scum won't know that this time around. Even if they figure out who the wizard is, that wizard could be on anybody's side. For that reason, if I was a Wizard who wanted to win, I would probably choose Town.

I almost feel as though you need to add something to this role that permits covert contact.

Maybe, an inventory-item like a Crystal ball.

Description: Once per night, you can tap into your mystic powers and send a spirit message to a player of your choosing. This message will be limited in word count. Optionally for the GM, can display/not display Wizard's name.

Luna
January 20th, 2012, 02:10 PM
Maybe a message could be sent to the people that the Wizard aligns himself with (excluding town)? So, for example, if the Wizard chooses to align himself with the Cult, then the Cult Leader will be informed of this. Neither party is told who the other is.

Ash
January 20th, 2012, 03:23 PM
I like the leveling system and stoof. But I can't help but notice Private Eye is 3 in one. Since he is 3 in one, does that mean there will only be one Private Eye? It would be a shame if a powerful role dies on night 1.

Edit: Will there be a theme? Like Pokemon.. Might make a good theme............................................. .................................................. .................................................. .......

Yayap
January 20th, 2012, 04:14 PM
I like the leveling system and stoof. But I can't help but notice Private Eye is 3 in one. Since he is 3 in one, does that mean there will only be one Private Eye? It would be a shame if a powerful role dies on night 1.

There may be more than 1 private eye, but remember he can only pick 1 action per night until he levels everything up to level 2. So it is in fact a NERF to the current roles since usually, you would have 3 people getting information every night, now you only have 1 person getting info but in the way he chooses.

The only roles that have a maximum of 1 are: Mayor, Jailor, GF and Traitor. (will not confirm nor deny the possibilities of multiple cults - Bwahahaha)

Ubernox
January 20th, 2012, 05:24 PM
can you vote for everyone and hammer more than 1 person a day?

lmao gm account

That's why we love him.

Ubernox
January 20th, 2012, 06:35 PM
What if blackmailed people could be used to do the mafia night kill?

Yayap
January 20th, 2012, 06:41 PM
What if blackmailed people could be used to do the mafia night kill?

Only if they are vigilante/gun owner. And the blackmailer would have to specify the action.
Sounds OP but once you add in all the fake claims and lies, it balances out.

Yayap
January 20th, 2012, 06:43 PM
Someone has asked if a role can loose levels. Currently, the answer is no, however if you guys believe that it would add an interesting twist to the game,

I'm considering adding 1 drug effect and a new wizard power at lvl 2 that would reduce a role down to lvl 1. What do you guys think?

Ubernox
January 20th, 2012, 06:54 PM
I'm not sure, as even getting to lvl 2 seems like a hard enough trial already.

Yayap
January 21st, 2012, 05:23 AM
I'm not sure, as even getting to lvl 2 seems like a hard enough trial already. This was my initial thoughts as well. There are some that level up rather easily but usually have weaker powers. I think the only one that is easy to level up with any strong power is the mafioso. But kill the mafioso and mafia loose all that power at once & have to start sending someone else to kill.

CmG
January 21st, 2012, 05:34 AM
Well. I don't think most people will ever reach lvl 2 b4 they actually bite the bucket. If you wanna have the level drain ability then give it to some random role.

How about a leech? Has to reach lvl 10 or something. Gains level while draining level from people and if he gets night killed or lynched the killer or the guy who hammers him dies :3


We could call it "The Ex-wife" :D

wolfcheese
January 21st, 2012, 10:10 AM
5- Lying about game/role mechanics:
100% permitted, however if someone asks about it in the FAQ, I will give the correct usage.
So the rule is: if no one officially questions it, you can get away with it.
Oh lord, if M-FM3 is anything to go by, there will be some scary ass shit in the day chat. :>

Deathfire123
January 21st, 2012, 01:17 PM
If you are going to criticize these I could probably give a 20 minute rant how stupid your m-fm balance was.


So be nice :)

What's the point of this antagonism? I was merely pointing out the flaws in his own setup, bringing my M-FM into this is irrelevant.

Ash
January 21st, 2012, 02:45 PM
What's the point of this antagonism? I was merely pointing out the flaws in his own setup, bringing my M-FM into this is irrelevant.
If people treat you how you want to be treated, treat them how they want to be treated.

Yayap
January 21st, 2012, 02:51 PM
Okay Rule #6 is stupid. The point of mafia is, when you're dead, you're dead (unless you're a ghost), this should not change unless you die N1, because you havent actually played the game yet

Game Mechanics #2 is OP
#4 is stupid, The fuck is the point of a first day if jailor can't jail and people can't scum hunt?

You asked for it:
Rule 6 is a warning that if I have no more reserve players, people can still get modkilled. Don't get modkilled if you don't like it.

Rule 2 is needed to stop people from joining the game and doing nothing. Very easy to avoid by participating in a game you signed up for.

Game will start at NIGHT! Day 0 is there simply to get the questions out of the way without anything being held back in fear of people scumhunting.

Nick
January 22nd, 2012, 09:37 AM
Well. I don't think most people will ever reach lvl 2 b4 they actually bite the bucket. If you wanna have the level drain ability then give it to some random role.

Well... I expect that
1) how long the game will last
2) success rate
3) balance issues
4) reward vs difficulty level
has been taken into account.

And role list please. I can't comment on some roles like vigilante unless I know how many non-towns there are.

Deathfire123
January 22nd, 2012, 11:46 AM
You asked for it:
Rule 6 is a warning that if I have no more reserve players, people can still get modkilled. Don't get modkilled if you don't like it.

Rule 2 is needed to stop people from joining the game and doing nothing. Very easy to avoid by participating in a game you signed up for.

Game will start at NIGHT! Day 0 is there simply to get the questions out of the way without anything being held back in fear of people scumhunting.

Rule 6 makes sense

Rule 2 is good now that you said there's a limit to the amount of people to be lynched during the day.

Rule 4 is fine as long as Day 0 isn't really long.

Yayap
January 22nd, 2012, 12:08 PM
And role list please. I can't comment on some roles like vigilante unless I know how many non-towns there are.

I designed this game to be for 50 players. I don't expect the Vig to reach lvl 3, but by the off chance that all the scum become known really fast, he is there to speed things up.

Auckmid
January 22nd, 2012, 12:30 PM
Role list looks great, and I like the level system a lot :).

I too express a bit of worry about bringing people back from the dead. Even with the isolated dead chats, if any dead PR tells of any findings they had which they did not tell the living, then no dead people from that chat can be brought back. Trying to make rules as to what you can say in dead chat could turn into the FM8 fuck up all over again, where if you accidentally give too much of a hint, you face being mod-killed and banished from the dead chat. Having said that, hopefully any AFKers/lurkers will get caught very early, so there won't be any of those sort of problems.

Other than that, my 1 question is what would happen if the dark thief stole the 6-round revolver from the vigilante N1? Would he be able to use that gun?

Yayap
January 22nd, 2012, 12:43 PM
I too express a bit of worry about bringing people back from the dead. Even with the isolated dead chats, if any dead PR tells of any findings they had which they did not tell the living, then no dead people from that chat can be brought back. Trying to make rules as to what you can say in dead chat could turn into the FM8 fuck up all over again, where if you accidentally give too much of a hint, you face being mod-killed and banished from the dead chat. Having said that, hopefully any AFKers/lurkers will get caught very early, so there won't be any of those sort of problems.
Depending on what has been shared in the dead chat will determine if those people can be revived. I'm hoping that I don't have to resort to this but if I need to modkill people, I'm expecting it to be the first few nights, so there should be very little that people don't already know. Late game modkills will be much harder and I may have to get creative.


Other than that, my 1 question is what would happen if the dark thief stole the 6-round revolver from the vigilante N1? Would he be able to use that gun?
Yup! The Dark Thief is the total counter to some PRs revealing too early. He is almost as powerful as the wizard.
I'm considering returning stolen items to their respectful owners when the thief/dark thief dies.

Ash
January 22nd, 2012, 01:14 PM
Question: lets say a thief or dark thief steals from a level 5 mafioso or something, and then the thief uses the gun, will he get the same benefits from the level 5 mafioso or just a regular old gun?

P.S: I hope there's no cheating in dead chat :(

Kromos
January 22nd, 2012, 01:21 PM
I love the roles and the leveling + inventory system.

It seems necessary that dead people are used to replace mod kills as it will be hard enough to even fill the 50 player slots, let alone have a good number of reserves. Lurking is bad enough in a 38 player game so a 50 player game will be even worse and I would expect plenty of mod kills.

Maybe citizens could have a way to level up to make it more interesting for them and for an extra incentive to be active and helpful.

Citizen

Level 1 - Vote counts for 1.
Level 2 - Vote counts for 2.
Level 3 - Vote counts for 3.

As with the ventriloquist the players will not know what the true vote count is. If players are keeping track of who voted for scum each lynch they should be able figure out who has the extra votes if the successful lyncher is a cit.

To level up
to level 2: Be part of a successful lynch on scum 6 times. Your counter is reset if you lynch a town member.
to level 3: Be part of a successful lynch on scum 10 times. Your counter is reset to 5 if you lynch a town member.

You are told when you level up.

Or there could be some other reward for them for lynching scum.

EDIT: I can see some problems with this like cits being too cautious in case they lynch a town member (although it has its benefits as they will behave less like sheep and will actually think about who they are voting for). I don't know if 6 and 10 lynches are too high but I think you want the game to go on longer than the average game + it prevents most of the cits from getting the power and becoming OP.

Luna
January 22nd, 2012, 02:46 PM
Punishing lurkers in a 50 player game will be harder though (which is why you've made the distinction between lurking and afking I guess). Imagine, in a 38 player game, all 38 players being really active and posting 5-6 times an hour. Way too much of a headache. With *50* players lurking is pretty much a good strategy for almost every role - a Town PR can bide his time and get more results, a Mafia can hide amongst the hubbub, a neutral can work from the shadows, and even Citizens can lurk until they see an opportunity to review their scum-tells/claim a PR/take a bullet.

50 players, inventory systems, multi-votes, levelling up... I really hope it's worth it Yayap. This is one game where I'd hate to be Town, even a PR, because I'd be overwhelmed trying to keep up with the day chat.

I suggest you add in a rule where, if you cast a vote without putting up a correct tally alongside it, you will get modkilled instantly with no exceptions.

Auckmid
January 22nd, 2012, 02:54 PM
Making a level system for citizens would add a bit of flavor for them. While I have no sympathy for rage quitting citizens, the first thing I thought when seeing this set-up is that it would suck to be citizen and miss out on the whole inventory/level thing. Giving citizens an extra vote would be OP, but maybe give them 1 piece of armor at level 2, 1 time use of body armor at level 3? That would probably be OP as well, mind you.

Ash
January 22nd, 2012, 06:19 PM
I've always been curious..
How do you know if someone sent a rep to someone?

Also, for citizens it should be:
Level 1: your just a citizen.
Level 2: your an epic citizen.
Level 3: Your a badass citizen!
Level 4: This is no ordinary citizen I tell you!
Level 5: You just ate a bullet, good job.

To level up: Be as trollololol as possible, if you bite a bullet before you even reach level 5, then you skip the previous levels and you are level 5. This may take a while to level up from level 4 to 5, but hey, biting a bullet is what it's all about.

Yayap
January 22nd, 2012, 06:30 PM
Question: lets say a thief or dark thief steals from a level 5 mafioso or something, and then the thief uses the gun, will he get the same benefits from the level 5 mafioso or just a regular old gun?

Default weapon. Just because he has a gun doesn't give him the instruction booklet or experience on how to use it to it's maximum potential. :p


As for citizens, I can't think of a balanced way to level him up or extra benefits. Because if 1 citizen lvls up, chances are most will. I rather keep them as the basic citizen role that I love to play as (as boring as that sounds). (citizens may have priority for getting revived from modkills........ but you didn't hear that from me)

Ash
January 22nd, 2012, 08:37 PM
(citizens may have priority for getting revived from modkills........ but you didn't hear that from me)

Just to end up being another citizen! hahaha

Echonian
January 22nd, 2012, 11:22 PM
Lurking and being AFK are 2 different things. Lurking means you are reading the topic and intentionally not posting. Being AFK, you are not online and can't post even if you wanted to. Thats why I kept the 2 separate.

Yeah, they are different in theory. People who do not even come online often have just as much ability to post as those that lurk, however. It is merely the fact that they choose not to even log on that separates them (at least to anybody's knowledge that they haven't talked to in advance).

Thanks for listening. I'm new to FM, so giving perfect feedback is difficult on my part. The other responses you made in that post make sense to me.

One important thing about preventing lurking/AFK is screening who gets to join. Even if that only involves checking activity from previous FMs, or if not sure, putting in the sign-up thread a minimum standard for activity to help deter people from signing up that may not be able to contribute much. At the very least this could make it easier to prevent them from joining future FMs, though there will always be trolls. If things come up for a person that is serious, it shouldn't be held against them, but should be explained (it should also be made clear that joining should be done by people that know that they will have time to participate, at least at the time of the FM starting).

Again, I'm not an expert on FM due to inexperience. I'm just giving my input.

Edit:


Someone has asked if a role can loose levels. Currently, the answer is no, however if you guys believe that it would add an interesting twist to the game,

I'm considering adding 1 drug effect and a new wizard power at lvl 2 that would reduce a role down to lvl 1. What do you guys think?

I would like to say that I haven't read the role cards yet, though I will momentarily. I do think that levels in general need to be very carefully controlled, and I prefer having a more unique and interesting role from the start rather than allowing for upgrades that will be incredibly difficult to balance (they could either be too strong, or be nearly pointless to have in the FM at all).

Edit 2: I've read the role lists now. I like that the roles seem more interesting (though some slightly streamlining could help, no idea on specific ideas yet though). My only real problem with the increased complexity and fun is that citizens remain entirely useless. This is one of my least favorite parts of FM, and making every single other role even more fun to play makes citizens seem more and more useless and boring, a role that feels like a punishment.

How to improve citizens without making them overpowered is difficult, though. If they could level up through successful lynches (only needing 1 for the first upgrade), and have levels removed or some-such from helping lynch somebody who is not an enemy of the town, it might work well. This would prevent citizens from being overpowered from the start, but allow them to maybe gain some abilities through successful use of their only real power. Ideas for said powers I have no idea about right now, but I wanted to put this idea out there in any case.

Auckmid
January 23rd, 2012, 12:04 PM
I said above that I thought it would suck to be citizen in this set-up. However, citizens are only as useless as they want to be. Citizens have been some of the best at guessing the alignments of people, simply by post analysis. The major problem comes in when half of the citizens say "I'm a citizen, fuck this. I'm either going to be a sheep for the entire game or I'm going to rage quit right now".

After doing some thinking, I don't see how a citizen level system could be implemented without being OP. The rewards would have to be very minor, and be in a way that all the citizens wouldn't level up at once, such as "Hammer an anti-town player to level up"...................................... Hey, that was actually a pretty good idea8)

Kromos
January 23rd, 2012, 12:11 PM
I'm not sure how likely it is to lynch 6 scum players in a row (counter will be reset by lynching town or the jester). Has this ever been done before on other FMs?

Auckmid
January 23rd, 2012, 12:25 PM
I'm not sure how likely it is to lynch 6 scum players in a row (counter will be reset by lynching town or the jester). Has this ever been done before on other FMs?
Nah. FMVII was a pro performance by the town, but even there a good deal were killed at night, we stopped lynching at the end when we realized that Yuffie was using jailor powers which allowing for a double execute with no lynch, and then there was that 1 mislynch right in the middle because Zane was being a tool.

Kromos
January 23rd, 2012, 12:35 PM
Maybe it's not such a great idea then. I thought only a couple of people would be able to get extra votes, it's mainly there as an incentive for the rest of the cits.

Echonian
January 24th, 2012, 02:36 AM
However, citizens are only as useless as they want to be. Citizens have been some of the best at guessing the alignments of people, simply by post analysis.

I'm against that being even remotely thought of as a strength of town (or implied) when that ability has literally nothing to do with the role. In fact, a role that gets you concrete information would be more accurate in guessing alignments, and combining it with post analysis isn't rocket science for many.

Having a level system for the Cits I would recommend as follows:

3 successful lynches in a row (non-town) = extra vote. Though that vote would need to be hidden somehow, obviously.

6 successful lynches in a row = second, and final extra vote (or perhaps something else).

Getting extra votes would be the simplest solution, and is far from overpowered when you consider the sheer number of people that will be able to vote and that it would take a minimum of 3 or 6 days to get increases in votes.

The point made about "every cit leveling up" just because a lot vote for the same one doesn't make much sense in my opinion. If it takes more than one lynch in a row, cits will make mistakes. Going on the bandwagon doesn't at all guarantee that they will vote correctly, either. There is room for a margin of error, is my point, that increases with every lynch considering it instantly resets to 1 vote the moment you pick the wrong person to have killed.

Requiring 6 lynches in a row for a single extra vote is a meaningless reward. The number of citizens that would be able to do that in a normal FM game are a tiny, tiny minority of them, assuming they even survive for 6 days worth of lynches that are ALL against anti-town (more if town was lynched, making it literally impossible if they ever got reset in level, or if there were no lynches, or lynches that matter).

Fragos
January 24th, 2012, 04:32 AM
Maybe you can consider adding Electro Maniac to role list? Role description is already written in M-FM Parking thread.


[Electro Maniac]
Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Electro Maniacs)
Automatically allied and know who are the other EMs (if more than 1).
*Inventory: Body Armour, Shockproof Vest, Charging Device, Shocker, Surgical tools
You may choose to leave a note with each charged player stating demands, plans, or other dastardly, bastardly things. Target is not notified that they are charged unless you decides to leave a note.
Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.

Each night you can charge a player with your charging device. You may also choose to kill already charged player.
Electrocution ignores immunity.

Lvl 1: Charges 1 target, or kill already charged target

Lvl 2: Charges 1 target, charged targets will die when they visit you

Lvl 3: Charges 2 targets, or charge 1 target and kill 1 already charged target. Charged targets will die when they visit you.

LvL up
to Lvl 2: Make 2 charged players electrocute themselves
to Lvl 3: Make a charged player electrocute himself by visiting you.
You will be notified when you level up.

Note: Shocker is to kill already charged targets.

Ubernox
January 24th, 2012, 06:31 AM
I think Yayap should call this Mafia: The RPG


Also, you need to add electro maniac to this setup.

Luna
January 24th, 2012, 06:34 AM
You really, really don't

Yayap
January 24th, 2012, 07:40 AM
Electro maniac is too similar to the arsonist. I'm not planning on adding any other neutral roles in my setup, since it would affect balancing.


As for citizens, the only way I would want them to level up is by being recruited by Masons. If the scum don't deal with the masons until late game, the masons will be controlling the day threads.

Fragos
January 24th, 2012, 08:47 AM
I would argue about Electro Maniac being similar to arsonist (at least in the wasy he can kill charged targets), but it's ok, since you never had to experience of meta-game with Electro Maniac. I still don't think that EM can affect the balance of the game with 50 players.

But personally I would say that he is as much different from Arsonist as Spree Killer is now different from Serial Killer. Well, better luck next time. I still have Mini-FMs and S-FMs in my diposal.

One think I really like in the game is Thief. Yuffie already had enough fun with stealing other items and abilities.

Echonian
January 24th, 2012, 08:56 AM
Current citizen bias

The problem with implementing citizens in the exact same way as before (which was already incredibly boring) is that the increased complexity that everybody else gets other than citizens makes any argument of overpowering by giving them any abilities moot (as that's being done by giving everyone else more abilities, though by leveling, not that I was suggesting the citizens get free stuff).

There seems to be an overwhelming majority of people who talk about FM who insist that having a large number of players play as a completely bland role (by design) is the only possible way to make it balanced. It is a way to balance the game, but it is far from being the only way, and the more players that are in any particular FM and the more complex your power roles GET, the worse of a point having bland citizens is. Because the only point of having people be citizens is to reduce clusterfucking (excuse my language) from power role interactions, which increases the more you increase the complexity of roles and the more players that are in the game in total. At least, that's the only explanation I've ever gotten or seen that's plausible.

Rant about citizen balance

What it boils down to though, in my opinion, is the fact that nobody seems to be interested in creating a FM with carefully balanced roles and interactions in advance. Instead, everybody who hosts them (from what I've read of archives) simply throws in a bunch of stuff (but doesn't tweak it nearly enough), and adds citizens to make the game easier to manage rather than balance out the roles properly. To be clear, being able to recruit citizens IS a strong point of certain power roles, but I see no reason why those roles can't be expanded to also be able to recruit town "power" roles instead (perhaps with modifications, and if citizens weren't so bland and overall shit the entire phrase "power role" wouldn't be as much of a problem). Well, other than not wanting to do the work for that. There would obviously need to be exceptions to this as well, or perhaps even the loss of special abilities, but it would still be far more interesting than being citizen in the first place.

Of course, playing as a citizen is not unfun. If that were true, far less people would be interested in FM. It is, objectively, less involving than playing literally any other role though. Giving every player something to do would make FM a lot more fun for everyone overall, if balanced.

Last thoughts

Ranting aside, balance is already something that could use a lot of tweaking. I don't see a reason why coming up with new town roles or ways to replace the mob of citizens would be any more of a balancing issue than anything already proposed. Granted, with 50 people its going to be far more difficult, but that's due to the sheer number of people in a game that requires heavy amounts of interaction between people to work properly. The more people that are added to a FM, the more work it takes from the average player to decipher what is going on (hell, reading the day threads alone and dealing with all of the arguments would be impossible above...about 50 players, or at the very least difficult enough that its just not worth it).

Electro Maniac

I would have to agree on this role being far too similar to Arsonist, and therefore should either not be put in or should replace the arsonist. Personally, I prefer the arsonist. Though I will say that the Electro Maniac seems overpowered, and that's saying a lot when the Arsonist is already a role that needs to be limited to prevent stupidity.

Yayap
January 24th, 2012, 10:32 AM
The big issue about balance:
Most hosts balance the game with day1 and day2 in mind while ignoring balance on day3 and later. The problem that arises with too many power roles is not their abilities, but the coverage speed.

In some games, if the power roles all revealed, they would be able to cover all the players before the mafia would be able to kill them off = everyone revealed and then mafia looses without even a chance.

In other games, the balance has been reversed, where even a 100% success on lynches couldn't give town a win.

The balance is: information given to town per night vs KPN.

You'll notice that there are very few "information roles" in my setup, the KPN will be low compared to other games as well. Making the day the key of the game instead of the luck of the PRs. Lynches or Mislynches will determine the victor.

If you look at some of the other town power roles, you'll notice that they too are similar to cits, they just have the ability to empower other people. Armorsmiths, gunsmiths, mayors, doctors, escorts, bodyguards: what can they do that cits can't that make them non boring?

To be a good FM player, you need to master the citizen role before you can master any other role. I'm a big fan of the classic setup with only cits and mafiosos.

I'm going to leave the cits as is since they can all get items from blacksmiths, heals from doctors or any other effect from other PRs. Sometimes a confirmed citizen is the most feared man on the playing field since scum know that it's a wasted shot not on a PR.

Auckmid
January 24th, 2012, 11:17 AM
I have been here for every single FM game. There have been citizen complaints before. What a great deal of it comes down to is that making a setup of such a large size with all PRs would no longer be a game of skill. It becomes a game of chance, which is almost completely dictated by the luck of night actions. To make an all PR town would require you to buff the anti-town factions to a point where the town could lose even if they do everything right, but are repeatedly the targets of all anti-town actions. While it may be possible to balance an all PR setup to an even chance of everyone winning, it would still end up with the whole "Let the game be decided by the luck of the first few night actions" thing.

The mason's recruiting PR's is also something which has previously come up and been shot down. There is no good way to balance it. If the mason caused the PRs to lose their ability when becoming a mason, then the masons are much more of a hindrance then a help. If the PRs kept there ability’s, then the mason would become COMPLETLY OP.

While you can do whatever you want when you want and prove me wrong when you become FM host, Yapyap has already planned out a setup. You may decide to have an all PR setup, but don't try to make the current setups all PR. Double voters may not be up to the same scale as vigilante's or similar roles, but they are still PR's. Citizens tend to sheep, so there is every possibility that you could have a ton of citizen's become double voters if the town has a great start. While having a very few double voters in the mid game wouldn't hurt that much, having many in the mid game, which could happen, would cause large balancing issues. Even just having a few in the late game could fuck up mechanics like LYLO. I was citizen 3/4 for my starting games. If anyone has the right to complain, it is me, and I am telling you that citizens, while not as fun as PRs, are not as bad as everyone makes them seem, and do help the game stay in a more skill orientated direction.

While you can say whatever you want, please don't try to change the way our FMs work before you even play one.

Muso
January 24th, 2012, 02:19 PM
The Citizen is the best role and is the heart of this game.

If you're not willing to play Cit then why play FM?

wolfcheese
January 24th, 2012, 02:30 PM
Just by existing, citizens help protect the power roles. Not only can the cit take a bullet for the town, but it is important for the town to have a role that scums can claim...that might sound stupid but it's true. Without citizens, scum is more likely to claim the simplest power role (usually doctor imo), and this makes it that much harder for the real townies (doctors) to say anything about themselves without drawing suspicion. You see it happen in SC2 mafia all the time...lots of doctors, real and fake, are easily lynched or executed by jailors. Cause that's what everyone claims.

Echonian
January 24th, 2012, 03:31 PM
I'm going to leave the cits as is since they can all get items from blacksmiths, heals from doctors or any other effect from other PRs. Sometimes a confirmed citizen is the most feared man on the playing field since scum know that it's a wasted shot not on a PR.

Being able to get items, heals, and other effects is not a reason to leave them as is (or a strength as that statement seems to imply). Primarily because those things apply to almost any role, and citizens are less likely to have beneficial effects used on them due to them being less important (predictably).

As far as being the "most feared man" due to them getting shot instead of a power role...I'm not seeing how losing a town on the basis of their general uselessness is something to fear. A dead citizen in the grand scheme of things is a somewhat minor gain to town versus a power role dying (and later on could be almost equally as bad) and a very bad thing to happen versus the kill not being effective in the first place.

As far as learning to play the game as citizen before trying to figure out power roles, that only makes sense if the roles were given out on the basis of experience and/or ability. But that hasn't been the case as far as I've seen.

Citizens being called the "best role" by anybody is objectively false. Citizens being helpful for balance is correct, but saying that their ability to die for power roles is a good thing for the fun of players involved or a major advantage is very odd.

Edit: Also, I have effectively played one, and I've done more than my fair share of research on the subject.

Ash
January 24th, 2012, 03:39 PM
Citizens being called the "best role" by anybody is objectively false. Citizens being helpful for balance is correct, but saying that their ability to die for power roles is a good thing for the fun of players involved or a major advantage is very odd.
Everybody has their own opinion.
Maybe they are not the best role power-wise, but they are the best role because they make up the whole town and they have to analyze scum posts.

@WolfCheese - That's true lol, whenever I'm doctor (or even survivor or amnesiac) I always lie about my role in Jail chat.

jaczac
January 24th, 2012, 05:01 PM
Maybe you could add my Security Guard?
*nudge nudge*


[Security Guard] (Law Enforcement)
Goal: You want the mafia and other killing roles dead.
*Inventory: Body Amour
Body Armour gives immunity twice. Not auto use.

Each night you can Guard a player,

Lvl 1: Guards 1 target

Lvl 2: Guards 1 target and see who visited them.

Lvl 3: Guards 1 target and choose between investigating them or look-outing them.

LvL up
to Lvl 2: Guard a person successfully twice (does not have to be same person)
to Lvl 3: Guard a person successfully 4 times (does not have to be same person)
You will be notified when you level up.

Yayap
January 24th, 2012, 08:04 PM
Considering that I plan to have very few information roles in my setup, citizens will be a key element to keeping them alive.
Personally, I love playing as a citizen, I don't feel as bad when I die at night to the mafia. I like the citizen role so much that I even play as a citizen when I'm a PR (sometimes ignoring my abilities) See FM3 and FM8 for examples.

The fact that masons can't die by recruiting the wrong person (except GF & Veteran), I expect that citizens may very well be a key role to the masons this game. If I give them any kind of buff, they will be OP and easier to find by the masons. If you guys really want an all PR game, play SC2 mafia. Personally, I hate the follow the "PR information" mentality.

Ubernox
January 25th, 2012, 06:30 AM
Why do you like playing citizen so much? Do you really enjoy deducing a man's affiliation based purely on studying his posts that much?

Yayap
January 25th, 2012, 08:40 AM
Why do you like playing citizen so much? Do you really enjoy deducing a man's affiliation based purely on studying his posts that much?

I feel more free to expose people quicker without having to fear about being killed early costing the town an important PR. I have fun interrogating people during the day and asking the question that need answering. As a PR, I prefer to wait a few days so I have more than 1 night of information, so I usually have to block out most of my questions unless someone else asks them for me.

Forum Mafia GM
January 25th, 2012, 10:25 AM
I feel more free to expose people quicker without having to fear about being killed early costing the town an important PR. I have fun interrogating people during the day and asking the question that need answering. As a PR, I prefer to wait a few days so I have more than 1 night of information, so I usually have to block out most of my questions unless someone else asks them for me.

This. So much.
Citizen is great and its not like you find out a whole lot more while being a PR.

Auckmid
January 27th, 2012, 01:52 PM
I've been looking at the way FMIX is going, and I am starting to doubt that even if everyone is accepted into FMX, that we shall have 50 sign ups.

Ash
January 27th, 2012, 02:27 PM
I can't believe FMX is coming already.
So many FM's to go, I wonder how many FM's will be finished by the end of this year.

McJesus
January 27th, 2012, 11:00 PM
Looking forward to the new mechanics and everything!

CptKirk
January 30th, 2012, 03:21 PM
I want to sign up!

Yayap
January 30th, 2012, 03:48 PM
Signups are live:
http://www.sc2mafia.com/forum/showthread.php/4767-Official-FM-X-signup-thread

TheJackofSpades
January 30th, 2012, 11:24 PM
There are a dozen or moreso reasons why this setup will likely not work.

I can't help but feel that if you truly think you can balance this many variables from start to finish that you are simply lying to yourself.

In fact, this setup seems to value a de-emphasis on the prediction of actions simply due to the fact of how impossible it will be to adequately keep track of a large percentage of the roles' level-up progress beyond those that are readily apparent(i.e. mafioso, which is ironically probably the most imbalanced role in the game).

I think I'm gonna sit this one out, though I've already stated that in Skype.

Good luck.

Grimrailer
January 30th, 2012, 11:52 PM
Where Do I receive my role? PM? and how can we do things without anyone knowing? I am new. :/

Yayap
January 31st, 2012, 12:43 AM
Where Do I receive my role? PM? and how can we do things without anyone knowing? I am new. :/

When the game is about to start, you will be PMed an account name and password. So no one will know your true identity, you'll get your role by PM shortly after I'm done setting the final things up.

Kromos
February 3rd, 2012, 12:06 AM
Are we going to have anonymous accounts? I checked the members list and it has accounts like fm narks and fm kronos (spelt my name wrong :P). I guess these would be randomised as Narks and MikeVipe etc. aren't in the game as far as I know.

EDIT: I should read the post above me.

CmG
February 3rd, 2012, 08:50 AM
there is no fm CmG. "Sadface"

Fragos
February 3rd, 2012, 09:06 AM
Then why fm Admiral IS there? Something is really fishy.

Ash
February 3rd, 2012, 09:09 AM
Where are you guys seeing this? :S

Nick
February 3rd, 2012, 09:13 AM
Go to members. Then sort according to join date.

I see fm Nick lol. The person who gets that account, make sure you don't sully my name!

Ash
February 3rd, 2012, 09:17 AM
wtf fm archangel and admiral but no ash, im jelly.
I'm guessing that's our theme, and next thing you know everyone starts impersonating the person they got. Prepare to get gamethrown by le Admiral, and Arch and trolled by le Narks.

philie
February 3rd, 2012, 09:19 AM
FM CmG is a must. wtf. give it to me even

BorkBot
February 3rd, 2012, 09:38 AM
No fm BorkBot either ;(

There's a lot of players on that list that don't have much meaning to me and who aren't playing. It'd be funnier if we all got an account with the name of another person who was actually in the game, heh.

Goremancer
February 3rd, 2012, 01:00 PM
I have a question about the LV2 Hooker. It said that the target doesn't know he/she is roleblocked. What if the roleblocked target is an investigative role? Will it automatically show up citizen?

Kromos
February 3rd, 2012, 01:08 PM
I have a question about the LV2 Hooker. It said that the target doesn't know he/she is roleblocked. What if the roleblocked target is an investigative role? Will it automatically show up citizen?

He probably won't get any PM.

Forum Mafia GM
February 3rd, 2012, 01:11 PM
I have a question about the LV2 Hooker. It said that the target doesn't know he/she is roleblocked. What if the roleblocked target is an investigative role? Will it automatically show up citizen?

The PM will not contain any results... he may assume that he was roleblocked but will not be notified to verify. PM is sent just so he knows I didn't forget him.

Rocshi
February 3rd, 2012, 01:22 PM
Is [Blackmailed]a given role? or is it something you are given if targeted by the blackmailer?

Raptorblaze
February 3rd, 2012, 01:43 PM
Is [Blackmailed]a given role? or is it something you are given if targeted by the blackmailer?

*You may not reveal to the town that you were blackmailed as long as the blackmailer is alive, in fear that your dirty secrets will be revealed.*
I'd assume you only become blackmailed upon being blackmailed by a blackmailer. Given that they need to assign you a task.

Zack
February 3rd, 2012, 02:36 PM
Alright this just occured to me... What are the investigation pairings? You haven't mentioned any information about this yet.

The reason i'm asking is due to the Investigator level ups. Citizens don't count towards leveling up according to the role card. So lets say an investigator checks the godfather on night 1 and gets a citizen result, then checks some other non-citizen role on night 2 and levels up. Presto! Citizens don't count for level ups but you got a citizen result = target was not a citizen! Lynch the godfather!

So... Clarification on this please? heh

BorkBot
February 3rd, 2012, 03:09 PM
I'd like to know that as well. The rolecard states that there are different levels of accuracy in finding out someone's role, so you can't pinpoint someone's role. That means there need to be different levels of pairings...

Perhaps citizens are their own separate category, and the Godfather comes up in a "leader of men" kind of category (mayor/mason leader/cult leader/godfather), which is further refined to mayor/godfather and mason leader/cult leader on the next level.

Forum Mafia GM
February 3rd, 2012, 03:45 PM
Alright this just occured to me... What are the investigation pairings? You haven't mentioned any information about this yet.

The reason i'm asking is due to the Investigator level ups. Citizens don't count towards leveling up according to the role card. So lets say an investigator checks the godfather on night 1 and gets a citizen result, then checks some other non-citizen role on night 2 and levels up. Presto! Citizens don't count for level ups but you got a citizen result = target was not a citizen! Lynch the godfather!

So... Clarification on this please? heh

I was wondering if anyone would notice that.
First, anything that shows up as cit would not count for levels.
Second... other than Framers hide ability, no one is immune to detection. And hiding does not = citizen result.

As for investigation results, there is no standard pairings, results are individual, depending on what level the investigation is will determine what information is discarded as non-important to narrow the search.

So:
-if an investigator checked say 2 different vigilantes, he could/would get 2 different results but vigilante would be listed in both as a possibility.
-if a different investigator checks the same person (even on a different night), he would get the same results as the first unless that person is framed.

Doing it this way opens up the possibilities for more lying.

Zack
February 3rd, 2012, 04:00 PM
Oh boy, this will be even more work for you then. Are you sure you'l be able to handle everything? Well, with proper organization of all the information it is doable but it will consume a whole insane huge lot of your time.

Ash
February 3rd, 2012, 04:20 PM
I don't understand this... So if an Invest gets Janitor/Vigilante, and accuses the person of being janitor, how will the other person know what to claim?

BorkBot
February 3rd, 2012, 05:59 PM
I don't quite understand either. If you don't know what roles an investigator might see you as, there's no way to know what you have to claim to match his results. So you can't prepare a good cover story. I think it will actually reduce opportunities to lie, because you need to get lucky for it.