FM XVII Rules, Role list, and FAQ
Register

User Tag List

Results 1 to 2 of 2
  1. ISO #1

    Post FM XVII Rules, Role list, and FAQ

    Game Rules:
    1- No outside of game discussion.

    No PMs, no REP, no visitor msgs, no skype, etc. You have been warned.

    2- Lurking / AFK:
    We expect everyone to be able to post at least once during the day. If you plan to be away or cannot post during a day, please PM the FM Game Master or First Mate as to why. Inactive people (who did not post during the day at all) are always bound to be replaced.

    3- Profiles
    Invisible mode will be mandatory, as usual. You should not turn it off.

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

    5- Modkills:
    Inactive players will be replaced until the Reserve list is depleted. We do not plan to modkill AFK players with empty reserves, unless they have a bad reputation on the forums.

    6- Names:
    There shall be no claiming of one's players name (COM name for you older folk) nor any hunting for ones name. Violators will be warned up to 2 times, then modkilled.

    7- 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.

    8- Images, Videos, Links, Annoying Formatting, etc:
    Images - Permitted as long as they don't break any other rules... including forum rules.
    Videos - Autoplay on videos is not permitted. You may not upload videos to youtube as that would reveal your name.
    Links - Links to a forum post are permitted, please ask FMGM for any other kind of link.
    Marquee, spoiler, blackout and other BBcode - Permitted but please do not abuse & your votes may be void if the [vote] bbcode doesn't pick up your vote.
    Invisible Ink - Permitted, but I hope you get lynched for using it.

    9- Night chat messages
    You may not directly copy your posts from night chats in the game's day chat. You will get up to 2 warnings before getting modkilled.


    Game Mechanics:

    1- Day and Night Length:
    Most days and nights will be 46-48 hours long. Certain exceptions may occur. If forums go down, it will be at the hosts discretion if an extension is necessary. Unless everyone votes for the same person or everyone votes to skip day, day will be a minimum of 24h.

    2- Lynching:
    We will be using the vote tags. To use this, you will be obligated to spell the persons name exactly how it appears, no nicknames or shortened versions of the name will be accepted. You need a majority of more than 50% of alive players in order to lynch a person.

    3- Game Starts:
    Game will start with Night 0, to allow each team to plan ahead of game. Day 1 will be a no-lynch day, to make the player to enjoy conversations with each other. You can choose to end Day 1 early if you wish.


    Role list (for 35 players). Might change if we choose to include more people in the game.

    Pirate Captain
    Hidden Pirate
    Hidden Pirate
    Hidden Pirate


    Infiltrator
    Hidden CP9
    Hidden CP9
    Hidden CP9


    Navy Admiral
    Hidden Marine
    Hidden Marine
    Hidden Marine


    Rebel Leader
    Rebel Scout


    Doctor
    Hidden Town Power
    Hidden Town Power
    Hidden Town Power
    Hidden Town Power
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen


    Hidden Neutral
    Hidden Neutral


    Possible Pirate roles: First Mate, Consort, Janitor, Framer, Blackmailer, Disguiser, Pirate
    Possible Cipher Pol No 9 roles: Witch, Ventrilioquist, Grave Robber, Drug Dealer, Spy, Architect, Agent
    Possible Marine roles: Jailor, Vigilante, Detective, Lookout, Bodyguard, Enforcer, Commodore
    Possilbe Town Power roles: Doctor, Coroner, Journalist, Blacksmith, Escort, Mayor, Veteran, Bus Driver
    Possible Neutral roles: Serial Killer, Arsonist, Electro Maniac, Joker, Jester, Executioner, Ghost, Amnesiac, Student, Skyper

    General Mechanics

    The primary goal of each faction is to defeat their corresponding enemies and then at least one member of the team must survive until the game ends.It is possible to make alliances between some teams. No more than 2 teams can win the game (for example Marines & CP9, or Town & Rebels). Another example is, that if you are on Pirate Team, you can choose to ally with Rebels or CP9, but not both, since they are hostile to each other. Also, it is entirely possible for one single team to be the sole winner of the game (if all possible allies of that faction were already eliminated, but they managed to defeat their enemies despite that). All faction members (except for Town) have shared night chat.

    Due to large number of citizens it is very easy for most players to claim citizen, since the only few roles that can expose then (Navy Admiral, Rebel Scout) will choose to stay in hiding or use less valuable members as proxy for communications with town. Pirates and CP9 will almost surely never reveal thenselves to town, unless they can outnumber then with possible allies. It is also improtant to keep your faction alive, because if the last team member falls down, your faction will lose!

    Role information


    Pirates:
    To win, Pirates need to kill all Town members and Marines. The Pirates can kill one person each night. They can win with either CP9 or Rebels.

    Pirate Captain - Can kill on his own. Has one auto-vest. Cannot be detected by Marines. As Power role, can be possibly found out by Rebel Scout.
    First Mate - Can check target player's exact role and alignment.
    Consort - Can roleblock a person, preventing him from acting.
    Janitor - Can clean a person's role that is about to be killed. Limited to 5 cleanings.
    Framer - Frames any person other than himself, making investigative roles (including Rebel Scout) to see the result of his choice.
    Blackmailer - Blackmails target person, preventing him from speaking during the day.
    Disguiser - Once per game, can kill and steal the identity from target player. Is not a separate kill from other Pirates. Target's role will be cleaned.
    Pirate - An ordinary killing role for the Pirate team.

    Cipher Pol №9:
    To win, CP9 needs to kill all Town members and Rebels. The CP9 can kill one person each night. They can win with either Pirates or Marines.

    Infiltrator - Has one auto-vest. Will show up as Citizen to Rebels and can be "recruited" by then, allowing him to gain access to their night chat. He can still kill on his own even if he is sent by Rebel Leader to recruit someone else (to keep duping the Rebels). Is only immune to detection from Rebels, can still be detected by anyone else (such as Navy Admiral).
    Witch - Can control one person to visit another person. Cannot cause self-targets.
    Ventriloquist - Can silence his victim during the day. The Ventriloquist then can speak and vote in place of his target.
    Grave Robber - Steals an ability from a dead player and adds that ability to Grave Robber's arsenal. Killing action will always get only 1 charge. Grave Robber can only rob each grave once.
    Drug Dealer - Drugs target player, making him to believe that he has attacked and healed, witched, swapped, doused, charged, roleblocked, or annoyed by Jester.
    Architect - Pick up 2 people before the night begins. Those people will be separated from their night chats, and they can talk with each other. The Architect will pick up their conversation once the night ends.
    Spy - Picks up either Pirates or Marines, then tracks the movements of the chosen team (similar to SC2 mafia's Spy)
    Agent - An ordinary killing role for the CP9 team.

    Marines:
    To win, the Navy needs to lynch or kill all Pirates and Rebels. Marines usually have limited killing actions (based on their roles). They can win with Town, but they can also choose to side with CP9.

    Navy Admiral - Can check target player's exact alignment. Also detects Neutral Killers. Marines, Town and Benigh Neutrals will show up as not suspicious.
    Jailor - Can jail a person at beginning at night. Can also execute if there was no lynch. Limited to 3 executions. If Jailor is witched, he will always execute his current target.
    Vigilante - Can attack target person. Has 3 shots.
    Detective - Can track target person to see whom he visited.
    Lookout - Can watch target person to see who visited that player.
    Bodyguard - Can protect one person from attack, sacrificing his life in the process.
    Enforcer - Can enforce target player, preventing him from being recruited by Rebels. If a Rebel tries to recruit Enforcer, he will learn the recruiter's identity.
    Commodore - The right-hand of Navy Admiral. Once Admiral dies, Commodore can detect alignments in his place.

    Revolutionists:
    To win, Rebels need to lynch or kill all Marines and CP9 members. Rebels can't kill at first, but as they grow in numbers, their power and influence increases. They can win with Town, but they can also choose to side with Pirates. Note that if both Leader and Scout die, the remaining Rebels will be unable to recruit anyone else and will be left on their own.

    Rebel Leader - Can recruit a Citizen or Town Power role in the Rebel's ranks. While he is alive, he can also send an ordinary Rebel to do the recruiting instead. Once Rebel number reaches 5, Leader will be able to kill one person during the night.
    Rebel Scout - Can recruit a Citizen or Town Power role in the Rebel's ranks. Can also check target player for being a recruitable Citizen. Once Rebel number reaches 5, Scout will be able to recruit Town Power roles without fail.
    Rebel - Citizens become rebels after being converted. Rebels can be sent by Leader to recruit, but they can't recruit at all if Leader and Scout are dead.
    Rebel Power Role - A Town Power role that accepted the invitation to join the Rebels. They keep their usual abilities after being converted, and can be sent by Leader to recruit someone else.
    Recruiting process: Citizens will automatically join the Rebels. Town Power roles will receive an invitation, and during the day they can either accept or decline to join the Rebels. New recruits will only learn the name of the person who recruited then until they made it safely to the next night, after which they will gain the full access to Rebel night chat. If you try to recruit a non-Citizen, you will receive the message "You have not received the answer from your target", though Town Power roles will stillbe able to join your night chat once they accept your invitation. There is a limit of 9 recruits for Rebel team (while the total number of town members is 19).

    Town members:
    To win, the Town needs to lynch or kill all Pirates and CP9 members, as well as possible Neutral Killers. All town members do not know the identities of each other and usually need the help of either Marines or Rebels to succeed.

    Doctor - Can heal one person. Will only protect from a single attack.
    Coroner - Can autopsy a dead person to learn his exact role. Does not learn anything else.
    Journalist - Can ask one person for an interview. The interview will be posted on the next night.
    Blacksmith - Can give a vest or gun to target person. Can only give up to 3 guns.
    Escort - Can roleblock a person, preventing him from acting.
    Mayor - Can reveal himself to town. If he does, his voting power becomes equal to 3 votes. Will always refuse Rebel's invitation (even from Scout after Rebel number reaches 5)
    Veteran - Can go on alert up to 3 times. Anyone who tries to visit Veteran during alert will be attacked. Veteran is immune to attacks and roleblocks during alert.
    Bus Driver - Can switch the locations of two people. Cannot switch self
    Citizen - Has the power in his vote. Can be recruited by Rebels.

    Neutrals:
    Each Neutral has they own goal, but most of the time that will usually try to hinder the Town's progress. Most of then are not friendly to town, but faction members should be wary of then as well.

    Amnesiac - Can remember a role from the graveyard. Does not get auto-vests, and cannot remember Mayor. Must remember a new role and inherit that role's win conditions in order to be able to win.
    Student - Can pick up a master and become his disciple. Has a shared chat and goal with master, and will inherit his role upon master's death. Cannot win alone.
    Skyper - Can choose a person to be his ally and send a message to him. That person will be his ally for the rest of the game. Skyper does not know his ally's role. His goal it to help his ally's faction to win.
    Jester - Has the personal goal of being lynched during the day. Can annoy his target at night. If Jester is lynched, 1/7 of guilty voters, rounded up, will commit suicide on the following night.
    Executioner - Has the goal to lynch a certain person. His target is always starts as town (although can be recruted by Rebels). Will turn into Jester in case if his target dies at night.
    Ghost - When Ghost dies, he can possess a different player each day. While possessing a victim, Gghost can talk and vote in his place. Ghost has a goal to be killed and make the faction that killed him to lose. If Ghost is lynched at day, the hammer voter and his faction become his targets.
    Arsonist - Can douse one person, or ignite anyone previously doused. Wins if he survives and Town loses. Has one auto-vest. Targets will know if they are doused. Can only ignite at night.
    Electro Maniac - Can charge one person each day. Can charge two people on Night 1. Can also kill a person he previously charged. If one charged person visits another, they will both electrocute. Wins if he survives and Town loses. Has one auto-vest. Targets will know if they are charged.
    Serial Killer - Can kill one person each day. Will kill roleblockers. Wins if he survives and Town loses. Has one auto-vest.
    Joker - May announce a bounty has been placed on X player. If X is not lynched or killed within 2 days the Joker may kill 2 other people and pick his target again. Wins if he survives and Town loses. Has one auto-vest.


    Order of Operations:


    • Jailing
    • Architect picks up his 2 targets
    • Journalist Interviews
    • Night Chats Open
    • Bodyguard Protects
    • Veteran Alert
    • Witch Controls
    • Escort / Consort Blocks / Enforcing
    • Lookout / Detective Actions
    • Bus Driving
    • Framing
    • Investigations /Spy Report
    • Electro Maniac charging
    • Killing Actions / Dousing / Electrocution/ Jailor Executes
    • Disguises take effect
    • Rebel Recruiting / Blacksmith gives out armor/gun
    • Autopsies / Healing
    • Cleaning / Grave Robbing
    • Blackmailing / Ventiloquist controls / Drugs Take Effect
    • Amnesiac Remembers His Role / Student Chooses Mentor
    • Jailor Releases
    • Joker picks his new target
    • Skyper sends his message
    • Publishing a Newspaper



    Player list (for 35 players, might change later if more people choose to join the game):

    FM Bartholomew Kuma
    FM Basil Hawkins
    FM Big Mom
    FM Black Leg Sanji
    FM Blackbeard
    FM Boa Hancock
    FM Buggy the Clown
    FM Capone Bege
    FM Cat Thief Nami
    FM Crocodile
    FM Cyborg Franky
    FM Don Krieg
    FM Donquixote Doflamingo
    FM Dracule Mihawk
    FM Eustass Kidd
    FM Fire Fist Ace
    FM Foxy the Silver Fox
    FM Gecko Moria
    FM Hody Jones
    FM Jewelry Bonney
    FM Jimbei
    FM Marco the Phoenix
    FM Nico Robin
    FM Red Haired Shanks
    FM Roronoa Zoro
    FM Scratchmen Apoo
    FM Sogeking
    FM Soul King Brook
    FM Straw Hat Luffy
    FM Tony Tony Chopper
    FM Trafalgar Law
    FM Urouge
    FM Wet Haired Caribou
    FM Whitebeard
    FM X Drake
    Last edited by FM Ferengi; February 21st, 2013 at 03:51 AM.

  2. ISO #2

    Re: FM XVII Rules, Role list, and FAQ

    Here are the common questions that were asked by players.

    Will there be modkills for lurkers and if yes how will it be implemented - criteria, announcement, time?
    Will there be special events during the day?

    I do have reserves ready, but when a replacement happens I will only say something like that: "A player has been replaced from reserve list."
    I don't plan to include special events that would affect the gameplay or game rules. You will simply introduct yourselves to each other during Day 1.

    What if replacement runs out? Will the affected faction be penalized?
    Well of course if replacements run out, we will probably start modkilling players. But I hope that this will not happen.

    Are death notes and last wills are enabled?
    Both deatn notes and last wills are disabled in this game.
    Last edited by FM Ferengi; February 22nd, 2013 at 08:54 AM.

 

 

Similar Threads

  1. Rules, Role List, OoO, Game Mechanics,
    By Forum Mafia GM in forum Forum Mafia XVI
    Replies: 0
    Last Post: November 5th, 2012, 04:40 PM
  2. Role List and Player List Information
    By Forum Mafia GM in forum Forum Mafia XIII
    Replies: 0
    Last Post: June 15th, 2012, 07:49 AM
  3. Role List And Player List Information
    By Forum Mafia GM in forum Forum Mafia XII
    Replies: 0
    Last Post: April 18th, 2012, 03:09 PM
  4. Role list, Player list & Graveyard
    By Forum Mafia GM in forum Forum Mafia X
    Replies: 0
    Last Post: February 4th, 2012, 03:44 PM
  5. Player List & Role List & Graveyard
    By Forum Mafia GM in forum Forum Mafia VIII
    Replies: 0
    Last Post: December 20th, 2011, 05:13 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •