M-FM: Gates to Infinity
Register

User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 50 of 83
  1. ISO #1

    Post M-FM: Gates to Infinity

    Truth or Ideals? You choose!

    Alright, guys, you made your choice well! The next M-FM from me will be your second choice, where five factions are battling their way with each other! So now I'll present to you another interesting and exciting game - M-FM Gates to Infinity!

    Role list:

    Sheriff
    Hidden Enforcer
    Hidden Enforcer


    Puppeteer
    Hidden Trickster
    Hidden Trickster


    Big Boss
    Hidden Outlaw
    Hidden Outlaw


    Rebel Leader
    Hidden Rebel


    Town Power
    Town Power/Citizen
    Town Power/Citizen
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen

    Citizen

    Hidden Enforcer roles: Jailor, Vigilante, Bodyguard, Detective, Coroner, Veteran
    Hidden Trickster roles: Drug Dealer, Disguiser, Gunsmith, Bus Driver, Framer, Spy
    Hidden Outlaw roles: Underling, Consort, Blackmailer, Janitor, Disguiser, Kidnapper
    Hidden Rebel roles: Scout, Lookout, Enchantress
    Hidden Town Power roles: Mayor, Doctor, Armorsmith, Journalist, Escort, Crier

    Spoiler : Victory Conditions :
    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. All faction members (except for Town) have shared night chat.

    The win conditions are as following:

    Enforcers - Elimiante Outlaws and Rebels
    Tricksters - Eliminate Town and Rebels
    Outlaws - Eliminate Enforcers and Town
    Rebels - Eliminate Enforcers and Tricksters
    Town - Eliminate Outlaws and Tricksters


    Spoiler : Faction Overview :
    The Enforcers all have the shared ability to check a single person for exact alignment. Only one of then can use this action at night. Normally it is used by Sheriff, but any other Enforcer can use it as well if Sheriff is dead or chooses not to do anything. Town members and Enforcers (in case of Trickster control) will show up as "not suspicious". While Enforcers are a solid faction, that can't win on their own; they must be backed up by allied faction in order to survive!

    The Tricksters cannot kill, but they can use Witch's abililty to control players at night. Only one of then can use this action at night. The witch action is normally used by Puppeteer, but any other Trikster can use it as well if Puppeteer is dead or chooses not to do anything. If left ignored, that chan shift the tides entirely in their favor!

    The Outlaws can kill one person per night, as usual. Only one of then can use this action at night. Normally kills are made by Big Boss, but any other Outlaw can kill as well if Big Boss is dead or chooses not to do anything. At the start of the game, Big Boss can choose detection immunity or night kill immunity, but not both. As the faction that can kill every night, they are will feared enough!

    The Rebels can recruit one Town role in their ranks. All Town roles (except for Mayor) join automatically. Ordinary Rebels can only be sent to recruit someone if Leader is alive; if Leader and Hidden Rebel are dead, the remaining Rebels will be on their own. Rebels have a max limit of 4 recruits for the entire game; it is possible for Rebels to be 6 man strong if they are left ignored. If a Town Power role is recruited, Rebels skip their next recruiting night.

    The rest of players are Town. Note that Town cannot make the majority on their own; they will probably have to rely on Enforcer/Rebel extra votes to gain majority.

    The role descriptions and order of operations will come out soon. The list of FM names is hidden for now; once this game becomes approved, i'll ask Slaol to create a new set of M-FM accounts. Death notes and last wills will be disabled; as such, the factions must use the day chat in order to gain more information.

    Role cards:

    Enforcer roles:
    Spoiler : :
    Sheriff - Basic role, can only use a standard Enforcer check. Detect target player's exact alignment.
    Jailor - Each night can detain one person in jail. Can target teammates. The jailed person is roleblocked, immune to night kills and will be locked out of any possible night chats. Jailor can execute his target, but only if no lynch occured on the last day. Maximum of 2 executions.
    Vigilante - A killing role for Enforcer team. Initially has 2 shots. Any guns that he would receive will be added to the shot count.
    Bodyguard - Can protect another player from being attacked and intercept the attacker. Bodyguard will kill the attacker (unless he is night immune) and die in the process unless he was healed or armored. Also can prevent his target from being recruited by Rebels.
    Detective - Can track his target to see whom he visited.
    Coroner - Can check a dead body for exact role and history of night actions.


    Trickster roles:
    Spoiler : :

    Puppeteer - Basic role, can only use the Witch control action.
    Drug Dealer - Can drug his victim, making him to believe that he was attacked and healed, roleblocked, witched, bussed, or received a fake gun or armor.
    Disguiser - The most devious of Tricksters. Once in a game, can make a disguise kill (target's role will be cleaned). After successful disguise, he gains access to target's night chat, but does not inherit his victim's role. Killing a revealed Mayor will allow the Disguiser to keep his vote power
    Gunsmith - Can give 1-shot gun to target player. Your target must not be one of the Tricksters. There is no limit on how many guns Gunsmith can make, but he can be killed before he gives out any item. Gan give fake guns to his targets.
    Bus Driver - Can switch 2 players each night, redirecting night actions aimed at then.
    Framer - Frames his target as role of Framer's choice OR dresses a player for a single night/day cycle as any possible role (except for ???). Detective and Lookout will also see false information of Framer's choice.
    Spy - Appear as "recruitable" to Scout, but retains his Trickster alignment after being "recruited". Spy can send one anonymous private message to another player each night. Spy cannot be tracked by Detective or Lookout.


    Outlaw roles:
    Spoiler : :
    Big Boss - The leader of Outlaws. Is usually the main Outlaw killing role. At the start of the game, can choose either detection immunity or night kill immunity, but not both.
    Underling - Check his target for exact role and alignment. Keep Framer in mind!
    Consort - Roleblocks his target, preventing him from acting.
    Janitor - Cleans his victim's role, while another outlaw is doing the killings. Janitor can clean roles up to 3 times.
    Blackmailer - Blackmails his target with a certain demand. Should the target not meet the demand on the following day, they will commit suicide the day following the blackmail, and publicly terrify the Town, preventing them from lynching for that day. Should your target claim blackmailed they will become permanently barred from using any role abilities gained after the start of the game.
    Kidnapper - Each night can detain one person in jail. Can target teammates. The jailed person is roleblocked, immune to night kills and will be locked out of any possible night chats. Kidnapper can execute his target, but only if no lynch occured on the last day. Maximum of 1 execution. Kidnapper can use his execution separately from Outlaw kill.


    Rebel roles:
    Spoiler : :
    Rebel Leader - Can recruit a Citizen or Town Power role in ranks of a Rebel team. While he is alive, he can also send his recruits instead.
    Scout - Can check his target for being a recruitable Citizen or not.
    Lookout - Can watch his target learning the names of anyone who visit then. Cannot watch self.
    Enchantress - Can go on alert up to 2 times. Anyone who visits Enchantress while she is on alert becomes roleblocked.
    Rebel - Citizens becomes Rebels after being recruited. Town Power roles keeps their abilities.



    Town roles:
    Spoiler : :
    Mayor - Can reveal himself to town. If he does, his voting power becomes equal to 2 votes.
    Doctor - Can heal his target each night.
    Escort - Can roleblock his target, preventing him from acting.
    Armorsmith - Can give 1-use armor to target player. Armorsmith cannot give armor to Rebels if he decides to join then.
    Journalist - Can interview one player each night. The article will be posted at the beginning of the each day.
    Crier - Can post an article from himself each night. Crier's speech is similar to Journalist's article.


    Spoiler : Order of Operations :


    • Jailing
    • Journalist Interviews
    • Night Chats Open
    • Veteran/Enchantress Alert
    • Witch Controls
    • Escort / Consort Blocks
    • Lookout / Detective Actions
    • Bus Driving
    • Bodyguard Protects
    • Framing/Talioring
    • Investigations
    • Killing Actions / Jailor Executes
    • Disguises take effect
    • Rebel Recruiting / Armorsmith/Gunsmith give out his item
    • Autopsies / Healing / Using Vest
    • Janitor/Disguiser cleaning
    • Blackmailing / Ventiloquist controls / Drugs Take Effect
    • Jailor Releases
    • Publishing a Newspaper / Crier's message

    Last edited by Fragos; February 12th, 2015 at 04:35 AM.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  2. ISO #2

  3. ISO #3

  4. ISO #4

  5. ISO #5

    Re: M-FM: Gates to Infinity

    Oh, what made you decide to start making all the other factions have night chats?
    I remember Tycoons as BD + Spy that didn't know eachother lol

    nvm that was the sfm lol
    Last edited by Cryptonic; April 14th, 2013 at 11:50 AM.

    Quote Originally Posted by S-FM Blue Masquerader View Post
    Hey moron. shut the fuck up or I will shut you up, k? I'm not the person your going to insult and live happily ever after. K? Understand that,

  6. ISO #6

  7. ISO #7

    Re: M-FM: Gates to Infinity

    I'm quite serious. This game will be in the next M-FM Poll along with Curse of Castle Varen, and BorkBot agreed to this. You just have to pick up your favorite choice when the poll starts.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  8. ISO #8

  9. ISO #9

  10. ISO #10

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Fragos View Post
    I'm quite serious. This game will be in the next M-FM Poll along with Curse of Castle Varen, and BorkBot agreed to this. You just have to pick up your favorite choice when the poll starts.
    So Community will still be the next though?

    Quote Originally Posted by Gerik View Post
    Isn't this just FM 17 with fewer players?
    No this one has a slightly different theme.

  11. ISO #11

  12. ISO #12

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Fragos View Post
    Witch and Ventriloquist together were a deadly combination, but in this setup the Tycoons can only afford one of then. What choice do you think they will make?
    Probably Ventriloquist since It's pretty much a 5th member. :v
    I just really hate the role as a whole. It should have some kind of restriction; such as not being able to target someone two days in a row.
    Poor Big Mom didn't even get to play at all last game.
    Spoiler : FM History :
    FMs: XIV, XV, XVI, XVII, XVII, XVIII, XIX, XX, XXI
    MFMs: XIII, XIV, XVI, XVII, XVIII, XIX, XXI, XXII
    SFMs: Too many.
    SFM Night 1 Death Percentage: 72%
    Hosted: SFM 89, SFM 118

  13. ISO #13

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Azuriae View Post
    Probably Ventriloquist since It's pretty much a 5th member. :v
    I just really hate the role as a whole. It should have some kind of restriction; such as not being able to target someone two days in a row.
    Poor Big Mom didn't even get to play at all last game.
    what i see wrong is that anyone can give up night actions to do the main action. tycons can doo mass vantrill. mafia can do mass killing n1. GG

  14. ISO #14

    Re: M-FM: Gates to Infinity

    You're wrong. Only one of then can do such an action.

    Only one Outlaw can kill each night, only one Trickster can manipulate someone, and only one Enforcer can check his target's exact alignment. So it's fair.
    Triskters cannot kill, but their lack of kill can be compensated with the chose ability to manipulate. Because they cannot kill on their own, they'll have to rely on someone else to eliminate Rebels and Town.
    Last edited by Fragos; May 1st, 2013 at 05:41 AM.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  15. ISO #15

  16. ISO #16

    Re: M-FM: Gates to Infinity

    9/20 townies doesn't seem fair to me. all factions can somewhat kill on their own apart from townies. FM17 had 19/35. also less then 3 TPR would not be fair. no neutrals but it doesn't need them, especially no evil.
    FM Stats: Town 8 wins of 12 Mafia 3 of 4 All 11 of 16 (69%)

    Complete FM History: Click


  17. ISO #17

    Re: M-FM: Gates to Infinity

    You should look at the very first Five-Side Town game, it had 5 factions (3 members each) and 5 neutral citizens that could not care which of then wins as long as they survive. Making citizens as part of Town faction can fix this balance problem.

    Even if they don't know each other, the Town still have most of the voting power. The Enforcers are powerful as well (not as imba as they were in Cops and Robbers), but they need to win the favor of town over the Rebels first, or side with Tricksters if rebellion gets out of control.

    The improtance of this game is that the balance of power is decided not only by game rules, but also by the players thenselves, because alliances between certain factions are possible.
    Last edited by Fragos; May 1st, 2013 at 05:42 AM.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  18. ISO #18

  19. ISO #19

    Re: M-FM: Gates to Infinity

    I told you that to compensate the low number of town, the purple faction will be unable to kill. And there will be no more Neutral roles to mess around.

    That being said, look at how Cops and Robbers went. The first two factions that manage to cooperate with each other will get a head start in the game.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  20. ISO #20

  21. ISO #21

  22. ISO #22

    Re: M-FM: Gates to Infinity

    I'll post full role cards when I get more free time. Maybe I can add one additional possible role for each faction.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  23. ISO #23

  24. ISO #24

  25. ISO #25

  26. ISO #26

  27. ISO #27

    Re: M-FM: Gates to Infinity

    Oh yeah I forget to tell you, but in the fist game Gunsmith could only give guns to non-Trickster players. You'll see it more clearly once role descriptions will be added.
    Last edited by Fragos; May 1st, 2013 at 05:42 AM.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  28. ISO #28

    Re: M-FM: Gates to Infinity

    While I am still busy to write up the role cards and order of operations, I should be straight and truthful to you.

    The theme for this Forum Mafia will come out from the recently released game in US - Pokemon Mystery Dungeon: Gates to Infinity. That being said, this setup is still going to compete with M-FM Community on the next poll, so the final choice for the next M-FM will be made by you guys! The choice is all yours.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  29. ISO #29

  30. ISO #30

    Re: M-FM: Gates to Infinity

    Alright, everyone! It's time to write up the detailed role cards. Some extra possible roles were added, and they are based on recent SC2 Mafia roles. Let's see then close up!

    Enforcer roles:

    Sheriff - Basic role, can only use a standard Enforcer check. Detect target player's exact alignment. Big Boss is undetectable.
    Jailor - Each night can detain one person in jail. Can target teammates. The jailed person is immune to night kills and will be locked out of any possible night chats. Jailor can execute his target, but only if no lynch occured on the last day. Maximum of 2 executions.
    Vigilante - A killing role for Enforcer team. Initially has 2 shots. Any guns that he would receive will be addet to the shot count.
    Bodyguard - Can protect another player from being attacked and predict the name of the attacker. Bodyguard will die in the process unless he was healed or predicted attacker's identity correctly. Also can prevent his target from being recruited by Rebels.
    Detective - Can track his target to see whom he visited. Big Boss cannot be tracked by Detective.
    Veteran - Can go on alert (only on self). Will kill anyone who tries to visit him while on alert. Veteran can only go on alert up to 2 times in the game.
    Coroner - Can check a dead body for exact role and history of night actions.

    Trickster roles:

    Puppeteer - Basic role, can only use the Witch control action.
    Drug Dealer - Can drug his victim, making him to believe that he was attacked and healed, roleblocked, witched, bussed, or received a fake gun or armor.
    Spy - Can send private message to one player each night, and to one player once again each day. Spy appears to be as Citizen to Rebels and can be "recruited" by then, allowing him eventually to learn their identities.
    Gunsmith - Can give 1-shot gun to target player. Your target must not be one of the Tricksters. There is no limit on how many guns Gunsmith can make, but he can be killed before he gives out any item.
    Bus Driver - Can switch 2 players each night, redirecting night actions aimed at then.
    Framer - Frames his target as role of Framer's choice. Detective and Lookout will also see false information of Framer's choice.
    Ventriloquist - Picks a target duting the night. The Ventriloquist will then be able to speak in place of his target during the next day. A revealed Mayor cannot be controlled by Ventriloqust.

    Outlaw roles:

    Big Boss - The leader of Outlaws. Immnute to detection from Enforcers. Is usually the main Outlaw killing role.
    Underling - Check his target for exact role and alignment. Keep Framer in mind!
    Consort - Roleblocks his target, preventing him from acting.
    Blackmailer - Blackmails his target, preventing him from talking not only of the following day, but also on the following night! Yes, blackmail can even prevent the victim to talk in night chat. The only thing a victim is allowed to say in day/night chat is "I am blackmailed". Blackmailed targets cannot vote, and a Mayor cannot reveal himself while blackmailed.
    Janitor - Cleans his victim's role, while another outlaw is doing the killings. Janitor can clean roles up to 3 times.
    Disguiser - Once per game, Disguiser can kill his victim and steal his identity. Note the Disguiser does not inherit his victim's night chat. You cannot make a disguise kill and a normal Outlaw kill at the same night.
    Kidnapper - Each night can detain one person in jail. Can target teammates. The jailed person is immune to night kills and will be locked out of any possible night chats. Kidnapper can execute his target, but only if no lynch occured on the last day. Maximum of 1 execution. Kidnapper can use his execution separately from Outlaw kill.

    Rebel roles:

    Rebel Leader - Can recruit a Citizen or Town Power role in ranks of a Rebel team. While he is alive, he can also send his recruits instead.
    Scout - Can check his target for being a recruitable Citizen or not.
    Lookout - Can watch his target learning the names of anyone who visit then. Cannot watch self.
    Enchantress - Can go on alert up to 2 times. Anyone who visits Enchantress while she is on alert becomes roleblocked.
    Rebel - Citizen becomes Rebels after being recruited. Power roles keep their previous abilities upon accepting.

    Town roles:

    Mayor - Can reveal himself to town. If he does, his voting power becomes equal to 2 votes. Mayor cannot be converted to Rebels.
    Doctor - Can heal his target each night. Doctor becomes Rebel Medic if he decides to join the Rebels.
    Escort - Can roleblock his target, preventing him from acting.
    Armorsmith - Can give 1-use armor to target player. Armorsmith cannot give armor to Rebels if he decides to join then.
    Journalist - Can interview one player each night. The article will be posted at the beginning of the each day.
    Crier - Can post an article from himself each night. Crier's speech is similar to Journalist's article.

    Once again, any feedback is appreciated! Order of Operations will come out soon.
    Last edited by Fragos; May 1st, 2013 at 06:09 AM.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  31. ISO #31

    Re: M-FM: Gates to Infinity

    Order of Operations and Rules sections necessary. Please combine all in the first post (including rolecards) for easy reference. Use spoilers if you like to keep the post size manageable.

    Please clarify which events give night feedback. Either in a separate section or inside rolecards.

    Can only the original 2 rebels use the conversion power normally? Recruits can't be sent to convert once the rebel leader is dead?

    If the answer to the question above is yes, recommend making the Rebel Leader undetectable to the cops' sheriff check.


    Medic - A Doctor for Rebel team. Any Citizen who is succesfully healed by Medic join the Rebels automatically. Town Power roles will still have to make their own choice.
    Town PR's should be join or stay dead. Otherwise this role is too counterproductive overall.

    Fix original post hidden roles names to match the ones int he rolecards. i.e. Witch Doctor => Medic

    If the spy gets recruited by the rebels, does he see their true identities or does he see only anonymous night accounts?

    Can witch/enchantress control gunsmith guns? What about jailor executions?

    Architect, Jailor, Kidnapper.. which role takes precedence over which? Can a player be in multiple of these chats at once?

    Confirm the Mayor for the town so their voting majority at the start is guaranteed, imo. (I think there was going to be one anyway)

    Can the mayor be healed?
    Last edited by BorkBot; April 28th, 2013 at 03:42 PM.
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  32. ISO #32

    Re: M-FM: Gates to Infinity

    Alright, thanks for those questions, BorkBot. I'll answer those issues when I have availible time. Also, I think I will make Ventriloquist a possible hidden role. It's not good after all to give that ability to the entire Trickster team.
    Last edited by Fragos; May 1st, 2013 at 05:47 AM.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  33. ISO #33

    Re: M-FM: Gates to Infinity

    Can only the original 2 rebels use the conversion power normally? Recruits can't be sent to convert once the rebel leader is dead?
    Precisely, yes. So be careful and keep your identities hidden if possible unless you are sure that Town will protect you. You know why Rebel team lost in FM XVII, right?

    If the answer to the question above is yes, recommend making the Rebel Leader undetectable to the cops' sheriff check.

    I alrady made Big Boss undetectable, so there is no point of giving detection immunity to Rebel Leader.

    If the spy gets recruited by the rebels, does he see their true identities or does he see only anonymous night accounts?
    He will learn their true identities. Spy can't kill, but he can send PM to Enforcers for example to give out all the names of Rebel team.

    Can witch/enchantress control gunsmith guns? What about jailor executions?
    Witch CAN control gunsmith guns. Enchantress is like Veteran except the she roleblocks instead of killing someone. Giving an extra gun to jailor will not give him extra execution.

    Jailor, Kidnapper.. which role takes precedence over which? Can a player be in multiple of these chats at once?
    It is possible for a single person to be targeted by Jailor and Kidnapper at the same time. All three of then will see the same chat, so the results will be... hillarious.

    Confirm the Mayor for the town so their voting majority at the start is guaranteed, imo.
    I can't confirm roles like that in the game right now.

    Can the mayor be healed?
    If he revealed himself already, then the answer is no. But he can still use armor and Bodyguard's protection will still work.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  34. ISO #34

    Re: M-FM: Gates to Infinity

    Alright, most of the work has been finished. Medic and Architect were removed, and Ventriloqust has been moved to Hidden role cards. Some factions has been renamed.

    Anonter interesting fact that once game starts, you can choose to give your faction team a new name (without giving out hints about your identities, of course). The game will start with Night 0, following by Day 1 with the lynch being availible immediately.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  35. ISO #35

  36. ISO #36

    Re: M-FM: Gates to Infinity

    They will certainly do, but the main difference from FM XVII is that that cannot kill anyone directly. They will need the help of red/blue team to deal with town and rebels.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  37. ISO #37

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Fragos View Post
    They will certainly do, but the main difference from FM XVII is that that cannot kill anyone directly. They will need the help of red/blue team to deal with town and rebels.
    The problem is is that it didn't work out, even with their own kill, and control of the red kill. I should know, I was part of it...
    -Then again I blame the red for killing the blues when we could have gotten a majority if they killed a town...-
    None can stand against the coming Darkness...
    https://www.youtube.com/watch?v=tWYCS6k1IOA
    Sometimes, the light can come from the darkest places...

  38. ISO #38

    Re: M-FM: Gates to Infinity

    Bodyguard immune to Veteran & Enchantress?
    Bodyguard can't be Witched?
    Can Spy's messages be blocked? Redirected? In any case, it needs to be on OoO.
    What's the difference between "Disguises take effect" and "Disguiser cleaning" on OoO?
    Can people hold multiple guns/vests? If so, can people use multiple items along side their night action?

    Please add the information you posted above to the Mayor rolecard.
    And I also think that Rebel Leader should be immune to Detection. Big Boss being undetectable is just more reason imo.

  39. ISO #39

    Re: M-FM: Gates to Infinity

    But Rebel Leader is not a "bad guy" in the general terms of gameplay! The Rebels can win with town. The Enforcers will have a hard time lynching then at day while Outlaws are still alive. They are supposed to lynch Outlaws at day and kill Rebels at night if possible. You should understand the game balance that I tried to create.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  40. ISO #40

  41. ISO #41

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Fragos View Post
    But Rebel Leader is not a "bad guy" in the general terms of gameplay! The Rebels can win with town. The Enforcers will have a hard time lynching then at day while Outlaws are still alive. They are supposed to lynch Outlaws at day and kill Rebels at night if possible. You should understand the game balance that I tried to create.
    well then how do they deal with them when they run out of shots?

    and exactly what TDL said

    inb4 town solos it

  42. ISO #42

  43. ISO #43

  44. ISO #44

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by TheDarkestLight View Post
    imb4 solo town win on the way...
    That is even more difficult to accomplish. In FM XVII the town had about 50% of remaining players total, and faction numbers were going down faster than usual. But in a smaller scaled game like that, no faction can win on its own, Town included. Yeah, the core mechanic of Five-Sided Town games is teamwork - nothing more, nothing less. And teamwork does not only mean "inside" your faction, but also possible outside allies as well.

    If Town need to lynch an Outlaw, they will have to team up with Enforcers for that, and the other factions will also throw their votes in as well, just to keep the low profile. Your math skills can also help you. Crocodile tried to use his "math" skills to outvote town and failed when he did not take dead Ventriloquist in account - but his general strategy was right. Whoever can control the 50% majority controls pretty much most of the game.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  45. ISO #45

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Fragos View Post
    But Rebel Leader is not a "bad guy" in the general terms of gameplay! The Rebels can win with town. The Enforcers will have a hard time lynching then at day while Outlaws are still alive. They are supposed to lynch Outlaws at day and kill Rebels at night if possible. You should understand the game balance that I tried to create.
    The Rebel Leader IS a bad guy to the faction that does the checking. Rebels can't win with Enforcers, and Enforcers are the one with the Sheriff. Therefore, the Enforcers are trying to eliminate them and they deserve to have their leader immune to their detection.

  46. ISO #46

    Re: M-FM: Gates to Infinity

    You need to understand that Rebels can ask Town Power roles like Doctor for protection. So even is Rebel Leader is out in the open, then an long as there are Town PRs than can protect him, the Police will have to find a workaround in order to deal with Rebels and possibly shift their attention to Outlaws. I can make Town Power roles 100% recruitable (except for Mayor), but I will not give Rebel Leader detection immunity under any circumstances.

    Spoiler : Forum Mafia History :
    FMVI: Seer FMVII: Lookout FMIX: Propagandist FMX: Arsonist FMXI:Janitor FMXIII: Corrupt Journalist
    FMXIV: Lookout FM XVI: Vigilante FM XVII: Host FM XVIII: Witch FM XIX: Bounty Hunter FMXX: Electro Maniac



  47. ISO #47

    Re: M-FM: Gates to Infinity

    Quote Originally Posted by Fragos View Post
    You need to understand that Rebels can ask Town Power roles like Doctor for protection. So even is Rebel Leader is out in the open, then an long as there are Town PRs than can protect him, the Police will have to find a workaround in order to deal with Rebels and possibly shift their attention to Outlaws. I can make Town Power roles 100% recruitable (except for Mayor), but I will not give Rebel Leader detection immunity under any circumstances.
    It's your game, just giving you my opinion.

  48. ISO #48

    Re: M-FM: Gates to Infinity

    Step 1: have enchantress / recruit citizen
    Step 2: have person from step 1 claim rebels and ask a non-doctor power role to claim
    Step 3: have doctor protect non-doctor while it is recruited
    Step 4: repeat from step 3 until rebels win

  49. ISO #49

  50. ISO #50

 

 

Similar Threads

  1. {KickVote List} Infinity: 1-S2-1-489614; Xpassive: 1-s2-1-3400210
    By Cadderly in forum Punished Players & Appeals
    Replies: 1
    Last Post: May 4th, 2012, 09:20 PM
  2. Replies: 2
    Last Post: April 9th, 2012, 07:07 PM

Posting Permissions

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