S-FM 3DMafia
Location Based Mafia
Introducing a new version of mafia, where your role is not the only thing that matters. This mafia will feature a variety of familiar roles, but keep in mind THEY ARE DIFFERENT. Please do not assume you know a role, and read it through so you have a full understand of the mechanics. With that in mind.
Special Mechanics:
- Each day each player picks a route of 3 travel segments movement is mandatory.
- At he start of each night, each player will be informed who they may meet during at of the 3 resulting locations. (Keep in mind some actions will change travel paths!)
- Actions will target either a player you run into, a location you visited, or a segment you traveled.
- Only one Primary Action may be used in a night.
- Some roles have options, they must be declared during the day. They may be changed each day.
- Some locations grant abilities, they can only be used in those locations.
- The game will be played on this map.
Spoiler : Game Map :
Role List - 13 Players
Hidden Mafia
Hidden Mafia
Hidden Mafia
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Killer
Possible Roles
Hidden Mafia: Mafioso, Consort, Consigliere, Agent, Framer, Blackmailer
Hidden Town: Citizen, Lookout, Detective, Sheriff, Investigator, Jailor, Escort, Vigilante, Doctor
Hidden Killers: Trap Master, Arsonist
Role Cards - Coming Soon!
Mafia Roles
As a group the Mafia has the killing action:
Primary Action:
Each night one Mafia Member may pick a target to kill. They will become wounded, and travel will be halted.
Mafioso
Primary Action:
None
Consort
Primary Action (Role-Block):
At night the Consort may pick a target.
His target will also not be able to use any actions. Actions occurring in previous locations still occur.
The target will not get his normal feedback instead he will get. "You wake up groggy and are unable to recall the past nights events."
Agent
Primary Action (Stalk):
At night the Agent may pick a target. He will deviate from his route to track that target.
While tracking and the following day the Agent will gain the passive hidden.
Passive Abilities:
The Agent is Observant he will:
- Be aware of any interactions in rooms he visits.
- Be aware of any traps on his route.
When the Agent is Hidden he will:
- Not be visible to other players.
Options:
At the Agents discretion he may choose to disarm, or evade, trigger or avoid any traps he may encounter:
- Disarming a trap he will continue on his route and the trap will be eliminated. His target will be protected.
- Evading a trap he will continue on his route without trigger the trap. The trap will remain. 50% Chance of success.
- Avoiding a trap travel will be halted, He will not warn his target.
- Triggering a trap travel will be halted, and the pathway will be destroyed.
Town Roles
Escort
Primary Action (Role-Block):
At night the Escort may pick a target.
His target will also not be able to use any actions. Actions occurring in previous locations still occur.
The target will not get his normal feedback instead he will get. "You wake up groggy and are unable to recall the past nights events."
Detective
Primary Action (Stalk):
At night the Detective may pick a target. He will deviate from his route to track that target.
While tracking and the following day the Detective will gain the passive hidden.
Passive Abilities:
The Detective is Observant he will:
- Be aware of any interactions in rooms he visits.
- Be aware of any traps on his route.
Options:
At the Detectives discretion he may choose to disarm, or evade or avoid any traps he may encounter:
- Disarming a trap he will continue on his route and the trap will be eliminated. His target will be protected.
- Evading a trap he will continue on his route without triggering the trap. The trap will remain. 50% Chance of success.
- Avoiding a trap travel will be halted, he will not warn his target.
- Triggering a trap travel will be halted, and the pathway will be destroyed.
When the Detective is Hidden he will:
- Not be visible to other players.
Lookout
Primary Action:
None
Passive Abilities:
The Lookout is Observant he will:
- Be aware of any interactions in rooms he visits.
- Be aware of any traps on his route.
The Lookout is Paranoid he will:
- Be aware of players in nearby locations during the day.
Options:
At the Lookouts discretion he may choose to disarm, or evade or avoid any traps he may encounter:
- Disarming a trap he will continue on his route and the trap will be eliminated.
- Evading a trap he will continue on his route without trigger the trap. The trap will remain. 50% chance of success.
- Avoiding a trap travel will be halted.
- Triggering a trap travel will be halted, and the pathway will be destroyed.
Vigilante
Primary Action:
One night the Vigilante may pick a target to kill. They will become wounded, and travel will be halted.
Killer Roles
Trap Master
Primary Action:
The Trap Master may trap one segment on his route. Traps will trigger when the next traveler passes unaware.
Traps have a 50% chance of killing each player traveling that route. Traps will always destroy the route.
If a trap isolates a location all players in that location die.
Passive Abilities:
The Trap Master is trap aware he will:
- Never trigger his own traps.
- He may still die if trigger by someone else.
Arsonist
Primary Action:
The Arsonist may douse one location on his route.
OR
The Arsonist may ignite all previous doused locations.
When a location is ignited it kills all players in that location, AND renders that location unusable for the duration of the game.
If a location is rendered unusable it may be traveled through as a single movement. I.E. If the woodpile burns players can walk directly from the clearing to the dark cave.
P.S. Feel free to tell me what you think so far.