M-FM Nasty Rumours Too
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  1. ISO #1

    Post M-FM Nasty Rumours Too

    This is another Mini-FM game for 20 players. However, there is a catch. Unlike the first game, there will be a single setup, which will look like that:

    Hidden Non-Town
    Hidden Non-Town
    Hidden Non-Town
    Hidden Non-Town
    Hidden Non-Town
    Hidden Non-Town
    Hidden Non-Town
    Hidden Any
    Town Investigative
    Town Protective
    Town Killing
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Citizen
    Citizen
    Citizen
    Citizen
    Citizen

    The Overwork actions will return, and each of the roles must carefully use the timing of their "ultimate" action in order to get the best chances to win. See Role cards for more information.

    Role distribution:

    Hidden Mafia: Consigliere, Mafioso, Consort, Blackmailer, Framer, Janitor, Kidnapper, Actor, Drug Dealer, Grave Robber, Enforcer

    Hidden Town: Sheriff, Investigator, Detective, Lookout, Doctor, Bodyguard, Escort, Bus Driver, Town Elder, Mason, Jailor, Vigilante, Veteran, Journalist, Coroner, Citizen

    Hidden Neutral: Serial Killer, Mass Murderer, Arsonist, Electro Maniac, Ravager, Killer Agent, Rebel, Witch, Amnesiac, Jester, Executioner, Survivor, Student, Auditor, Corrupt Journalist

    Hidden Any can be any of the roles listed above (including Mafia)

    Here is what Investigators and Consiglieres will see when they are not overworking:

    Sheriff/Investigator/Consigliere/Executioner
    Detective/Blackmailer/Auditor
    Lookout/Framer/Electro Maniac
    Janitor/Grave Robber/Coroner
    Vigilante/Mafioso/Ravager/Serial Killer
    Doctor/Witch/Drug Dealer
    Veteran/Mass Murderer/Survivor
    Bus Driver/Arsonist
    Citizen/Big Boss/Jester/Mayor/Killer Agent
    Mason/Rebel/Student/Enforcer/Killer Agent
    Bodyguard/Escort/Consort
    Jailor/Kidnapper
    Journalist/Corrupt Journalist/Actor/Amnesiac

    If a non-Mafia role is converted by Rebel's Overwork, it will show up as Mason/Rebel as well. When "recruited" by Masons or Rebels, Killer Agent will also appear as Mason/Rebel.

    Victory conditions

    The Town must eliminate all possible Mafia, Rebels and Neutral Killers
    The Mafia must eliminate the Town, possible Rebels and Neutral Killers
    The Rebels must convert or eliminate the Town, possible Mafia and Neutral Killers
    The Neutral Killers, if there are two or more of then, can win with each other. They must kill all Town, Mafia and Rebels in order to win
    Other neutral roles have their own win conditions listed on their role cards.


    Finally, here is the current order of night actions:


    • Jailing
    • Journalist Interviews
    • Night Chats Open
    • Bodyguard Protects
    • Veteran Alert / Survivor Vest use
    • Witch Controls
    • Escort / Consort Blocks / Enforcing
    • Lookout / Detective Actions
    • Bus Driving
    • Framing
    • Investigations
    • Actor picking role to act
    • Electro Maniac charging
    • Killing Actions / Dousing / Electrocution/ Jailor Execute
    • Disguises take effect
    • Rebel Recruiting / Mason Recruiting
    • Autopsies / Healing
    • Cleaning / Grave Robbing
    • Blackmailing / Drugs Take Effect
    • Amnesiac Remembers His Role / Student Chooses Mentor
    • Jailor Releases
    • Auditor converts his target
    • Publishing a Newspaper
    Last edited by Fragos; May 29th, 2014 at 08:36 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

    Re: M-FM Nasty Rumours Too

    The Town consists of somewhat confused people that are unaware of the number of threats or the behavior of their enemies. They only win once all Mafia, Rebels and Neutral Killers are eliminated.

    Sheriff
    You can check one target from being a member of Mafia, wanted killer, or a member of Rebels.
    Overwork - Mind Reader: You will ignore any detection immunity or framing effect while checking your target. You will get more accurate information about your target's alignment (Red/Orange Mafia, exact type of Neutral Killer).

    Investigator
    You can check one target to see a list of possible roles. Your target will be one of the roles in the list.
    Overwork - Anticipation: You will find the exact role of your target. Unlike Sheriff's Overwork, you cannot detect Big Boss that way, who will still show up as Citizen during your Overwork.

    Detective
    You can track one target to learn the name of anyone that was visited by your target this night.
    Overwork - Foresight: You will track and watch your target at the same time. You can see Big Boss while Overworking.

    Lookout
    You can watch one target to learn the name of anyone who visits your target.
    Overwork - Foresight: You will track and watch your target at the same time. You can see Big Boss while Overworking.

    Doctor
    You can heal one persob every night. You can protect your target only from single attack; multiple attacks will still go in.
    Overwork - Recover: You can heal yourself instead of anyone else. Will protect you only from a single attack.

    Bodyguard
    You can protect one person during the night, taking your life in attempt to kill the attacker. Does not prevent the Doctor from healing you.
    Overwork - Wide Guard: You will not die if you intercept your attacker, and you will ignore the attacker's night immunity. You cannot be roleblocked while Overworking.

    Escort
    You can charm one person every night, roleblocking then. Roleblocks works on most Overwork actions as well.
    Overwork - Follow Me: Instead of charming your target, you will charm any person who visits you. Will affect even a role that targeted multiple persons (if one of then is you).

    Bus Driver
    You can switch two people with each other, redirecting night action aimed at then.
    Overwork -U-Turn: You can switch yourself with another person.

    Mayor
    You can reveal yourself normally to town. If you do, you voting power become equal to 3 votes. You are not affected by Auditors.
    Overwork - Baton Pass: Activate during the night, only after you already revealed yourself. You will turn into Citizen and your target will become the new "mayor", who can reveal himself while holding the "baton". That person will have the power of 3 votes after his flag is revealed. He will be also gain immunity to conversions.

    Mason
    You can recruit Citizens into Masons, or kill Rebels if you visit then. If you visit a member of Mafia, he will know who you are. Also, watch out for possible Killer Agent who can feign a succesful recruit.
    Overwork - Beat Up: Activate only if you control 3 or more Masons. All Mason will visit and beat up your target, killing him. Will not ignore healing or protection.

    Jailor
    You can jail and roleblock one person at the beginning of night. Your target will be night immune for the duration. You can execute your target if there was no lynch on the last day, or during your Overwork. You have 3 executions. Your executions will ignore any immunity, protection or healing.
    Overwork - Guillotine: Instead of jailing one target, you can jail two people. You must execute one of then. Your targets can also talk with each other.

    Vigilante
    You can kill one target during the night. You have 3 shots.
    Overwork - Torment: Instead of killing your target, you will leave a threatening message. The next day, you have the option to day shoot your target (it will use your shot as well).

    Veteran
    You can go on alert up to 3 times. You will attack anyone who visits you while on alert.
    Overwork - Quick Guard: You will not kill Town roles while on your next alert.

    Journalist
    At the beginning of night, you can ask for an article from your target. The article will be posted on the next night.
    Overwork - Hot Interview: Instead of taking an article, you will directly interview your target in the night chat. The entire interview chat will be posted at the beginning of the next day, except that Journalist and his target's name will be anonymous in the interview chat.

    Coroner
    You can check a dead player's body for their role, last will, and history of night actions.
    Overwork - Differential Diagnosis: You will find your target's role, last will, history of night actions, and any non-investigative feedback that they have received, as well as the role of their killer.

    Citizen
    You have the power in your vote.
    Overwork - Protect: You will barricade your house, protecting yourself from a single night attack. Neither Masons nor Rebels will be able to recruit you tonight. Will not prevent paralyze/burn.
    Last edited by Fragos; May 6th, 2014 at 12:03 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



  3. ISO #3

    Re: M-FM Nasty Rumours Too

    The Mafia's goal is to kill everyone who opposes then. This includes Town, Rebels, Neutral Killers and another Mafia.

    Big Boss
    You can kill one person every night. You are immune to detection and cannot be watched normally. You will survive the first attack made against you.
    Overwork - Will of the Boss: Activate before night begins. No other player will be able to use their Overwork abilities. A special notice will appear to all players when whis happens.

    Consigliere
    You can kill one person every night. You can also check one person for possible roles.
    Overwork - Helping Hand: Detects the exact role of a player instead of a possible role list and relays that role to his guildmates. Works even if Consigliere is killed on the same night. Does not detect the Big Boss, who will still show up as Citizen to Mafia team.

    Mafioso
    You can kill one person every night.
    Overwork - Imposter: You will kill and disguise as your current target and your original body will be cleaned. Your Overwork will fail if your target survives the attack.

    Consort
    You can kill one person every night. You can also charm one person every night, roleblocking then.
    Overwork - Cute Charm: You can roleblock two people instead of one.

    Blackmailer
    You can kill one person every night. You can also silence one target every night. A blackmailed victim cannot speak anything at all. Blackmailed targets can vote, but only once in a day. Works even if Blackmailer is killed on the same night, as long are remaing Mafia are alive. A blackmailed Mayor or the person holding the flag cannot reveal himself.
    Overwork - Substitute: You will silence your target completely and in addition to that, you may also speak and vote in the place of your target during the next day (similar to ventriloquist). If Blackmailer dies on Overwork night, his target will be simply blackmailed.

    Framer
    You can kill one person every night. You can frame one person as any role of your choice. You can do this to your team mates, but you cannot do this on yourself. Detectives without Owl Eyes will see a false report.
    Overwork - Shadow Tag: Your target is framed permanently as long as Framer is alive.

    Janitor

    You can kill one person every night. You can also clean role of a target that is about to be killed. You have 2 cleanings (not including your Overwork action)
    Overwork - Conversion 2: Instead of cleaning your target, you can make it to appear as any Town role. No last will will be displayed, though.

    Kidnapper
    You can jail and roleblock one person at the beginning of night. Your target will be night immune for the duration. You can execute your target if there was no lynch on the last day, or during your Overwork. You have 1 execution. Your executions will ignore any immunity, protection or healing.
    Overwork - Guillotine: Instead of jailing one target, you can jail two people. You must execute one of then. Your targets can also talk with each other. No other Mafia will be able to kill during the turn you are using Guillotine.

    Actror

    You can kill one person every night. You can also imitate chosen player's role. If you die on the same night/following day, you will appear as the chosen role in a graveyard. You are immune to Sheriff detection unless you are the last Mafia alive.
    Overwork - Color Change: You can imitate any role of your choice during Overwork night/following day. You will stay in house during Overwork night.

    Drug Dealer
    You can kill one person every night. You can also drug one person, making then to believe they were switched, attacked and healed, charmed, confused, burned, or paralyzed.
    Overwork - Aromatherapy: Your drug will actually heal, charm, burn, paralyze, or confuse your target to a random player. Pick an effect of your choice. Healing drug will still make player to believe he was attacked and healed.

    Grave Robber
    You can kill one person every night. You can rob a grave, giving you the one-use ability of a dead player. Each grave can be only robbed once.
    Overwork - Foul Play: You can rob the grave and use stolen ability at the same time during Overwork night. But there is a restriction - your target cannot be dead for more than 1 night.

    Enforcer
    You can kill one person every night. You can also enforce your target, preventing his role from changing.
    Overwork - Embargo: In addition to enforcing, you will also permanently seal your target's Overwork action. Any Overwork action that would be done by your target on the same night becomes normal action (in case of multiple targets one will be picked randomly).
    Last edited by Fragos; May 6th, 2014 at 12:04 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



  4. ISO #4

    Re: M-FM Nasty Rumours Too

    Each Neutral role has their own goals. Killing roles will have a goal to destoy Town, Mafia, and Rebels (unless converted by Rebel's Overwork). Killing neutrals CAN win with each other. Rebels need to eliminate Mafia, killing Neutrals, and Town Power roles before they are able to win. Other neutrals have their own objectives.

    Serial Killer
    Can kill one person every night. Wins once all oppostion has been eliminated. Has one auto-use vest. Will kill anyone who tries to charm him.
    Overwork - Mold Breaker: You next kill ignores any healing, protection, or night immunity you target has. Dos not prevent Bus Driver from switching his target and does not prevent Bodyguard from counterattacking you (his target still dies).

    Mass Murderer
    Can visit one person's house and kill everyone present in that player's house. Wins once all oppostion has been eliminated. Can target self, but does not prevent enemies from attacking him. Has one auto-vest. The Mass Murderer must rest for 1 night if he performed 2 or more kills.
    Overwork - Giga Impact: You cannot be roleblocked, and you will kill your exact target and anyone else who visit your target's house.

    Arsonist
    Can douse one person, or ignite all people that were previously doused. Wins once all oppostion has been eliminated. Has one auto-vest. Can ignite only at night. Targets will know if they are burned.
    Overwork - Mystical Fire: Burns your target with mystic fire. If your target visit someone else on your Overwork night, that person will be doused as well (counts for multiple targets too).

    Electro Maniac
    Can paralyze one person, or kill already paralyzed. Paralyzed vitcims have 25% chance of being roleblocked each night (including the same night they are paralyzed). If one paralyzed player visits another, they will both electrocute. Wins once all oppostion has been eliminated. Has one auto-vest. Targets will know if they are paralyzed. Can paralyze self. Cannot be roleblocked by his own paralyze effect, but will lose his vest or die if he becomes electrocuted.
    Overwork - Zap Cannon: You will paralyze 3 uncharged targets. The Electro Maniac must rest for 1 night after performing his Overwork.

    Ravager
    You can kill one person every other night. Wins once all oppostion has been eliminated. Has one auto-vest. While not ravaging, you can use your last target's normal action (including kill). The stolen ability is one-use, and you can override it with your Overwork.
    Overwork - Mimic: You will use Overwork action of your last ravaged target in place of normal action.

    Killer Agent
    Can kill one person every night. Wins once all oppostion has been eliminated. Has one auto-vest. Appears as Citizen or Mason even to overworking investigators and can be "recruited" by Masons and Rebels, but still retains his original goal. Counted as Mason/Rebel for the purpose of 3-member kill. Can choose to follow their actions or act on his own. Sheriff will always see Killer Agent as "neutral killer".
    Overwork - Infiltrator: You will kill and disguise yourself as your current target and your original body will be cleaned. If you kill a Mafia, Mason, or Rebel that way, you will immediately gain access to their respective night chat (and lose access to any previous chat if you were "recruited" before). Your Overwork will fail if your target survives the attack.

    Rebel
    You can recruit one Citizen every night. If you visit a Mason or Mayor, they will know who are you. If Rebel numbers reach 3, then you can choose to kill instead of recruiting. Wins once all Mafia, killing Neutrals and Town Power roles are eliminated.
    Overwork - Conversion: You can recruit any non-Mafia role during Overwork night, and your recruiting priority will take effect before any kills. Works only once for entire Rebel team, however any Rebel can use it. Your new recruit will keep his normal abilities, but will be unable to use his Overwork anymore. Your Overwork will fail if you try to recruit Mafia, Mayor, or Mason, and Killer Agent will still retain the goal of killing you, so be careful!

    Witch
    Can confuse one person to make then visit visit another person. Witch wins if she survives and Town loses. Victims are notified of being confused.
    Overwork - Attract: Confuses two target players, forcing then to visit each other.

    Corrupt Journalist
    At the beginning of night, you can ask for an article from your target. The article will be posted on the next night. Corrupt Journalist wins if Town loses.
    Overwork - Paper Hoax: Instead of interviewing a person, you will stay in house and forge an article of any content yourself. You can forge either a normal interview or Hot Interview. Forged interviews can be used to defend possible scum roles and cause confusion in town.

    Amnesiac
    During the night, can remember any role in the graveyard, excluding Big Boss and Mayor. Can only use his own Overwork instead of a picked role's Overwork. Wins if he survives once game ends, or using his new role win conditions. Does not get vests from remembering Neutral Killing roles. Town will be notified if Amnesiac remembered a role.
    Overwork - Amnesia: Activate only after you have remembered a role. You will turn back into Amnesiac with the ability to choose role from the graveyard again. Town will not be notified of that, and you can still use your last role's night action during Overwork. You also have the option to replace yourself with a reserved player.

    Jester
    Wins once he is sussesfully lynched during the day. Once Jester is lynched, one random guilty voter will commit suicide on the folllowing night. Can annoy target person, even during Overwork night.
    Overwork - Lucky Chant: If Jester is lynched after Overwork night, three gulity voters will commit suicide instead of one.

    Executioner
    Has the goal to see his target lynched. Target player is always town. Executioner will turn into Jester without Overwork if his target is killed at night. Can annoy his target at night.
    Overwork - Nasty Plot: The Executioner will frame his target as role of his choice during Overwork night.

    Survivor
    To win, a Survivor must survive until any side wins. Survivor has 3 vests which must be used manually.
    Overwork - Counter: Uses up 1 vest. If Survivor is attacked, paralyzed or burned during Overwork night, he will try to kill his attacker.

    Student
    Can target one player to become his mentor. Student and mentor will share a night chat. The Student's win objective is the same as his mentor. If the mentor dies, Student gets his role, loses Overwork and town will be notified of that.
    Overwork - Assist: Activate only if your mentor is alive. You will use the same normal action as your mentor (you can even kill if he is Big Boss or Mafioso for example).

    Auditor
    Can target one person to make then lose their abilities. Town and Neutral roles will turn into Citizens (except for Mayor). Mafia members will turn into Mafiosi. Your targets will also be unable to use Overwork for the rest of the game.
    Overwork - Identity Theft: You will acquire the role of your target as the same time as your target turns into Citizen/Mafioso. You become a member of Mafia if you target a Mafia member that way, and you will turn into respective Neutral Killer if your target was a Neutral Killer. You will retain your role pairing and original goal if you target was Town or non-killing Neutral role. You will not gain overwork charge of your target (as you already used your own).

    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



  5. ISO #5

    Re: M-FM Nasty Rumours Too

    Frequently Asked Questions:
    No death descriptions?
    Death descripions are on, but even with then I am sure that people will not be able to recognise immediately what setup will appear in game. Orange Mafia can choose not to kill, for example. And Rebel is possible to appear in the game as well.

    Can all mafia roles kill and use their normal action at the same time?
    No, they can only either kill or use their Normal/Overwork action. Some killing roles, like Mafioso and Kidnapper can replace their normal kill with Overwork listed above. Big Boss can activate Overwork and kill on the same night.

    What happens when masons and rebels recruit the same cit?
    Rebel recruits first, then mason bludgeons the citizen that was recruited.

    Escort/consort/enforcer/lookout/detective/witch/bodyguard all unaffected by bus driving?
    They are affected. But those actions comes first just to make sure that bus driver is roleblocked/controlled before any actual switch will take place.

    Rebel Recruiting / Mason Recruiting
    Autopsies / Healing
    Cleaning / Grave Robbing
    Blackmailing / Drugs Take Effect
    Amnesiac Remembers His Role / Student Chooses Mentor

    Does any of these actions not occur if the player is killed before they can execute it?
    Killing comes before recruiting, so this can be interrupted.
    Same with autopsies and healing.
    Cleaning will occur before player's death; if that player will not die after that, nothing will happen. So Janitor can clean Mafia's target even if he dies on the same night as well.
    Grave Robber CAN target a person that is alive, but only if he is sure that that target will die on the same night.
    Blackmailing and drugging will take effect even if Blackmailer and Drug dealer die on the same night.
    Of course Amnesiac and Student must be alive by the end of night in order to pick their new role/mentor.

    Bodyguard Protects
    Veteran Alert / Survivor Vest use
    Witch Controls

    Which ones of these can be roleblocked? Witched?
    Bodyguard can be roleblocked only if he is not overworking. Veteran cannot be roleblocked while on alert, i'll add this to his role card. Survivor can be roleblocked in any case.
    Most of the roles above can be witched, but Witch will die and fail if she tries to control a Veteran under alert. Witch all alos force a Survivor to use his vest. Nothing happens if Witch targets a Veteren who is not on alert.

    Are the OverWorks a one time use deal (with exceptions to Mayor)?
    Yes, they are one time use deal. But if you are roleblocked during your Overwork, you can try your Overwork again on the next night. Note that certain Overwork abilities cannot be roleblocked and only they are through, you can't use then anymore. Pick a perfect night/day to use your Overwork. But be aware that Will of the Guildmaster can prevent ALL players (inculding his teammates) to use Overwork abilities on a single night.
    If a Doctor dies, does their heal still go through?
    If a Mason or Rebel is killed, then healed, does their recruit still go through?
    Doctor's heal will still go through.
    The recruiter was healed, and as such, did NOT die. So the recruit will still go through.

    Any extra questions should be asked by sending a PM to me.

    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



 

 

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