M-FM: Lights Out (Rework)
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    M-FM: Lights Out (Rework)

    Setup

    Alignment 1
    Alignment 1
    Alignment 1

    Solo Player 1
    Solo Player 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2
    Alignment 2

    Possible Roles 40

    Agent (Special), Apprentice (Student), Bard (Crier/Journalist), Caretaker (Doctor), Charismatic (Marshall/Mayor), Chef (Architect),
    Enabler (Blacksmith/Nurse), Enforcer (Bodyguard/Enforcer), Extortionist (Blackmailer), Fabricator (Framer), Forgetful (Amnesiac),
    Gambler (Special), Gossip (Private Eye), Hired Gun (Hitman), Illuminator (Special), Illusionist (Bus Driver), Insane (Jester),
    Interrogator (Jailor), Lawful (Citizen), Lover (Lover), Manipulator (Witch), Messanger (Special), Murderer (Vigilante),
    Nosey (Sheriff), Observant (Detective/Lookout), Pickpocket (Thief), Poltergeist (Ghost), Promiscuous (Escort),
    Pyromaniac (Arsonist), Recluse (Veteran), Ring Master (Special), Seductive (Beguiler/Enchantress), Spirit (Special), Stalker (Special),
    Suave (Special), Survivalist (Bulletproof), Syndic (Cultist/Mason), Tinkerer (Electromaniac/Spy), Undertaker (Coroner/Grave Robber),
    Vengeful (Executioner)

    Special Mechanics

    Lights Out: Anonymous accounts will be shuffled every night. Certain actions will impact how accounts shuffle.
    Private Rooms: Everyone will be in one of 15 rooms every night. Rooms are randomized but certain roles will impact this randomization.
    Targeting: Most roles will only be able to impact those they are in the room with.
    Pitch Black: No codes to confirm one's self are allowed in day chat. This includes any images or gimmicks that are impossible to replicate.
    True Clue: The Graveyard will be limited to current account names only.
    Jacks of Trades: Players will receive either 2 or 3 role powers.
    Mafia: Mafia will share a Day 1 private chat to coordinate as they are not guaranteed a night chat ever again. They will however be told the accounts held by their team members at the start of each day. One member of the Mafia will start as a Murderer, and if that one dies another will be randomly given Murderer on top of previous role powers.
    Journals: Role Play will take shape in personal Journals. Journals will be stolen by Pick Pockets, detected by Tinkerers, detected by Undertakers, are present when Lawful's Die, and revealed to a player upon their own death. Journals will include Role, Motive, Night Placement, and Feedbacks all in the form of RP.
    Cause of Death: Each killing player will choose a death description from a small personal list. These causes of Death will be the same among all players killed by the player.
    Forced Routine: Anyone that honestly publicly claims an account from the previous day will be automatically limited to attempting the action that followed that day. This extends to claiming by elimination of other options. If more than one account is claimed the earliest days/nights action will be chosen. If the action is impossible it will fail.

    Order of Operations

    We will be using a more inferred Order of Operations
    1. Day Action will occur.
    2. Night Action that affect themselves will act.
    3. Night Action that affect others actions will occur.
    4. Night Action that have lasting effects will occur.

    All Night Actions occur 'at the same time', with roles that would prevent or alter other actions being noted and dealt with accordingly.
    If a true paradox comes about then the first action submitted will have priority.
    I encourage questions about potential scenarios, but find this to cover all possible situations.

    Role Cards

    Spoiler : Role Cards :

    Agent
    Plant a device in the room you are in each night. You will know the names of those that fill that room for the rest of the game.
    Agent may only Plant in the room he is in at night.
    Anyone you spy on will keep their same account for the following day.
    Ability speed is 4.
    Apprentice
    Approach a player as a mentor. You will share a permanent night chat with them.
    Apprentice may only approach people he is in a room with, unless he is alone.
    Ability speed is 4.
    Bard
    Interview a player at the end of the day. An anonymous article will be posted at the beginning of the following day.
    You may interview yourself.
    Bard may interview anyone, as the action is a day action.
    Ability speed is 1 for interview, and 4 for publication.
    Caretaker
    Protect a player from all damage and negative effects for a night.
    Both players will be alerted to the type of actions they were protected from.
    You may not protect yourself.
    Caretaker must protect someone in the room with them, unless they are alone.
    Ability speed is 3.
    Charismatic
    Reveal during the day to gain additional votes equal to (living players/6) rounded up.
    Also on the day of your reveal there will be a double lynch.
    Charismatic may reveal at any time during the day.
    After Revealing you will keep your account for the rest of the game.
    Ability speed is 1.
    Chef
    Entice 2 players to your room for the night.
    Chef may target anyone including themselves, but may not target one person twice.
    Ability speed is 1.
    Enabler
    Gift a player with a weapon or a drug.
    Weapons have 1 use and can be used at a later time to allow the player to attempt murder someone. This requires a sacrifice of their night action.
    Drugs have 1 use and can be used at a later time to allow the player to double their night action for a night.
    Enabler may target anyone.
    Guns may only be used on people in the room with the user.
    Gifting has an ability speed of 3.
    Using items has an ability speed of 2.
    Enforcer
    Guard a player at night, protecting them from all damage and negative effects.
    You may not protect yourself.
    Enforcer must Guard someone in the room with them, unless they are alone.
    Successful Guards on players in the room with yourself will kill the threat.
    Ability speed is 3 to protect, and 4 to kill.
    Extortionist
    Silence a player for the following day.
    Extortionist may target anyone.
    Ability speed is 4.
    Fabricator
    Frame your target to make them appear evil to all investigative roles.
    Observants will see them as visiting a random dying player.
    You may also Forge your target's Journal and Last Will, replacing it with your own creation.
    Fabricator may target anyone.
    Ability speed is 3.
    Forgetful
    Remember that you were like a dead player, learning and taking on their role powers.
    You will forget your role ever 3rd night. You can not remember the same role twice.
    Forgetful may remember any dead player.
    Remembering speed is 4.
    Forgetting speed is 1.
    Gambler
    Bet on a player to live. Every day start that they are alive you gain $100 that you can use later to buy things at night.
    For $400 you can buy a one use kill.
    For $800 you can buy immunity to detection.
    For $1,200 you can buy a one use immunity to night death.
    For $1,200 you can buy a one use immunity to lynch.
    Gambler may bet on anyone he is not in the room with.
    Betting has an ability speed of 4.
    Gaining money has an ability speed of 1.
    The gun has an ability speed of 4.
    The immunity to detection and death has an ability speed of 2 when activated.
    The immunity to lynch has an ability speed of 1.
    Gossip
    Gossip about 2 players to the other one, telling each player the night actions they took that night.
    Gossip may target anyone, but will automatically fail if both players are in the same room.
    Gossiping starts as a day action with an ability speed of 1.
    Gossiping continues through the night, telling each player with an ability speed of 3.
    Hired Gun
    Contract a player to have you kill someone.
    You will murder whomever they order you to.
    Hired Gun may Contract anyone.
    The Murder may only target someone not in the room with the contracted player.
    Contracting has an ability speed of 1.
    Murdering has an ability speed of 4.
    Illuminator
    Illuminate a player at night, confirming the player in control of the account for the day as their COM for the following day.
    If the player is possessed by a Poltergeist the Poltergeist will be the COM confirmed.
    Illuminator may target anyone.
    Ability speed is 4.
    Illusionist
    Swap 2 players at night.
    If anyone is in the room with you then one target must be from the room you are in.
    Ability speed is 3.
    Insane
    Insane's do not know they are Insane.
    Visiting a player will Guilt the player at night.
    Following your lynch a random voter will commit suicide over your death.
    Players you guilted will have increased chance to suicide.
    Guilting people in the room with you will have a double effect.
    Players that have been guilted 8+ times will keep their accounts for the rest of the game.
    Guilt speed is 4.
    Suicide speed is 4.
    Interrogator
    Drag a player into the room with you. If only you two make up the inhabitants of the room you will be anonymous to them.
    The player's action will fail.
    Actions targeting the player from other rooms will fail.
    If you are alone with them you may Execute that player at the end of the night.
    If you are alone with a target, and do not execute them they will keep their same account for the following day.
    Dragging speed is 1.
    Action prevention speed is 3.
    Execution speed is 4.
    Lawful
    Write a last will that can be left on your body at the time of death.
    Last Wills are found along with Journals when either an Undertaker visits you, or someone finds your body the following night.
    Lawful target themselves when writing Last Wills.
    Last Will will disappear if an Undertaker undertakes them.
    Writing speed is 2.
    Lover
    Lovers always come in pairs, and are guaranteed to be in the night chat with each other.
    Lovers do not target in any way.
    If one Lover dies the living Lover will keep their account for the rest of the game.
    Manipulator
    Manipulate someone into using their night action on your choice of target.
    Manipulator can target any player, but can not send them at a player in the room with the manipulator.
    Manipulated players take on the account they are forced to target, unless the account dies.
    Manipulation has an ability speed of 3.
    Manipulated actions have an ability speed matching their norm.
    Messanger
    Leave a message written on the walls of the room you are in. This message will be detected by all players that come into the room following the leaving of the message.
    Messenger targets the room they are in.
    Ability speed is 4.
    Murderer
    Murder someone at night.
    Murderer must target someone in the room with them, unless they are alone.
    Ability speed is 4.
    Nosey
    Detect a player's alignment at night.
    Nosey may target anyone.
    Players found to be Mafia, Evil, or Benign will keep their same account for the following day.
    Ability speed is 3.
    Observant
    Watch a player at night, seeing all those that act on him, or Track a player to see who the visit.
    Watching must be on a player not in the room with you.
    Tracking must be on a player in the room with you.
    Ability speed is 3.
    Ability speed is 2 if watching self.
    Pickpocket
    Rob a player of their Journal, Last Will, as well as a List of Accounts they have used.
    Robbing must be in a player in the room with you.
    Ability speed is 4.
    Poltergeist
    Possess a player following your death, speaking as them for the day.
    Poltergeist may target anyone, and since accounts shuffle may possess the same account in back to back days.
    Ability speed is 4.
    Promiscuous
    Preoccupy a player at night, preventing them from taking action.
    Promiscuous may target anyone, Promiscuous will also move into the new room if the target is in a different room.
    Anyone trying to target within the room will also be stopped.
    Players that spend the night with a Promiscuous will keep their same account for the following day.
    Ability speed is 3.
    Pyromaniac
    Douse a room with gasoline, or Ignite all rooms you had previously doused, killing all that inhabit the rooms.
    Rooms that have been burned are no longer included in the list of available rooms.
    Dousing targets rooms.
    Ignition targets all doused rooms.
    Dousing ability speed is 4.
    Ignition speed is 4.
    Recluse
    Alert at night, killing all that visit you.
    Recluse target's himself.
    Recluse will always be alone at night, unless all room options have been previously filled or forced into a room by a role that does so. For this reason Recluse will always be assigned a room following other players.
    Ring Master
    Brainwash a player at night, turning them Insane.
    Players driven insane will Guilt players in addition to using their normal night actions.
    Ring Master must target someone in the room with him, unless he is alone.
    Ring Master may not act if there are 2+ people in the room with him.
    Ring Master never changes accounts.
    Brainwashing has an ability speed of 4.
    Seductive
    Charm a player, forcing them to visit you, or Deflect all that visit you to a different target.
    Charming may target any player, and forces them into the room with the Seductive if they were not already there.
    Anyone trying to target within the room will also be forced to target the Seductive.
    Deflecting may target any room or player not in the room with the seductive, and moves all visitors into the new room.
    Charming a player will cause the Seductive to keep their same account for the following day.
    Charm speed is 3.
    Deflect speed is 2.
    Spirit
    Grant a player a super power at night from the list of super powers.
    Only 1 player may have each power, and no player may have more than 1 power.
    Spirit may target any player.
    Granting powers has a speed of 4.
    Stalker
    Stalk 2 players. If they interact in any way you will kill both.
    One of the Stalker's targets must be in the room with him. The other must not be.
    Stalking has a speed of 3.
    Killing has a speed of 4.
    Suave
    You are immune to all forms of detection, appearing to have taken no action and have done no wrong.
    Suave targets himself.
    You will also talk your way out of 1 hammered lynch, surviving to night.
    Survivalist
    Survive at night, surviving all night attacks.
    Survivalist targets himself.
    Surviving has an ability speed of 2.
    Syndic
    Invite a player to join your group.
    You will both be alerted to the other's name at the time of invitation, and at the start of each day.
    Invited players become Syndics, but only the Syndic with the highest seniority can Invite.
    Syndic must invite someone in the room with him.
    Invitation has an ability speed of 4.
    Tinkerer
    Tinker with a player's phone, detecting any updates to their Journal nightly after that point.
    If 2+ tinkered players are in the same room the phones will explode, killing everyone in the room.
    You will also detect which room your tinkered phones are in.
    Tinkerer must target someone in the room with him.
    Tinkering has a speed of 4.
    Detecting Updates has a speed of 3.
    Detecting Location has a speed of 1.
    Explosions have a speed of 4.
    Undertaker
    Undertake a player.
    If they are dead at the start of the next day you detect their Name, Journal, Last Will, and Cause of Death.
    The following day you may guess one role the player had, and you will gain a 1-use charge of the role.
    Only roles with action based abilities can be earned, passive abilities will not be earned.
    Undertaker may target any player, living or dead.
    Undertaking has a speed of 4.
    Taken abilities have a speed matching their ability.
    Vengeful
    At the beginning of the game you will receive a target, if your target is lynched you will gain permanent immunity to death.
    Vengeful takes no action until he is immune. Following gaining immunity Vengeful always targets himself.
    Gaining immunity has a speed of 1.


    Super Powers

    Spoiler : Super Powers :

    Strength in Feast
    You are invulnerable to night death unless you are visited by X players in a single night.
    X starts at 0, and goes up by 1 per day that you see a player lynched that is not of your alignment.
    X may only go up following acquiring Strength in Feast
    Strength in Famine
    You are invulnerable to night death unless you are visited by X players in a single night.
    X starts at 0, and goes up by 1 per day that you see a player lynched that if of your alignment.
    X may only go up following acquiring Strength in Famine.
    Empower Body
    You will detect all visitors, and be told which feedback is associated with their role if they should leave it.
    You will only do this following days in which you lead the day in post count.
    Empower Mind
    You will detect all visitors, and be told which feedback is associated with their role if they should leave it.
    You will only do this following days in which you have the least post count for the day.
    Speak to Future
    After you die you may make 1 post for every day you were alive following acquiring Speak to Future.
    You may only utilize this ability as long as your faction could still win.
    Speak to Past
    For every day you are alive following acquiring Speak to Past you may allow 1 dead person to make 1 post.
    You may only utilize this ability before death.
    One with Beasts
    At night you may Track a player, learning whom they visit.
    One with Nature
    At night you may Watch a player, learning who visits them.
    Source of Light
    Roles that leave feedback will be clarified in their alignment, leaving feedback as a specific role, not just their vague feedback.
    Source of Dark
    Players that visit you will receive 1 randomized feedback.
    Want for Faith
    Should you have a valuable part in someone's survival you will earn a 1-use heal that may be used in addition to any night action.
    Saving someone may occur at night or the day.
    Want for Faith saves do not add another save.
    Want for Vengeance
    Should you have a large part in someone's death you will earn a 1-use kill that may be used at cost of your normal night action.
    Killing someone may occur at night or the day.
    Want for Vengeance kills do not add another kill.


    Factional Win Conditions: Factions will see victory if these conditions are met at the end of the game.

    Mafia: Have 1+ member survive to see the Evil, Benign, and Town eliminated.

    Evil: Survive to see all Mafia, Benign, and Town eliminated.

    Benign: Survive to a win any factional ties, or see all Personal Win Conditions met.

    Town: Have 1+ member survive to see the Mafia, Evil, and Benign eliminated.


    Personal Win Conditions: Players will see victory if these conditions are met by the end of the game. Players can win without their faction winning, and lose while their faction wins. Seeing 2+ win conditions met will bring personal victory.

    Agent: Live to see over half of active rooms have plants in them.
    Apprentice: Take on a Mentor, and see them achieve factional or personal victory.
    Bard: Live to have interviewed over half of living players.
    Caretaker: Save 3+ people from negative actions.
    Charismatic: Survive to see victory without revealing.
    Chef: Live to have had dinner with every living player in the game.
    Enabler: Live to see over half the game receives an item.
    Enforcer: Save 2+ people from death.
    Extortionist: Live to see over half of Town players have been silenced.
    Fabricator: Frame a player on the night an investigative role visits them.
    Forgetful: Take on 3+ new roles.
    Gambler: Have $1,300 at a single time.
    Gossip: Spread Gossip 3+ times.
    Hired Gun: Live to see only players you contracted live through the game.
    Illuminator: Live to see over half of living players have been illuminated.
    Illusionist: Cause an enemy faction to negatively impact itself.
    Insane: Be lynched.
    Interrogator: Successfully interrogate 3+ people.
    Lawful: Have someone come across your Last Will.
    Lover: See your Lover survive until the end of the game.
    Manipulator: Force an Order of Operations paradox resulting in an odd outcome.
    Messanger: Live to see over half the rooms have messages written in them.
    Murderer: Successfully murder every night.
    Nosey: Detect 1 enemy- seeing them die, and 1 friend- seeing them survive the game.
    Observant: Detect 1 enemy with Watching, and 1 enemy with Tracking.
    Pickpocket: Have stolen name lists that include all account names.
    Poltergeist: See the faction that caused your death fail to meet a factional victory.
    Promiscuous: Role Block more than 1 person in a single night more than once.
    Pyromaniac: Murder over half of the living players in a single night.
    Recluse: Never be visited.
    Ring Master: Live to see over half of the living players be insane.
    Seductive: Protect yourself from 3+ negative effects with your own abilities.
    Spirit: Live to see over half of the living players have Super Powers.
    Stalker: Successfully Stalk and kill 2 people.
    Suave: Survive the game without being lynched at all.
    Survivalist: Survive to the end of the game.
    Syndic: Live to see Syndics have a voting majority.
    Tinkerer: Cause 1+ explosions.
    Undertaker: Undertake a living player that dies that night.
    Vengeful: See your target lynched.

    Host Information Examples

    Spoiler : Base Host Information :


    Your Account for Day 1 is: FM Socialite
    Your Account Password is: _________
    Your First role is
    Suave
    You are immune to all forms of detection, appearing to have taken no action and have done no wrong.
    Suave targets himself.
    You will also talk your way out of 1 hammered lynch, surviving to night.

    Your Second role is
    Nosey
    Detect a player's alignment at night.
    Nosey may target anyone.
    Players found to be Mafia, Evil, or Benign will keep their same account for the following day.
    Ability speed is 3.


    Spoiler : Mechanic Host Information :


    Your Account for Day X is: FM Socialite
    Your Account Password is: _________
    Caught up in last nights events you never took on a new persona.
    Tonight you found yourself called to Room X: ___________.
    Graveyard
    FM Socialite
    Today your Mafia teammate(s) took on the name(s): FM Socialite.
    Your weapon options are:
    Knife
    Rope
    Dart
    Dear Diary,
    It has been some time since we spoke, but I have been without need to vent in that time. Things were looking up with friends and family. Work was going well, I even got invited to this event. It was all going really well until I realized he was here. I was trying to avoid being around him ever since he started getting weird. He stares at me, and I think he's following me. I'm really not


    Spoiler : Feedback Host Information :


    Agent
    You planted your device in Room X: _______ tonight.
    Your plant in Room X: ______ showed you it was occupied by
    1: FM Socialite
    Appentice
    You choose to speak to FM Socialite about them being your mentor!
    You may find your private chat here: ______
    FM Socialite approached you about mentoring them...
    You may find your private chat here: ______
    Bard
    You interviewed FM Socialite tonight.
    You received a request for your thoughts from an anonymous stranger last night. Perhaps you can leave an anonymous note.
    A note was found in the Great Hall this morning. It reads:
    HELLO OTHER CONTESTANTS, YOU SEEM TO HAVE BEEN BROUGHT HERE ALONG WITH MYSELF FOR THIS LITTLE GAME OF CAT AND MOUSE. I DON'T THINK IT'S HARD TO SEE THAT NOT EVERYTHING IS WHAT WE'RE BEING TOLD.
    Caretaker
    You protected your target from the advances of a ______ last night.
    Charismatic
    The Charismatic FM Socialite has taken control of the discussion. Their vote now counts for X and today is a double lynch day!
    Enabler
    You found a gun lying in the doorway as you opened it this morning..
    Maybe you can use this instead of your other plans on a later night.
    You found a shot of some drug lying in the doorway as you opened it this morning..
    It should give you a nice high and let you get more done on a later night.
    Extortionist
    You were frightened and silenced by an Extortionist that threatened to reveal your secret last night. Maybe you should keep shut today.
    Forgetful
    You remembered you were like FM Socialite, becomes Suave like them.
    Gambler
    Your bets earned you $XXX last night.
    You purchased the following upgrades last night.
    1: A one use gun.
    Gossip
    Someone you didn't recognize you told you that FM Socialite spent the whole night in their room alone last night.
    Hired Gun
    Someone offered to get rid of your rival tonight! But where are they?
    You were sent to kill FM Socialite!
    Illuminator
    FM Socialite has been illuminated on day X as being Fire Lord Slaolzin!
    Interrogator
    You pulled FM Socialite in to the room with you, but you're not alone. Damn!
    You pulled FM Socialite in to the room with you, and you're alone!
    Someone snuck up behind you and drugged you. You woke up in a room with a dark figure.
    Someone tried to get into the room, but the Dark Figure prevented them.
    Lawful
    You updated your last will to read:
    This is the last will and testament of FM Socialite. I can't say I'm happy with how things turned out, but I've left hints in my journal about who I spent these nights with. I hope that helps you catch the son of a bitch that killed me. Also, Red is mafia.
    Lover
    Your Lover is FM Socialite.
    You can find your private chat here: _______
    Your Lover has died, heart broken you can simply no muster putting on a new face every day.
    Messanger
    In room X: _____ you wrote:
    FM Socialite looks scummy, please check post #49 and cross-reference it with post #56.
    You stumbled upon a message that read:
    FM Socialite looks scummy, please check post #49 and cross-reference it with post #56.
    Nosey
    The player you checked last night is Mafia/Nosey/Benign/Town.
    Observant
    The player you tracked visited FM Socialite last night.
    The player you watched was visited by FM Socialite last night.
    Pickpocket
    You robbed FM Socialite last night.
    Their Journal read:
    Dear Diary,
    It has been some time since we spoke, but I have been without need to vent in that time. Things were looking up with friends and family. Work was going well, I even got invited to this event. It was all going really well until I realized he was here. I was trying to avoid being around him ever since he started getting weird. He stares at me, and I think he's following me. I'm really not
    Their Last Will read:
    This is the last will and testament of FM Socialite. I can't say I'm happy with how things turned out, but I've left hints in my journal about who I spent these nights with. I hope that helps you catch the son of a bitch that killed me. Also, Red is mafia.
    And the names they had used are: FM Socialite.
    Promiscuous
    An attractive individual found their way to your room last night. You couldn't say no.
    You tried to spend some alone time with FM Socialite but others couldn't help but join in.
    Pyromaniac
    You Doused Room X: _______ in Gasoline last night.
    Recluse
    Someone tried to invade your personal space last night. Good thing you were ready!
    Seductive
    After you invited FM Socialite to join you in bed others couldn't help but join in.
    An attractive voice lured you into their bedroom last night. You did your business with them instead of your intended target.
    An attractive individual found their way to your room last night. You couldn't say no.
    Spirit
    You ended up giving FM Socialite Strength in Feast!
    A mystic spirit blessed you with Strength in Feast!
    Stalker
    Your suspicions were correct they did spend the night together... They will regret that soon enough.
    Suave
    You talked your way out of it this time, but you probably can't do it the next time...
    Survivalist
    Someone tried to break into your room last night, but you prevented them.
    Syndic
    You invited FM Socialite into your syndicate.
    You were invited by FM Socialite into a secret syndicate.
    Your fellow syndicate member(s) took on the face(s) FM Socialite today.
    Tinkerer
    You tinkered with the phone of FM Socialite tonight, placing Bug #X on it.
    Bug #X get an update to say:
    Dear Diary,
    It has been some time since we spoke, but I have been without need to vent in that time. Things were looking up with friends and family. Work was going well, I even got invited to this event. It was all going really well until I realized he was here. I was trying to avoid being around him ever since he started getting weird. He stares at me, and I think he's following me. I'm really not
    Bug #X is in Room X: ______
    Whoops, your gadgets might have malfunctioned.
    Undertaker
    You undertook FM Socialite last night, who's real name was Alexander LeDar III. Poor fellow.
    His journal reads:
    Dear Diary,
    It has been some time since we spoke, but I have been without need to vent in that time. Things were looking up with friends and family. Work was going well, I even got invited to this event. It was all going really well until I realized he was here. I was trying to avoid being around him ever since he started getting weird. He stares at me, and I think he's following me. I'm really not
    [/QUOTE]

    His Last Will was:
    This is the last will and testament of FM Socialite. I can't say I'm happy with how things turned out, but I've left hints in my journal about who I spent these nights with. I hope that helps you catch the son of a bitch that killed me. Also, Red is mafia.
    He was poisoned to death...
    You failed to guess a rom for FM Socialite.
    You properly guessed Suave for FM Socialite!
    Vengeful
    Your target is FM Socialite.
    Some might call you cold hearted, but watching FM Socialite be hung of that balcony was sweet and rewarding.


    List of Private Rooms
    Attic
    Ball Room
    Basement
    Bedroom 1
    Bedroom 2
    Bedroom 3
    Den
    Dining Hall
    Garden
    Greenhouse
    Kitchen
    Library
    Master Bedroom
    Pool House
    Study


    Rules:
    1. English and Secondary Character Languages only.
    2. No posting about COMs in any way, unless relating to an Illuminator or in a private chat (Mafia, Lover, Student)
    3. Do not link to any non-day chats
    4. No out of game discussion
    5. No quoting feedback
    6. No screenshoting feedback
    7. No codes of any kind
    8. Be active, modkills for inactivity will be at hosts discretion
    9. Day 1 starts with no lynch for discussion and questions. This game requires it frankly
    10. Voting will use the [vote][/vote] tags
    11. Hammers occur at 55%+ of votes.
    12. Day 1 will be 48 hours.
    13. All following days will be 72 hours
    14. Nights will all be 48 hours
    15. Questions will be answered in PM only
    Last edited by Slaol; March 22nd, 2017 at 11:48 PM.

  2. ISO #2

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  4. ISO #4

    Re: M-FM: Lights Out (Rework)

    What reason would any player meeting their own personal win condition have to continue helping their team if they still win without them?


    Is Chef and Bard considered Roleblock immune?


    What does speed correlate to? I see several mentions of it in role cards but nothing else in special mechanics?
    Don't pet growlithe, he will bite you.

  5. ISO #5

    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Firebringer View Post
    What reason would any player meeting their own personal win condition have to continue helping their team if they still win without them?


    Is Chef and Bard considered Roleblock immune?


    What does speed correlate to? I see several mentions of it in role cards but nothing else in special mechanics?
    Double winning is clearly better than single winning. It's relevant to MVP and personal achievement. Achieving 3 personal wins and getting a team win would be quite the achievement.

    Chef fully, Bard would not present the article at the start of the next day

    The Order of Operations. There are 4 speeds, and they are listed in role cards if you happen to be checking for more ease, but they are side notes of the Order of Operations only.

  6. ISO #6

    Re: M-FM: Lights Out (Rework)

    Few more:

    Benign can be killing roles I am assuming as well, right?

    You mention that Mafia have a night 1 chat but are not assured a night 2 chat, can you elaborate? Is this because their rooms change?

    Players are given 2 or 3 roles, how is this decided if they get 2 or 3? Is it possible they get a role twice? If so does that mean they can perform twice the actions with said role?

    For Lights Out, accounts get shuffled at night, this means only name changes to players right?


    Players are randomized in rooms to start, but can they change rooms as they please if not affected by another role? Or are they randomized every night?
    Don't pet growlithe, he will bite you.

  7. ISO #7

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    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Firebringer View Post
    Another important one:

    Any limits on certain roles? For instance can everyone be a Agent or Hired Gun? Could we see 20 Caretakers?
    There will be no stated limit on anything. It's safe to assume there will not be 20 Caretakers though

  9. ISO #9

    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Firebringer View Post
    Few more:

    Benign can be killing roles I am assuming as well, right?

    You mention that Mafia have a night 1 chat but are not assured a night 2 chat, can you elaborate? Is this because their rooms change?

    Players are given 2 or 3 roles, how is this decided if they get 2 or 3? Is it possible they get a role twice? If so does that mean they can perform twice the actions with said role?

    For Lights Out, accounts get shuffled at night, this means only name changes to players right?


    Players are randomized in rooms to start, but can they change rooms as they please if not affected by another role? Or are they randomized every night?
    Yes

    You've read it correctly. They change rooms like every else.

    They can not get the same role twice. They must choose which action to use.

    What?

    Randomized each night unless the role changes rooms

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    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Firebringer View Post
    I was wondering if this would affect how night actions would take on players, but I guess you are saying at start of night name changes not after night ends.
    It is after actions take place at night. The start of day accounts are traded.

  12. ISO #12

    Re: M-FM: Lights Out (Rework)

    Which part of the OoO is the Night Account shuffling?

    Does ability speed function similar to the OoO? I could not find an explanation for it.

    What is to stop players from simply claiming who they were the night before? They cannot prove it, but the existence of a counterclaim can bring about a 50/50 lynch, which is too high for Mafia/Evil to risk given their low numbers.

    Will you be having cohosts? Just curious, I cannot imagine a game this complex being hosted alone.


    As it stands, I can approve this game to be placed on the M-FM poll after these questions are answered.
    Last edited by Orpz; June 8th, 2015 at 12:54 AM.
    Spoiler : Orpz FM History :

    FM17 - Won, FM18 - Won, FM19 - Won ,FM20 - Loss, FM21 - Won, MVP, FM22 - Host Canceled, FM23 - Won, FM24 - Hosted, FM25 - Won, FM26 - Loss

  13. ISO #13

    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Orpz View Post
    Which part of the OoO is the Night Account shuffling?

    Does ability speed function similar to the OoO? I could not find an explanation for it.

    What is to stop players from simply claiming who they were the night before? They cannot prove it, but the existence of a counterclaim can bring about a 50/50 lynch, which is too high for Mafia/Evil to risk given their low numbers.

    Will you be having cohosts? Just curious, I cannot imagine a game this complex being hosted alone.


    As it stands, I can approve this game to be placed on the M-FM poll after these questions are answered.
    After. Accounts shuffle at day start.

    Yes. The order of operations kind of explains itself, the ability speed is just another notation of the OoO

    Do you have any idea for a proper mechanic to discourage it

    I think I'll be alone

  14. ISO #14

    Re: M-FM: Lights Out (Rework)

    I've come up with a penalty for claiming the account from the previous day. Adding to special mechanics shortly.

    Forced Routine: anyone that (truthfully) claims an account from the previous day will be automatically limited to attempting the action that followed that day. If more than is claimed the earliest days/nights action will be chosen. If the action is impossible it will fail.

  15. ISO #15

    Re: M-FM: Lights Out (Rework)

    Players can win without their faction winning, and lose while their faction wins.
    This quote is from the personal win conditions section. Is the only way to win to fulfill your personal win condition? Since it seems like players can lose even if their faction wins, what is the point of the factional victory? I might be misunderstanding, but it seems like personal win condition is far more alluring incentive, and that might discourage teamwork.
    Spoiler : Orpz FM History :

    FM17 - Won, FM18 - Won, FM19 - Won ,FM20 - Loss, FM21 - Won, MVP, FM22 - Host Canceled, FM23 - Won, FM24 - Hosted, FM25 - Won, FM26 - Loss

  16. ISO #16

    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Orpz View Post
    This quote is from the personal win conditions section. Is the only way to win to fulfill your personal win condition? Since it seems like players can lose even if their faction wins, what is the point of the factional victory? I might be misunderstanding, but it seems like personal win condition is far more alluring incentive, and that might discourage teamwork.
    As stated above, personal wins can be gained in addition to factional wins. Their also fairly hard or should be. It's more of an achievement system, but if someone personal wins and abandons their faction that's within the mechanics. It's just not easy to do

  17. ISO #17

  18. ISO #18

    Re: M-FM: Lights Out (Rework)

    Quote Originally Posted by Orpz View Post
    This quote is from the personal win conditions section. Is the only way to win to fulfill your personal win condition? Since it seems like players can lose even if their faction wins, what is the point of the factional victory? I might be misunderstanding, but it seems like personal win condition is far more alluring incentive, and that might discourage teamwork.
    I've made several personal win conditions harder, and made it a requirement to meet 2+ personal conditions to solo win. Much harder.
    Last edited by Slaol; June 19th, 2015 at 03:42 PM.

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