S-FM Army Men (13P)
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  1. ISO #1

    S-FM Army Men (13P)

    Theme: Army Men

    Roles 13

    Green Army
    Colonel Grimm- Mason Leader
    Green Officer- Hidden
    Green Support- Hidden
    Green Support- Hidden
    Green Soldier- Citizen
    Green Soldier- Citizen
    Green Soldier- Citizen


    Tan Army
    Tan Officer- Hidden
    Tan Officer- Hidden
    Tan Officer- Hidden


    Blue Army
    Blue Spy- Hidden
    Blue Spy- Hidden


    Red Army
    Red Soldier- Hidden



    Role Mechanics
    Possible Roles
    Green Officer: Jailor/Vigilante/Investigator/Lookout/Detective
    Green Support: Bodyguard/Doctor/Coroner/Escort/Bus Driver
    Tan Officer: Mafioso/Consigliere/Framer/Consort/Janitor/Interrogator
    Blue Spy: Survivor/Amnesiac/Executioner
    Red Soldier: Serial Killer/Arsonist/Witch

    Role Options
    Mason Leader: Limit of 2 recruits. If targets Tan Army or Red Army, the Mason Leader will be killed and there will be no last will.
    Mason: Will not succeed the Mason Leader.
    Jailor: Has 2 executions. Jailing does role-block the target/provide night immunity. Executing pierces immunity/can not occur after a lynch.
    Vigilante: Has 2 shots. Can fire night 1. Will become sheriff after all shots are fired.
    Investigator: Does NOT detect exact role.
    Lookout: Ignores detection immunity.
    Detective: Sees the targeted person's targets each night.
    Bodyguard: Ignores immunity. Un-healable when dies protecting target.
    Doctor: Knows the target was attacked.
    Coroner: Discovers targets, last will, cause of death.
    Escort: Can not be role blocked.
    Bus Driver: Target does NOT know they are switched. Can self-target.
    Sheriff: Determines which army the target belongs to.
    Mafioso: Kill one person each night. After 2 successful kills, attacks (the third+) will pierce healing. Invulnerable at night.
    Consigliere: Detects EXACT role. Invulnerable at night.
    Framer: Can frame the target as ANY mafia role. Will also give false positives to lookouts and detectives. Immune to detection. Invulnerable at night.
    Consort: Can NOT be role-blocked. Invulnerable at night.
    Janitor: Unlimited cleanings. Can forge 2 false last wills and roles. Invulnerable at night.
    Interrogator(Jailor): Has 1 execution. Jailing does role-block the target/provide night immunity. Executing pierces immunity/can not occur after a lynch. Invulnerable at night.
    Survivor: Has 2 vests. Auto-use.
    Amnesiac: When the amnesiac claims a role it will be revealed to the town. Can claim ANY dead role.
    Executioner: Invulnerable at night. Target is NOT always town. WILL become jester upon failure to lynch target.
    Jester: Will cause 1/4 of the voters to suicide. (Will be rounded up!) Can visit someone at night. Invulnerable at night.
    Serial Killer: Invulnerable at night. Does NOT kill role blockers. Attacks pierce immunity (not healing).
    Arsonist: Invulnerable at night. Attacks ignore healing/invulnerability. Target will NOT know they are doused.
    Witch: Has invulnerability Night 1 only. Can self-target. Victim will NOT know they are controlled. Can witch 1 person, kill 1 other person each night. Can sacrifice bewitching powers to get immunity piercing black magic.

    Investigator Results
    Mason Leader/Mason: Your target is a member of a secret society.
    Jailor/Vigilante/Mafioso/Executioner: Your target owns weapons.
    Investigator/Consigliere/Sheriff: Your target gathers information.
    Lookout/Detective/Framer: Your target is strangely observant.
    Escort/Consort/Interrogator/Jester: Your target spends time with people at night.
    Coroner/Janitor: Your target works in the morgue.
    Bus Driver/Arsonist: Your target smells like gasoline.
    Doctor/Bodyguard/Serial Killer: Your target is constantly around people.
    Survivor/Amnesiac/Witch: Your target is a loner.

    Order Of Night Actions
    Jailing
    Role Blocking
    Witching
    Bus Driving
    Recruiting
    Framing
    Investigating
    Killing/Dousing
    Heal/Protect
    Jestering
    Detective/Lookout
    Executing
    Ignitions
    Coroner/Janitor
    Amnesiac Claims Role

    Win Conditions
    Green Army: See the TAN and RED armies eliminated.
    Tan Army: See the GREEN and RED army eliminated.
    Blue Army: Survivor: Survive. Amnesiac: Survive or fulfill the claimed roles conditions. Executioner: See your target lynched. Jester: Be lynched.
    Red Army: See the GREEN and TAN army eliminated.

    Rules
    Post any questions in LIME GREEN
    Vote for a player to be lynched in RED
    Vote to skip the day in CYAN
    Please do NOT edit your posts.
    Please refrain from talking about the game outside of the thread.
    PM me your night actions, last wills, and death notes at least 30 minutes before the night starts. If you do NOT meet this requirement I am under no obligation to include the action.
    You may NOT quote or copy and paste ANY PMs from me.
    You may NOT quote or copy and paste ANY posts from your night chat either.
    You may post anything on the day chat (within reason).
    Voting will be done by a majority count.
    When a player is hammered, the day will continue as normal. (You may then vote skip day)
    I will be hosting an offsite forum for dead chat, etc... when I send you your account name and password, PLEASE KEEP INVISIBLE MODE ON.
    You may change your password.
    Days/Nights will last 24 hours.

    Any mafia member can be elected to kill at night (excluding interrogator) but will sacrifice their unique role action to do the killing that night. If an agreement can not be made, there will be no kill. Please send the unique role actions as well so you will take some action if there is a disagreement. (A disagreement would be multiple mafia members sending me a kill order.)
    Tan and Red Armies can leave death notes.

    Questions-Comments-Concerns? All feedback is welcome!
    Last edited by Blazer; June 28th, 2012 at 12:53 PM. Reason: Sheriff changes

  2. ISO #2

  3. ISO #3

  4. ISO #4

    Re: S-FM Army Men

    This seems interesting, but Vigilantes effect in this seems to be weak, the only thing he can do is to check if a suspect is immune to kills. If he's not, goodbye town.
    RIHFOK IS A FAILOR Achievements: Last of Kin, Half Mafia, Half Town, Forever Alone
    Spoiler : FM History :
    M-FM VII: Investigator(Lost, kinda survived), GY S-FM: Kidnapper(Won, Survived), DN S-FM: Arsonist(Won, Survived), KF S-FM: Ravager (Lost, Lynched Day 4)

  5. ISO #5

  6. ISO #6

  7. ISO #7

  8. ISO #8

    Re: S-FM Army Men

    Ok here are the responses in order.
    1. Yeah I was just thinking of a way to buff him a bit. But I didn't want him to be too powerful initially because I only had 2 mafia originally. But what if I made him become a sheriff after he shots his 2 shots?
    2. I initially had 2 mafia and i didn't want them dying at night from something retarded, so I made them invulnerable. Notice how the sk,arson, (soon to be witch, if my idea is liked), and jailor can all pierce immunity.
    3. Yes creed. Witch won't be invulnerable :P
    4. Good point about the recruiting. However there are only 2 recruits. Mason Leader is NOT replaced. And if he targets anyone but town he dies. So he must be careful.
    As for the witch= possible buff- have her manipulate 2 targets each night. And if she wants, trade in her bewitching magic for black magic that allows her to force a payer to commit suicide that night. (pierces invulnerability and healing)

  9. ISO #9

  10. ISO #10

    Re: S-FM Army Men

    Quote Originally Posted by Blazer View Post
    Ok here are the responses in order.
    1. Yeah I was just thinking of a way to buff him a bit. But I didn't want him to be too powerful initially because I only had 2 mafia originally. But what if I made him become a sheriff after he shots his 2 shots?
    2. I initially had 2 mafia and i didn't want them dying at night from something retarded, so I made them invulnerable. Notice how the sk,arson, (soon to be witch, if my idea is liked), and jailor can all pierce immunity.
    3. Yes creed. Witch won't be invulnerable :P
    4. Good point about the recruiting. However there are only 2 recruits. Mason Leader is NOT replaced. And if he targets anyone but town he dies. So he must be careful.
    As for the witch= possible buff- have her manipulate 2 targets each night. And if she wants, trade in her bewitching magic for black magic that allows her to force a payer to commit suicide that night. (pierces invulnerability and healing)
    I think that double witching is a little powerful in a S-FM, and it would make the witch outshine the other two evil neutrals as roles. (The night kill is fine.) Otherwise, the setup is pretty good, just a tad bit town-sided. There's a big enough WIFOM shield to protect against town dominance, IMO. Even if the mafia doesn't have a jailor (or there isn't a witch), there's enough uncertainty in the night actions for the town to derp pretty horribly.

    Note: A no-reveal amnesiac favors scum, so keep that in mind if you happen to random one.

    Approved.


 

 

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