M-FM The New Age
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  1. ISO #1

    M-FM The New Age

    Role List:
    1.Mason Leader
    2.Mason Initiate
    3.Coroner
    4.Coroner
    5.Masochist
    6.Hidden
    7.Hidden
    8.Hidden
    9.Hidden
    10.Hidden
    11.Hidden
    12.Hidden
    13. Hidden
    14. Hidden


    New Cult:
    15.Cult Jester
    16.Cult Killer


    Mafia:
    17.Godfather
    18.Traitor
    19.Hidden
    20.Hidden





    Investigation Pairing:
    1.Consigliore/ Sane+Insane Sheriff/Investigator
    2.Tailor/Jailor/ Coroner/Graverobber
    3.Framer/Detective/ Lookout/Traitor
    4.Godfather/Mayor/Mason Leader/Armorsmith
    5.Consort/Escort/Sleuth/Masochist/Veteran/Cultist
    6.Scientist/Doctor/Cultist Jester/Mason Initiate
    7.Gunsmith/Bodyguard/Vigilante/ Mafioso/Cult Killer




    Possible Roles:
    Doctor, Sheriff, Insane Sheriff, Investigator, Vigilante, Citizen, Mason Leader, Mason, Mason Initiate, Coroner, Mayor, Bodyguard, Veteran, Gunsmith, Armorsmith, Jailor, Detective, Escort, Lookout, Masochist,Cult Killer, Cult Jester Godfather, Mafioso, Grave Robber, Framer, Consigliore, Consort, Traitor, Tailor, Sleuth




    Win Conditions:
    Old Cult wins alone
    New Cult wins alone
    Mafia wins alone
    Town wins alone
    Traitor has to be rid of Godfather to win





    OoO:
    1. Jailor Jails
    2. All Roleblocks
    3. Manipulations(Supectible to Roleblocks)
    4. Lookout/Detective set up surveillance (Suspectible to Roleblocks and Manipulations)
    5. Mafia night actions excludes Sleuth (Including Framings)
    6. All heals/Vests on/Bodyguard protect
    8. All Investigations
    9. Cultist Converts/Mason Leader Recruits (Before Deaths)
    10. All Kills/Jailor Execute/Cleaning
    11. Sleuth checks LW/Edit LW/Janitor clean
    12. Coroner reveals night deaths
    13. Jester Poke





    Mechanics:
    Graveyard is not revealed save for bodies autopsied by Coroners.
    Masochist chooses target at start of day/night cycle. Dies for that target and then choses a player to revive.
    Citizen wins every 1 v 1 tie for town
    Mason Initiate can gain any ability save for killing abilities.
    Scientist can cause self-targets, Scientist has to poison when he controls
    Traitor can make one attempt on Godfather’s life. If he fails Godfather is aware of who tried to kill him.
    Mafia Night chats remain Anon. Do not share COM’s or role identity. (I.E. Mafia players do not know which Anon account is Godfather/who is controlling said Anon account) This is to make the Traitor role require more skill to play.
    Traitor cannot win if the Godfather is still alive.






    Role Cards:
    Spoiler : Town :


    Jailor – Can jail someone each night preforming a roleblock on the target. Can only execute when there is no lynch the previous day. Limited to three executions

    Detective – Follow someone to their target each night

    Escort – Roleblock someone each night

    Lookout – Watch a target for all who visit them that night

    Bodyguard – Defend a target at night, taking the kill for them. Can only kill one attacker

    Gunsmith – Can give a gun to a target each night. Can give only twice

    Armorsmith – Can give vest to someone a night. Can give only twice

    Mason Leader – Can recruit A live Citizen

    Mason Initiate- Can get an ability from a recruited Mason. (Cannot kill)

    Mason – Apart of the Mason night chat. Can choose a dead person to give their, the dead person's, ability to the Mason Initiate.

    Veteran – Limited to 3 Immunity ignoring alerts.

    Mayor – Can reveal by typing –reveal. Revealed votes count for 4. Can reveal after being recruited to cult/keeps votes when recruited to cult. Can be healed

    Doctor – Can heal someone from dying once a night. Can heal acid and posion

    Insane/Sane Sheriff – Check someone for their alignment (cannot detect Godfather/Cult Leader)

    Investigator – Check someone a night for their investigator pairing.

    Vigilante – Shoot someone at night. Limited to 3 bullets. Ignores Immunity

    Citizen – Has a one shot auto vest. Wins ties for town

    Coroner – Exhume a body for inspection. Finds real LW, night targets, death type.
    -the coroner puts new cult "converts" to rest when he targets them, disabling their ability to talk as tormented souls and removing the new cult killer's access to them.


    Spoiler : New Cult :


    Cult Killer – Has an auto vest -
    When this role successfully kills at night the killed player is given access to the Tormented Souls account. Cult Killer can gain access to the player's account he has killed.

    Cult Jester – -when the cult jester is lynched, he chooses 2 living players to replace him (one of them becomes a Cult Jester, the other a regular Cultist) If he picks a mason, mafia or cultist, it will fail and nothing happens.

    Cultist – Basic Cultist for the Old Cult. Acts like a citizen with no vest, can recruit if no special Cultists is alive (Cult Killer and Shaman are dead)


    Spoiler : Mafia :


    Godfather – Can perform kills a night. Cannot be killed at night, save for Suicide/Execution

    Traitor – Wants Godfather dead. Takes over as Godfather

    Consort – Role-block someone a night

    Framer – Change investigative pairing/Sheriff result/Lookout + Detective results for one person a night.

    Consigliore – Check someone for their investigative pairing each night

    Grave Robber – Steal ability from the graveyard each night. 2 uses only. Cannot use Mason Leader/Mason Initiate/Cult Shaman/Coroner abilities

    Mafioso – Kills for the mafia team

    Sleuth – check/edit LW of a target each night

    Tailor – Gives selected player a “role suit” to wear for the day/night.


    Spoiler : Special Town :

    Masochist – After his death, in place of a chosen target, he gets to choose one player from the graveyard to revive into play.

    Scientist - Controls a chosen target onto another player or onto himself (the targeted player) Poisons a player if targeted, Role-blocking them for one night after being controled





    Rules:

    You must post over 5 times a day and cast a vote (Unvoting after a vote counts)
    You must use vote tags to lynch
    You must use vote tags to skip
    You must use light green to ask questions
    You may not use PMs
    You may not use PMs from me in game.
    No out of game communications
    Use common sense. No editing posts.
    We are using Anon Accounts




    Win Order:
    Citizen Tie
    New Cult
    Mafia
    Town





    Cult Size:

    New Cult is limited to 4 members. After 2 members die the maximum Cult members is increased by 1.

    Mason Size:

    Limited to 4 members




    Extra account. "MFM Tormented Souls" This account can't vote. The New Cult Jester can post on this account as well as his own account.
    -All victims of the new cult killer lose control of their old account and instead gain access to the Tormented Souls account, which they can use to talk during the day.
    This Anon account is used by the Cult Jester/Cult Killer and the Cult Killer's victims only.

    Dead Players cannot access their night chats.
    Cult Killer cannot access any other night chat other than his own
    Last edited by Damus_Graves; January 25th, 2013 at 04:58 AM.

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  7. ISO #7

  8. ISO #8

  9. ISO #9

    Re: M-FM The New Age

    Can we play Mcjesus's setup with the leveling up and what not again? That was fun...
    I love oops

    Spoiler : :

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  10. ISO #10

    Re: M-FM The New Age

    What's to stop everyone from allying with the new cult if it can recruit any dead player?

    How does a Traitor make an attempt on the Godfather's life? And is Traitor an actual role or is it more of a template on top of a normal hidden mafia role?

    Are there any actions the graverobber can't use?

    If a dead person gets recruited back into the game, does the coroner still see his role if he checked them the same night?
    [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]

  11. ISO #11

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    What's to stop everyone from allying with the new cult if it can recruit any dead player?

    If They are alive and doing this I will remove them from the game completely/Limit the size the cult can grow to

    How does a Traitor make an attempt on the Godfather's life? And is Traitor an actual role or is it more of a template on top of a normal hidden mafia role?

    It will be a template for an an actual role such as Framer. He chooses to shoot the GF one night.

    Are there any actions the graverobber can't use?

    Cannot use Mason Leader/Mason Initiate/Cult Shaman/Coroner abilities

    If a dead person gets recruited back into the game, does the coroner still see his role if he checked them the same night?

    Yes

    Answered
    Last edited by Damus_Graves; December 12th, 2012 at 10:52 AM.

  12. ISO #12

    Re: M-FM The New Age

    Changing the rules based on what happens during the game is not good policy. Best limit the maximum cult recruits to some reasonable number ahead of time.
    [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]

  13. ISO #13

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    Changing the rules based on what happens during the game is not good policy. Best limit the maximum cult recruits to some reasonable number ahead of time.
    Alright.
    I won't be changing rules at any point in the future.
    As a not equal apology to the grievous against clementine:
    Ban lifted -
    + Rep given -
    Public apology for my own unfairness/closemindedness

    I'm sorry

  14. ISO #14

  15. ISO #15

    Re: M-FM The New Age

    Quote Originally Posted by Damus_Graves View Post
    Added new Mechanic - Hidden Group Night Chats.

    Mafia/Cults will have access to both their own Night Chat + Group Night Chat
    What is this group night chat for?

    Can the Godfather win if the Traitor takes over?

    Does the traitor have to die for the Godfather to win?
    [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]

  16. ISO #16

  17. ISO #17

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    What is this group night chat for?


    Can the Godfather win if the Traitor takes over?

    Does the traitor have to die for the Godfather to win?
    1st: Increased Difficuly and Enjoyments with WIFOM/Manipulation + Scum hunting
    2nd: No
    3rd: No, He just has to stay in power

  18. ISO #18

    Re: M-FM The New Age

    Everyone is separated into three night chats (apart from their own) where they can communicate and form plans, etc.
    Everyone shall gain a secondary goal, within these night chats, they must achieve before being able to win.
    Including town? I take it these extra night chats are mixed faction?
    [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]

  19. ISO #19

  20. ISO #20

    Re: M-FM The New Age

    Controls a chosen target onto another player or himself. Poisons a player if targeted, Role-blocking them for one night.
    Doesn't this effectively make the Scientist immune to all night actions? I'm not certain I understand this correctly.
    [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]

  21. ISO #21

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    Doesn't this effectively make the Scientist immune to all night actions? I'm not certain I understand this correctly.
    I didn't explain it well.

    Scientist can control someone onto themselves or someone else. Once this action goes through the originally targeted player gets roleblocked the next night.

    Scientist is vulnerable to everything.

  22. ISO #22

    Re: M-FM The New Age

    Mason – Apart of the Mason night chat. Can choose a dead person to give their, the dead person's, ability to the Mason Initiate
    How does this work? Is it a vote between masons to decide what ability he gets? Does the mason initiate know what ability he got? When can he use it? How many times can he use it?

    Are Mason Leader and Mason Initiate not part of mason chat? Do they count towards the 4 player limit?


    Tailor – Gives selected player a “role suit” to wear for the day/night.
    What is a role suit and how does it work?

    Since a sleuth goes after kills in the OoO, does that mean he is unable to change the last will of players who die the same night?

    When can the sleuth submit his action to view a last will? During the day like a jailor or journalist, so he gets to read it right at the start of the night?


    Masochist – Takes a kill for a target if target is killed by town measures. (Lynching, Vigilante, Jailor, etc.)
    What exactly does taking a kill for a target mean? Does he die in their place like a bodyguard? How does that work for lynching?
    [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]

  23. ISO #23

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    How does this work? Is it a vote between masons to decide what ability he gets? Does the mason initiate know what ability he got? When can he use it? How many times can he use it?

    They target a perished player by majority vote.
    EX: 2 Masons both choose to target a dead Investigator. Mason Initiate gets inves ability - is told by a PM.
    He gains an infinite use of the ability

    Are Mason Leader and Mason Initiate not part of mason chat? Do they count towards the 4 player limit?


    They are apart of the Mason Chat - Yes they do.

    What is a role suit and how does it work?

    Tailor targets Mafioso with a Vigilante role. Mafioso shows up with Vigi inves pairing.

    Since a sleuth goes after kills in the OoO, does that mean he is unable to change the last will of players who die the same night?

    Yes

    When can the sleuth submit his action to view a last will? During the day like a jailor or journalist, so he gets to read it right at the start of the night?


    Anytime but he can only do this once in a night and day timecycle. (once every 24 hours)

    What exactly does taking a kill for a target mean? Does he die in their place like a bodyguard? How does that work for lynching?


    He dies in place of his target. If his target gets lynched, he dies by lynching instead.
    Answered

  24. ISO #24

  25. ISO #25

    Re: M-FM The New Age

    Do new cult recruits retain their abilities? If not, why is there a Cultist but not aNew Cultist?

    If Mason Leader and Cult Shaman target the same player both recruitment fail and the player cannot come back to life.
    Not ever? Or just for that night?
    [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]

  26. ISO #26

    Re: M-FM The New Age

    Is the mason initiate stuck with his ability and unable to acquire any new ones by the masons voting again? What happens if the vote is a tie?
    [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]

  27. ISO #27

  28. ISO #28

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    Is the mason initiate stuck with his ability and unable to acquire any new ones by the masons voting again? What happens if the vote is a tie?
    Yes.
    Randomized target between the ones chosen by the Masons



    Changed Cult Escort to Cult Killer to give New Cult a fighting chance.
    Changing Cult Jester suicides to recruitment for New Cult
    Last edited by Damus_Graves; December 23rd, 2012 at 08:26 PM.

  29. ISO #29

    Re: M-FM The New Age

    Quote Originally Posted by Damus_Graves View Post
    Yes.
    Randomized target between the ones chosen by the Masons



    Changed Cult Escort to Cult Killer to give New Cult a fighting chance.
    Changing Cult Jester suicides to recruitment for New Cult
    Weren't the cult escort and cult jester old cult?

    Cult Escort still appears on investigation pairings as well as rolecards and the old cultist rolecard still refers to it.

    Cultist does not appear as a new cult rolecard and cult killer isn't on the old cult rolecards. Are they the same role mechanics-wise? Can new cultists recruit too if their special roles are gone?

    Cult Killer – Has one auto shot vest. Can kill two people every night. One death is recruit-able, one is not.

    Cult Shaman – Revives dead players into the New Cult (Can recruit anyone)
    Since the shaman goes before kill actions on the OoO, does that mean he can't recruit living targets pre-emptively in case they die that night?

    Does the not recruitable status of cult killer victims apply to mason recruitments too?

    Does the cult killer decide himself which of his targets will be impossible to recruit and which of them can be? Or is that decided randomly?
    If it is decided randomly, does the New Cult Killer know
    [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]

  30. ISO #30

    Re: M-FM The New Age

    For some reason I can't edit my posts X(

    Does the cult killer decide himself which of his targets will be impossible to recruit and which of them can be? Or is that decided randomly? If it is decided randomly, does the New Cult Killer know which can be recruited and which can't be?
    [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]

  31. ISO #31

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    Weren't the cult escort and cult jester old cult?

    Yes. My bad

    Cult Escort still appears on investigation pairings as well as rolecards and the old cultist rolecard still refers to it.


    I'll change this pronto.

    Cultist does not appear as a new cult rolecard and cult killer isn't on the old cult rolecards. Are they the same role mechanics-wise? Can new cultists recruit too if their special roles are gone?

    I'll add it. Sry
    Both Cult Killers are the same mechanic wise. I'll add the role card.
    Cult Jester chooses two new recruits when he gets lynched to be added to his faction. (Town, Live, players only will this work on.)

    Since the shaman goes before kill actions on the OoO, does that mean he can't recruit living targets pre-emptively in case they die that night?

    Yes, This is to prevent Cult Killer targeting someone and Cult Shaman recruiting them on the same night.

    Does the not recruitable status of cult killer victims apply to mason recruitments too?

    Yes

    Does the cult killer decide himself which of his targets will be impossible to recruit and which of them can be? Or is that decided randomly?
    If it is decided randomly, does the New Cult Killer know
    Yes he can choose.
    No.
    Last edited by Damus_Graves; December 23rd, 2012 at 09:02 PM.

  32. ISO #32

  33. ISO #33

    Re: M-FM The New Age

    The secondary night chat and extra lynches before being able to use night actions seem overly complicated. The setup is already fairly complicated without it.. so I'd rather see this part removed.

    Cult Escort – Roleblocks someone each night.

    Cultist Jester – Cult aligned Jester. Can choose two players to join New Cult that night upon lynched death (Can only work with Townsmembers)

    Cultist – Basic Cultist for the Old Cult. Acts like a citizen with no vest, can recruit if no special Cultists is alive (Escort and Jester Cultist are dead)
    Not fixed yet.

    Important details..

    How do you intend to handle the recruitment of dead players? If they end up in the graveyard and then suddenly start talking again, won't the masons and new cult instantly know what faction the dead player joined? And if either the masons or new cult are out of the game, won't everyone know right away what faction the dead player joined?

    Can masons, mafia and new cultists be recruited into the old cult? Can masons, mafia and old cultists be recruited into the new cult? (I think they shouldn't because of instantly-know-all-roles shenanigans)

    Mafia Night chats remain Anon. Do not share COM’s or role identity. (I.E. Mafia players do not know which Anon account is Godfather/who is controlling said Anon account) This is to make the Traitor role require more skill to play.
    How does the mafia coordinate their night actions if they don't know what roles they have?

    Cultist Jester – Cult aligned Jester. Can choose two players to join New Cult that night upon lynched death (Can only work with Townsmembers)
    Shouldn't this say Old Cult instead of New Cult? Or does it leave the Old Cult killer on his own and give members to an enemy faction?

    If the cult jester gets night killed, the old cult can never get any cultists.

    Perhaps it would be better for balance if you gave the double-kill cult killer to the old cult instead. That way the old cult can make one of their victims unrecruitable by the masons and new cult. Could be interesting.


    The New and Old Cult can only merge together if the Cult Shaman, Cult Escort, Cult Killer are all dead. And then can only merge if both Cult Factions PM the host -merge
    Still mentions Cult Escort. Please fix.

    If they merge and the jester is still alive, can the merged cult still recruit new members?
    [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
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  34. ISO #34

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    The secondary night chat and extra lynches before being able to use night actions seem overly complicated. The setup is already fairly complicated without it.. so I'd rather see this part removed.

    Removed.

    Not fixed yet.

    Corrected I hope.

    Important details..

    How do you intend to handle the recruitment of dead players? If they end up in the graveyard and then suddenly start talking again, won't the masons and new cult instantly know what faction the dead player joined? And if either the masons or new cult are out of the game, won't everyone know right away what faction the dead player joined?

    The Graveyard will not be revealed unless a Coroner autopsy a dead player. (If a Coroner does this then that player cannot be brought back)

    Can masons, mafia and new cultists be recruited into the old cult? Can masons, mafia and old cultists be recruited into the new cult? (I think they shouldn't because of instantly-know-all-roles shenanigans)

    No, No.
    Dead Mafia Players can be recruited into both Cult factions. If this happened they cannot reveal anything about the Mafia faction to their new faction.

    How does the mafia coordinate their night actions if they don't know what roles they have?

    I will leave a list of the in game Mafia roles in their night chat:

    EX: ~Night Chat. Begin plotting here~
    Godfather
    Mafioso
    Tailor
    Traitor

    Shouldn't this say Old Cult instead of New Cult? Or does it leave the Old Cult killer on his own and give members to an enemy faction?

    Fixed/

    If the cult jester gets night killed, the old cult can never get any cultists.

    Perhaps it would be better for balance if you gave the double-kill cult killer to the old cult instead. That way the old cult can make one of their victims unrecruitable by the masons and new cult. Could be interesting.


    Done.

    Still mentions Cult Escort. Please fix.

    Done

    If they merge and the jester is still alive, can the merged cult still recruit new members?


    Yes

  35. ISO #35

    Re: M-FM The New Age

    The Graveyard will not be revealed unless a Coroner autopsy a dead player. (If a Coroner does this then that player cannot be brought back)
    I thought what you meant by the yellow bit was that the dead players' roles and last wills aren't shown, but their names are. Was I wrong? Aren't the names of the dead revealed at all? Do coroners, masons and new cult have to guess who was killed at night in order to decide their targets?
    [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]

  36. ISO #36

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    I thought what you meant by the yellow bit was that the dead players' roles and last wills aren't shown, but their names are. Was I wrong? Aren't the names of the dead revealed at all? Do coroners, masons and new cult have to guess who was killed at night in order to decide their targets?
    Nothing is revealed in the graveyard at all, No names, roles, or Last Wills
    Pretty much.

  37. ISO #37

    Re: M-FM The New Age

    I foresee presence checks during the day

    Because of the post requirements, I guess people will still know who is dead and who isn't by the end of the day.

    Anyway, the problem still persists. When a previously dead (non-talking) player starts talking again and the new cult did not recruit them, they will know it's a mason with 100% certainty. And vice versa. This seems like an issue to me. Any thoughts?

    Can the new cult recruit dead new cultists to revive them endlessly?



    No, No.
    Dead Mafia Players can be recruited into both Cult factions. If this happened they cannot reveal anything about the Mafia faction to their new faction.
    Even if they can't reveal who is mafia they can still use the gray area and direct their faction using the knowledge they have without explicitly telling them about it. It doesn't seem possible to police that with clear rules.

    Do old cultists also recruit from the pool of the dead, not from the living?
    Last edited by BorkBot; December 24th, 2012 at 07:16 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
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    Awards: MFM-IV MVP SFM-VI MVP]

  38. ISO #38

    Re: M-FM The New Age

    Bumpity bump because I reckon I edited after you read it.
    [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
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    Awards: MFM-IV MVP SFM-VI MVP]

  39. ISO #39

    Re: M-FM The New Age

    Quote Originally Posted by BorkBot View Post
    I foresee presence checks during the day

    Because of the post requirements, I guess people will still know who is dead and who isn't by the end of the day.

    Anyway, the problem still persists. When a previously dead (non-talking) player starts talking again and the new cult did not recruit them, they will know it's a mason with 100% certainty. And vice versa. This seems like an issue to me. Any thoughts?

    Hm.
    Alright How about this change:

    Role Changes:
    Masochist - After his death in place of a chosen target he gets to choose one player from the graveyard to revive into play.
    Cult Shaman - Can recruit one townsplayer into his cult
    Cult Killers - One kill per night in place of a Recruitment(New)/Can choose to make one target unrecruitable or kill at night.
    Mason Leader - Recruit a Live citizen into Mason Group

    Can the new cult recruit dead new cultists to revive them endlessly?


    No.

    Even if they can't reveal who is mafia they can still use the gray area and direct their faction using the knowledge they have without explicitly telling them about it. It doesn't seem possible to police that with clear rules.

    K - Removing the ability.
    Do old cultists also recruit from the pool of the dead, not from the living?
    Changed Mechanic




    Answered I hope
    Last edited by Damus_Graves; December 24th, 2012 at 07:53 PM.

  40. ISO #40

    Re: M-FM The New Age

    Role Changes:
    Masochist - After his death in place of a chosen target he gets to choose one player from the graveyard to revive into play.
    Cult Shaman - Can recruit one townsplayer into his cult
    Cult Killers - One kill per night in place of a Recruitment(New)/One kill a night(Old)
    Mason Leader - Recruit a Live citizen into Mason Group
    This looks alright. It does limit the stength of both cults quite a bit though. So a little boost to both wouldn't hurt.

    Something you might consider is adopting some features from fred's FM idea. It's slightly complicated, but it also allows some dead players to stay in the game like you wanted. It could be fun.

    -use anon accounts
    -replace old cult Killer with a traditional Cult Leader who converts living town members, but not masons, new cultists or mafia.
    -Remove cult jester from the Old Cult and replace it with a starting Cultist. Normal cultists can't recruit, but a random one replaces the cult leader if he dies.
    -Remove Cult Shaman from the new cult and replace it with the Cult Jester
    -Make an extra account. Name it "MFM Tormented Souls" or something. This account can't vote. The New Cult Jester can post on this account as well as his own account.
    -All victims of the new cult killer lose control of their old account and instead gain access to the Tormented Souls account, which they can use to talk during the day.
    -The New Cult Killer gains control of the accounts that were originally owned by the players he killed. Be sure to remove role PMs, night feedback and last wills before granting access (store last wills in some text file for giving them to a coroner).
    -The new cult killer can use these accounts to post during the day and vote. The more people he kills, the more accounts he has to use.
    -the coroner puts new cult "converts" to rest when he targets them, disabling their ability to talk as tormented souls and removing the new cult killer's access to them.
    -when the new cult killer dies, all tormented souls are put to rest and the MFM Tormented Souls account "dies" with him
    -when the cult jester is lynched, he chooses a living player to replace him (that player becomes a new cult jester). If he picks a mason, mafia or cultist, it will fail and nothing happens.

    The trick here is that scum can use the MFM Tormented Souls account to spread misinformation, while killed town members will try to convince others that they died and give their info and insights.
    [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
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    Awards: MFM-IV MVP SFM-VI MVP]

  41. ISO #41

    Re: M-FM The New Age

    ^
    The above is just an idea that popped up in my head, that allows the use of dead people staying in the game which is something you seemed to want to try out with your setup.

    Don't feel obliged to use it if you don't want to
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
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  42. ISO #42

  43. ISO #43

    Re: M-FM The New Age

    If you want to use it, I think you should explain the tormented souls account in Mechanics.

    You haven't clarified who has control over it (the cult jester and the cult killer's victims) in your setup post
    [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
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  44. ISO #44

  45. ISO #45

    Re: M-FM The New Age

    Oh yeah and of course remove cult killer's victims from their night chats if they had one.. but that speaks for itself. It's the same for other deaders

    Would be rather OP if the cult killer would infiltrate all the night chats and weird if the dead guys could still talk in their own night chats lol.
    [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
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  46. ISO #46

  47. ISO #47

  48. ISO #48

    Re: M-FM The New Age

    It's not on his rolecard anymore


    I recommend going over all the rolecards once more to see if you missed any options you intended to have, since quite a bit of stuff changed.
    Last edited by BorkBot; December 25th, 2012 at 04:16 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]

  49. ISO #49

  50. ISO #50

    Re: M-FM The New Age

    What changes did you make, exactly?

    What I've seen so far is:
    Old Cult removed
    More town
    Cult killer has some severe account control limitations
    Last edited by BorkBot; January 24th, 2013 at 05:59 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
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    Awards: MFM-IV MVP SFM-VI MVP]

 

 

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