FM X rules & role cards (not finalized)
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  1. ISO #1
    Yayap
    Guest

    Question FM X rules & role cards (not finalized)

    Now that FM IX is in full swing, it is time for me to reveal what I've been working on for the past few months. The following is non final and may change without warning. If you have any comments or suggestions, feel free to post them below. Suggestions may be incorporated before the game starts. Please note that not all roles will be in the final setup, so please don't complain about certain roles being OP, the rarity and vulnerability of the roles will prove to be an important factor once this gets going.

    First off, FM X will be hosted here at sc2mafia.com, however, IF I see ANY interfering, editing of posts, cheating, revealing information or things of the sort done by Admins or Super Mods, FM X will immediately be cancelled and restarted on a different forum for all who wish to join.

    FM X will have 50 player slots available for sign ups. Sign ups will begin as soon as FM IX is over. 1 person per IP address. Restricted to people who have had an account on these forums before 2012 (exceptions may be made if we can confirm your ID is not a smurf).

    Now some of the RULES that will be in the game:

    1- No outside of game discussion.
    No PMs, no REP, no visitor msgs, no skype, etc. Not even with people not playing. Violators will be replaced ASAP!

    2- Anti-Lurk rule:
    a-Citizens MUST participate in day chat. Saying "hello" does not count. Any citizen with low posts during the day will have his posts reviewed for content. Violators will be replaced at the end of EACH DAY.
    b- Non-Citizens that lurk will be mentioned in the RP as a "clue".. this would expose your non citizen status.

    3- AFK rule:
    I of all people know that not everyone can be at a PC for every day that he is alive, how many times did I have a hydroplane race to attend to while FM was going on? If you are leaving for any amount of time, please notify me and the anti-lurk rule may be waved. Be warned, if I find any activity from your regular account or FM account, the Anti-Lurk rule will go back into effect. Night actions may be sent in advance.

    4- Color for Votes to lynch:
    Cyan has been chosen as the dedicated color for votes. Only your vote and the vote tally may use the Cyan color.
    All votes must be made in Cyan. No other formatting will necessary but will not be discarded
    Ex:
    Vote Yayap
    Vote Yayap
    -Vote Yayap

    Will all be accepted.

    For a no lynch: Vote Skip Day, if this has the majority of the votes, then no one will be executed.

    5- Lying about game/role mechanics:
    100% permitted, however if someone asks about it in the FAQ, I will give the correct usage.
    So the rule is: if no one officially questions it, you can get away with it.

    6- Modkills:
    Depending on modkills, some of you may receive more than one FM account. You will receive all advantages to both accounts and votes will count. For this reason, when someone is dead and COM name is revealed, rule #1 still applies! It may be possible that people return from the grave as well.
    It shall be noted that there will be 2-3 dead chats (one for town, one for scum, one for cult) Obviously a dead scum or cult will not take on a town role. It is however possible that a dead town takes a scum role.

    7- Account names (aka COM names):
    You are allowed to lie about this as much as you want, anywhere you want. INCLUDING night chats. Of course, rule #1 will still apply. So there shouldn't be any trouble. ... Right?

    8- Communication with the FM Game Master:
    I enjoy conversations with others, getting to know what is going through their heads when they make certain decisions. If you make the wrong choice for all the right reasons, it will not penalize you for LVP for example. Our conversations will remain private.
    However, ALL QUESTIONS asked will be publicly answered for everyone to see. The person asking the question will remain anonymous if the question was not asked publicly in the FAQ thread.

    9- Images, Videos, Links, Annoying Formatting:
    All permitted, but please don't abuse this privilege. (If I don't see your vote because of your formatting, your vote is void)

    10- PMs from the GM
    You may not post a screen shot of the PM. You may however say it's content word for word. Not all PMs will be the same, even if it's the same result.

    11- Codes and Encrypted Messages
    No code or encryption may be created with the use of a program or website. Pencil and paper is just fine. If you manage to make a mathematical cipher that encrypts a message I'm ok with it since it will be very hard to hide the fact that you are sending a secret message if you type a bunch of gibberish (and not to mention the time you will waste coding and decoding your messages [trust me, I know! I made one in FM2]). You may even use the invisible ink, due to the high risk of exposure from someone quoting you. Note that Rule #1 ALWAYS applies.


    Game Mechanics:

    1- Day and Night Length
    Every day and night will be 46-48 hours long.

    2- Lynching
    Please see the current voting settings for each day to see how to vote. (some days may be hidden ballot, some days may be multiple lynch days for example)

    I know that not everyone can be on their PC 24/7 (contrary to popular belief, neither am I). For this reason, you may vote for as many people as you wish. The person who gets majority first will be lynched. In the event no majority is reached, depending on the vote rules, it may be possible that whoever has the most votes will be lynched.

    3- RP:
    There will be 1 RP at the beginning of each day. There will be no big night RP. The final post of each day will be a very short RP updating the graveyard with anyone that died during the day.
    Hints and clues may or may not be in the RPs... and I will not be confirming nor denying anything.

    4- Day 0
    When Day 0 starts. You will be given a chance to ask questions using your new FM account about anything that hasn't been answered before the game starts. No one will receive their roles until the end of Day 0 so no hints about ones role can be leaked by asking questions. No actions may be made during day 0 (jailor CANNOT jail).

    5- Modkills and replacements
    Names may or may not be shared publicly for who is replaced by who. I'm still thinking about this.

    6- Roles and Lvl
    Most roles will have multiple levels. After leveling up, that role usually becomes more powerful. Each role will have it's own requirements on what is needed to lvl up. Please see the role cards for examples.

    7- More later when I remember what I forgot
    Last edited by ; January 20th, 2012 at 06:28 AM.

  2. ISO #2
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Mafia
    Goal: At least 1 member of your team must survive
    Full victory- Mafia win solo. (Traitor and mafia aligned wizards can be left alive)
    Partial victory- Mafia win with the help of evil neutrals.
    Partial defeat- Evil neutral wins without mafia.
    Full defeat- Town wins.


    [Godfather]
    *Inventory: Modified Tommy Gun!, Full body Armour
    Full Body Armour give immunity at night unless stolen. Is not a 1 shot item.
    As Godfather, you can control all other mafia's actions, but don't have to. All mafia members have the ability to silently choose not to do their action at night.
    You have the ability to remove a member from the mafia night chat if you believe they are culted or a traitor. They still have all their powers, but can no longer chat with you or read what you say in night chat.
    You kill recruiters

    Lvl 1-
    You can not send yourself to do the killing.
    All actions that you ordered the mafia to do without their consent can be silently ignored by PMs.
    You can offer alliances with Evil Neutrals if both you and them publically reveal. (Beware! Town can pretend to be evil to expose you)

    Lvl 2-
    You can send youself to do the killing. Every shot is a head shot! No healing can prevent death.
    You are immune to roleblocking.
    You lose the Full body Armour, aka you are no longer immune to death.
    You can offer alliances with Evil Neutrals if both you and them publically reveal. (Beware! Town can pretend to be evil to expose you)

    To Lvl up: Become the last mafia on your team.
    You will be notified when you level up.
    [Traitor]
    Goal: You want to kill the GodFather and take over the mafia for yourself
    *Inventory: Silenced* Pistol
    *Silencer is optional*

    Lvl 1-
    You appear as a random mafia. (you will be able to use those abilities as normal)

    Lvl 2-
    You replace the GodFather and take what ever items he had on him. (you also get all his abilities)

    To Lvl up: Be part of the GodFathers downfall. Either by lynching him, or even killing him yourself if his armour is stolen.
    You will be notified when you level up.
    *note:
    Full victory- Mafia win with you as GF.
    Partial victory- Mafia win with the original GF without finding any evidence of a traitor. (dead or alive)
    Partial defeat- Mafia lose without finding any evidence of a traitor. (die without revealing your true role)
    Full defeat- Mafia win or lose after finding the traitor and execute you. (GF must be alive when you die)
    [Consigliere]
    *Inventory: Note Pad (will contain all investigation results)
    You have the ability to check one person each night for information about their role.

    Lvl 1-
    You get a hint to what type of Role your target is.

    Lvl 2-
    You find out the type of Role your target is. (more precise than lvl 1)

    Lvl 3-
    You learn everything there is to learn about your target. (exact role and COM name)

    To Lvl up
    to Lvl 2: Find information on 2 different targets. (citizen info doesn't count)
    to Lvl 3: Find information on 6 different targets. (citizen info doesn't count)
    You will be notified when you level up.

    [Hooker]

    *Inventory: Drugs
    You may choose 1 of the following action each night.

    -Occupy
    You have the ability to role block one person by going to their house and using your unique skillset to "occupy" them for the night.
    You are immune to role blocking
    You may leave a message to your target (death note style, but only he will see it)

    Lvl 1-
    Basic Role Blocking

    Lvl 2-
    Role Block without your target knowing

    Lvl 3-
    Role Block without your target knowing and Frame at the same time.

    To Lvl up
    to Lvl 2: Block 3 non-citizen roles without being discovered by other power roles.
    to Lvl 3: Block another 2 non-citizen roles.
    You will Not be notified when you level up.

    -Drug
    You have the ability to give drugs each night. The drugs will cause a non-random effect.
    There are 6 different kinds of Drugs: Red, Blue, Yellow, Purple, Black, Orange.

    Effects that can happen:
    -Thinks that he is Role block
    -Thinks that he was targeted by the Witch
    -Thinks he took the bus
    -Thinks he was Attacked and healed
    -Player is sick and passes out for 1 day. (will not be able to post the following day unless cured by Doctor)
    -IS healed (if attacked, this may really prevent death!)

    Lvl 1-
    Give one person drugs

    Lvl 2-
    Give 2 people drugs

    To Lvl up: Drug 3 opponants and learn 2 different drug results.
    You will be notified when you level up.
    [Framer]
    *Inventory: None
    Chose one of the following:

    -Frame
    The person you target will appear as a mafia role of your choice.

    Lvl 1-
    Frame affects investigator and sheriff type actions (not lookout/detective types)

    Lvl 2-
    Frame affects investigator and sheriff type actions
    If the target dies the same night, the frame will affect the graveyard information.

    To Lvl up: Frame 2 people that get checked by detecting people.
    You will Not be notified when you level up.

    -Hide
    The person you target will appear as any role of your choice.

    Lvl 1-
    Hiding lasts only 1 night

    Lvl 2-
    Hiding lasts 2 nights

    To Lvl up: Hide 1 mafia member the same night that they get checked by detecting people.
    You will Not be notified when you level up.

    [Dark Thief]
    *Inventory: Lockpicks
    You may steal a random item from someone. (yes, you can steal a smiths item before he gives it to someone)
    You appear as a Thief instead of mafia to detecting roles.
    You cannot steal from your fellow mafia.

    Lvl 1-
    Law enforcement roles will see you and jail you if you try to steal from them.

    Lvl 2-
    No one will see you try to steal. You also become immune to detection from lookout & detective abilities.

    To Lvl up: Steal 3 items without being caught by law enforcement or seen by a private eye.
    You will Not be notified when you level up.

    [BlackMailer]
    *Inventory: None
    You are able to Blackmail someone. Give that person a task. He will have x amount of days to complete that goal. You may only blackmail one person at a time

    Lvl 1-
    Target has 4 days and 4 nights to complete his task or he will become Jester

    Lvl 2-
    Target has 2 days and 2 nights to complete his task or he will become Jester

    Tasks can be a number of things. (if you give a task that a person cannot complete due to role limitation*, he auto-passes without your knowledge and you will have to wait the full length of time given)
    a few examples of tasks:
    -lie about what happened to you at night (claim to be role-blocked when he isn't)
    -claim a role during the day (he may lie and complete the task if you have no proof that he lied)
    -say a certain phrase during the day
    -visit someone at night (to affect lookout and detective actions)
    -use (insert specific role action)* on someone at night
    -(if you think of something, run it by the FM Game Master, I'll see if I can incorporate it without it being too OP)

    *any role may visit someone at night, not everyone may kill at night for example
    ***If the blackmailer dies and is revealed in the graveyard. The blackmailed person returns to normal.***

    To Lvl up: Blackmail 3 people to do your dirty work. That person must complete that task.
    You will be notified when you level up.

    [Mafioso]
    *Inventory: Silenced* Pistol
    As mafioso, you can be sent to do the killing. You may secretly PM the mod and not kill if you are the one sent.
    *Silencer is optional*

    Lvl 1- Simple kill
    That person will be attacked

    Lvl 2- Kill and delete last will
    That person will be attacked + his last will only be revealed to coroners

    Lvl 3- Kill and clean
    That person will be attacked + his role type will not be revealed + You will see his last will.

    Lvl 4- Kill and clean + edit last will
    That person will be attacked + his role type will not be revealed + You will be able to modify his last will, the coroner will not know.

    Lvl 5- Disguise!
    You will see that persons last will.
    You can take over someones profile. Your previous body will be killed, cleaned and modified last will. (Can only do this once.)

    To Lvl up: Every night that you kill, you lvl up.
    You will be notified when you level up.


    Town
    Goal: You want the mafia and evil neutrals to lose.



    [Mayor]
    *Inventory: None
    You can PM me to activate your ability to have extra votes. You will be revealed as Mayor of the town.
    You can not be healed by doctors.
    You are immune to recruiters
    You start with 4 extra votes

    Lvls: every night you survive as a revealed mayor = +1 vote to your total the next day.
    You will be notified when you level up.

    [Sheriff] (Law Enforcement)
    *Inventory: Handcuffs, Sheriff Badge
    If a Lvl 1 thief tries to steal from you, he will be put in jail.
    Sheriff Badges allows you to leave the jail. (Get out of jail free card)

    Each night you get to choose one person to check to see if they are part of the
    Lvl 1: Mafia
    Lvl 2: Cult Members
    Lvl 3: Thief
    Lvl 4: Arsonist
    Lvl 5: Serial Killer

    To Lvl Up: get a non-town result during the night.
    You will be notified when you level up.

    [Jailor] (Law Enforcement)
    *Inventory: Prison cell keys,
    If a Lvl 1 thief tries to steal from you, he will be put in jail.
    Each day you choose 1 person to jail by PMing me. (you cannot jail day 0)
    That night you will have the opportunity to chat with all your inmate(s).
    Your inmates will be Perfectly RoleBlocked (no one is immune)
    While your inmates are in jail, they will be immune to outside effects. (they can't be killed*, robbed, drugged, roleblocked by others, Witched, Bus driven, etc)
    *except by fire
    Each night, you may choose to release, detain or execute* the inmates of your choosing.
    Roleblocking the jailor forces him to release his newest prisoner. (while he was distracted, the prison escapes)

    Release: The person is released from jail at the begining of day, after all other night actions have been done.
    Detain: The person will remain in jail, he will not be able to speak in day chat, if there is more than 1 prisoner, jail chat will remain open to them. The public will be notified of all prisoners each day.
    Execute: This will kill a person.

    Lvl 1-
    *on nights after a no-lynch you have the ability to execute 1 inmate of your choosing.

    Lvl 2-
    You can execute any night! (still only 1 per night)

    To Lvl Up: Execute 2 non town roles. Every Town role executed will restart the count.
    You will be notified when you level up.

    *Special* Jail Break!: If the jailor dies during the night/day, all prisoners will be released.
    [Private Eye] (Law Enforcement)
    *Inventory: Note Pad (will contain all investigation results), binoculars (lookout),
    If a Lvl 1 thief tries to steal from you, he will be put in jail.
    You may choose 1 of the following detecting action each night.

    -Investigate (investigator)
    You have the ability to check one person each night for information about their role.
    *You may investigate dead people at Lvl 3 at any time, but this will not count for Lvl ups.*

    Lvl 1-
    You get a hint to what type of Role your target is.

    Lvl 2-
    You find out the type of Role your target is. (more precise than lvl 1)

    Lvl 3-
    You learn exact role of your target.

    To Lvl up
    to Lvl 2: Find information on 2 different targets. (citizen info doesn't count)
    to Lvl 3: Find information on 6 different targets. (citizen info doesn't count)
    You will be notified when you level up.

    -Watch (lookout)
    Each night you get to choose one person to check to see who targets that player at home.

    Lvl 1-
    You see everyone who visits your targets home.
    People are informed that a lookout spotted them leaving the house.

    Lvl 2-
    You see everyone who visits your targets home.
    You have learnt to hide better, no one sees you watching the house.

    To Lvl up: Watch 3 people visit someone.
    You will be notified when you level up.

    -Follow (Detective)
    Each night you get to choose one person to check to see who that player targets.

    Lvl 1-
    You follow your target and see who he visits.
    Your target will know that he was followed.

    Lvl 2-
    You follow your target and see who he visits.
    You have learnt to sneak better. No one notices you following.

    To Lvl up: Successfuly follow 3 nights
    You will be notified when you level up.

    Special Lvl up:
    If all actions are lvl 2 or more then you may perform 2 actions at lvl 1 in one night.
    You will be notified when you level up.

    [Spy]
    Listen into someones house each night to see what is happening by placing a hidden microphone in his house and on the target himself.

    Lvl 1-
    Hear all actions done to target.

    Lvl 2-
    Hear all actions done to 2 targets.

    To Lvl UP: Listen to a non-town role visit your target and correctly interpret the sound. (interpreting should be easy and comical...)
    You will be notified when you level up.

    [Doctor]
    *Inventory: Medkit, Surgical tools.

    You have the ability to heal one player each night. (will get a PM about success)
    or
    Perform an autopsie on a dead person. You will get their last will, role and a hint about which faction killed him. Part of your findings will be included in the newspaper.

    Lvl 1-
    Choose 1 action

    Lvl 2-
    You may both heal someone and perform and autopsie

    To Lvl up: Successfully prevent someone from dying and perform at least 1 autopsie.
    You will be notified when you level up.

    [Blacksmith]
    *Inventory: Various Blacksmith tools
    You cannot use your own tools that you make.
    Choose one of the following:

    Lvl 1 -Make Armour (will be a 1 night protective vest)

    Lvl 1 -Make a Gun (will be a 1 shot pistol)

    Lvl 3 -Make a sword (will be an attack similar to SK, no limit on uses)

    You can give one item per day/night cycle to any player.
    Giving items during the day will expose your role to that player but will allow him to use that item the same night.
    Giving items during the night will hide your identity but will only allow him to use that item the next night.

    To Lvl Up: Your guns must be used to help town. Guns that hurt town will reset your lvl counter. (A mafia using your gun to kill a neutral will be considered helping town)
    You will be notified when you level up.

    [Bodyguard]
    *Inventory: Pistol
    Each night you may choose one player to protect and one person to keep an eye on.
    If that player is attacked you will sacrifice your life for them and take down the attacker with you.
    If the person you chose to keep an eye on is the one attacking the player you chose to protect, you will survive the duel.

    Lvl 1-
    Name 1 player to keep an eye on.

    Lvl 2-
    Name 2 players to keep an eye on.

    To Lvl up: Survive 1 duel. (Healing counts as surviving)
    You will be notified when you level up.

    [Veteran]
    *Inventory: Semi-Automatic Rifle
    You are immune at night. Anyone that targets you will be shot. Must be lynched to die. Can be infused by Arson and die to ignite.

    You are already maxed Lvl
    People who will survive encounters with the vet: anyone with armour or healed, wizard, arsonist, people who target during the day.
    [Vigilante]
    *Inventory: 6 shot revolver
    Each night(Other than Night 1) you may choose one player to kill with your revolver.

    Lvl 1-
    Only 6 shots

    Lvl 2-
    You may use your ability during the day, you will be revealed to have shot that person.

    Lvl 3-
    Unlimited shots - You were trusted with extra ammunition

    To Lvl up
    To lvl 2: Shoot 3 people.
    To lvl 3: Shoot 5 non-town roles and shoot at least one during the day.
    You will be notified when you level up.
    [Independent Hooker] (Escort)
    *Inventory: None
    Will show up as Hooker to investigators.

    -Occupy
    You have the ability to role block one person by going to their house and using your unique skillset to "occupy" them for the night.
    You are immune to role blocking
    You may leave a message to your target (death note style, but only he will see it)

    Lvl 1-
    Basic Role Blocking

    Lvl 2-
    Role Block without your target knowing

    To Lvl up: Block 3 non-citizen roles.
    You will Not be notified when you level up.
    [Bus Driver]
    *Inventory: Gasoline, Bus keys
    Each night you swap two players. All attacks, investigations, and actions that appear on person A will appear on person B and vice versa. The witch will change person A.

    Lvl 1-
    You must swap 2 other players. Or none at all.

    Lvl 2-
    You may choose to swap yourself with someone. (You will always be person B)

    To Lvl Up: Bus actions must help town for 2 nights. (save a town for being killed, don't confuse detectors, if your targets reveal that they were driven, confusing detectors is nullified)
    You will be notified when you level up.

    [Citizen]
    *Inventory: None
    You have power in the vote.

    [Mason Leader]
    *Inventory: Clubs to kill cult
    Immune to roleblocking (Recruit).
    Bludgeon can be blocked.

    You have the ability to try and recruit one member each night.
    Choosing a citizen = will result in them becoming a mason.
    Choosing a non-citizen (including mafia* and neutrals) = Both will be notified that Masons failed to recruit.
    Choosing a member of the Cult = Cult member dies
    Choosing the Cult Leader = Cult leader learns Masons name.
    *Chooseing the GF = Mason Leader is killed and last will is deleted.

    [Mason]
    *Inventory:
    You will be able to chat with other Masons at night.

    If the Mason Leader dies, a new Mason Leader will be chosen 3 nights later. (3 nights of no recruiting)

    [Town Thief]
    *Inventory: Lockpicks
    You may steal a random item from someones. (yes, you can steal a smiths item before he gives it to someone)

    Lvl 1-
    Law enforcement roles will see you and jail you if you try to steal from them.

    Lvl 2-
    No one will see you try to steal.

    To Lvl up: Steal 3 items without being caught by law enforcement or seen by a private eye.
    You will be notified when you level up.


    Special Evil


    [Serial Killer]
    Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Serial Killers)
    Automatically allied and know who are the other SKs (if more than 1).
    *Inventory: Sword, Body Armour, Surgical tools
    sword can't be stolen
    Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.

    Lvl 1-
    You kill 1 person each night.

    Lvl 2-
    You kill before anyone else. (if you target someone trying to kill you, you are not attacked)

    Lvl 3-
    You may kill Role Blockers. (you will be given the choice right before day starts)

    To Level Up
    To Lvl 2: Kill 4 people
    To Lvl 3: Kill another 2 people.
    You will be notified when you level up.

    [Arsonist]
    Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Arsonists)
    Automatically allied and know who are the other Arsonists (if more than 1).
    *Inventory: Gasoline, Body Armour, Explosives, Detonator, Surgical tools
    You may choose to leave a note with each doused player stating demands, plans, or other dastardly, bastardly things. Target is not notified that they are doused unless you decides to leave a note.
    Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.

    Each night you can douse a player with gasoline. You may choose to ignite all doused players when ever you want by PMing me.
    Burning ignores immunity.
    Burning will make the person unrecognizable to the public, his account id will not be revealed until an autopsie is performed.
    If you ignite someone curently jailed, the fire spreads and all inmates die. (jailor survives)

    [Spree Killer]
    Goal: Be the last killing role alive or joint victory with mafia. (no other special evil role except other Spree Killers)
    Automatically allied and know who are the other Spree Killers (if more than 1).
    *Inventory: Throwing knives, Body Armour
    Body Armour give immunity for 2 nights unless stolen. Automatically used if targeted.
    Each night, you can visit any home and kill everyone who visited that target that night. If your target has targeted someone else, they will not be at home.

    Lvl 1-
    Kill all who visit your target at his place.

    Lvl 2-
    Kill all who visit your target at his place.
    -OR-
    Follow your target to a different location and kill all who show up.

    To Level Up: Kill 2 people with your targets being away from home. (can be multiple nights, must be different targets)
    You will be notified when you level up.

    [Cult Leader]
    Goal: Eliminate the Mayor, GodFather and Masons and get majority during the day.
    *Inventory: None
    Immune to RoleBlocking.
    Cannot be the one Killing.
    You are the leader of the cult. You can recruit one member per night.
    Trying to recruit a mason will inform the masons of the Cult Leaders name.
    Cult can only have a max of 5 members at any given time.

    [Cult Member]
    Goal: Eliminate the Mayor, GodFather and Masons and get majority during the day.
    *Inventory: One Club for killing
    New recruits keep their non killing powers.
    Once the cult has 4 members, they may vote to kill someone. Person doing the killing can't do any other powers.
    33+% of cult die if Cult Leader Dies.


    Neutral


    [Jester]
    Goal: get Lynched
    *Inventory: None
    You want to trick the town into lynching you. If you are successfully lynched then you win the game and 1/4 the players that voted for you die at random*.

    *If you became a Jester from being Blackmailed, then mafia is immune to dying at night from grief.*

    [Blackmailed]
    You will be given a task. You must complete that task in the given time alloted or you become a jester.
    Immune to RoleBlocks - you are too focused on your task for such distractions.

    *You may not reveal to the town that you were blackmailed as long as the blackmailer is alive, in fear that your dirty secrets will be revealed.*

    [Student]
    Target a player to make him your mentor (Can choose mentor at any point in game day or night). Your role is revealed to the mentor. Immune to roleblocking. Can only chat at night with mentor.

    Help your mentor win the game through his victory conditions. If the mentor dies, you take on his role, current Lvls and victory conditions.

    [Survivor]
    Goal: You must survive.
    *Inventory: 1 time use Armour x4

    *Special* If a player is mod killed, you will be given that players role.

    [Amnesiac]
    Goal: You must survive.
    *Inventory: ???
    Your alignment has already been chosen for you. You may choose a role in the graveyard from that alignment.

    *A thief trying to steal from you will trigger an auto-role change. Your role will be random and not limited to those in the graveyard. (note that you will be an item short)

    [Wizard]
    Goal: ?
    1st night: You will pick an alignment! (this will affect investigations)
    You may choose to help: Mafia (Red Wizard), Town (Green Wizard), Cult (Purple Wizard), other (non-cult) evil neutral (Black Wizard). No one will know who you chose.

    You have the power to control a persons actions and use them onto another player.
    If a target chooses 2 targets like bus driver, then witch always changes 1st target.
    If your target has no night action (like a citizen), then he will simply visit the new target with no other action.
    You cannot be seen by detective and lookout actions.

    Lvl 1-
    Target will be informed that he was witched. You may choose to reveal his new target or not.

    Lvl 2-
    Can cause self target.

    Lvl 3-
    Target will NOT be informed that he was witched. You may still choose to reveal his new target or not to him (this will inform him that he was witched though)


    To Lvl UP
    to Lvl 2: Use you witchy powers on a non-citizen.
    to Lvl 3: Use you witchy powers to help your alignment 3 times.
    You will be notified when you level up.
    Last edited by Forum Mafia GM; February 3rd, 2012 at 11:08 AM.

  3. ISO #3

    Re: FM X rules & role cards (not finalized)

    Can we post yet?

    edit: this looks good, an FM made by the legendary yayap himself! Who will lead the town to victory? Who will save the town from all EVIL
    Spoiler : Forum Mafia :

    FM VI: Ash (Sinner) FM VII: Glen (Drug Dealer) FM VIII: Liane (Vigilante) FM IX: Andrei (Reserved Proletarian) FM X: fm Deathfire123 (Modkilled Blacksmith) FM XI: Corki (Citizen) FM XIII: Phoebe (Bodyguard) FM XIV: Helena (Grave Robber) FM XV: FM Pikachu (Mayor) FM XVI: FM Master Chef (Escort)

  4. ISO #4
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Yes you can. Role cards will be released at a later date. Still some formatting to be done on them.

  5. ISO #5

    Re: FM X rules & role cards (not finalized)

    i hope this game is like 20 people playing this. You need a big reserve list....
    If you really try to get everyone who reveals info in any way you have to modkill A LOT! xD
    Spoiler : fm history :
    FM 6: Commoner/Legionare(roman)/Legionare(Sin) FM8: Stan Investigator FM9:Yakov German(Sapper) FM10: Fm Rumpel Vigilante FM11: Renekton: Serial Killer FM12: Sandor: citizen = scum FM13: Wicket : Devourer FM14: Torynn: Andrew Ryan (GF)

  6. ISO #6

  7. ISO #7
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    The problem arose when someone made an anti-lurk rule and didn't enforce it. I will enforce it. I'm tired of seeing 1/2 the citizens not play. Don't you worry about the modkills... certain roles may or may not stay the same if someone is modkilled and I'm sure the experienced players in the graveyard will be more than willing to jump back in instead of wasting their time watching lurkers not post.

  8. ISO #8

    Re: FM X rules & role cards (not finalized)

    I hope you find a nice picture of Hitler for your Game Master account. If you can't find one feel free to ask me. xD

    If you really give those people on the Graveyard a "second chance" that's really op. Won't do the game any good. They have extra info from their first role and get a second.
    Spoiler : fm history :
    FM 6: Commoner/Legionare(roman)/Legionare(Sin) FM8: Stan Investigator FM9:Yakov German(Sapper) FM10: Fm Rumpel Vigilante FM11: Renekton: Serial Killer FM12: Sandor: citizen = scum FM13: Wicket : Devourer FM14: Torynn: Andrew Ryan (GF)

  9. ISO #9

    Re: FM X rules & role cards (not finalized)

    Okay Rule #6 is stupid. The point of mafia is, when you're dead, you're dead (unless you're a ghost), this should not change unless you die N1, because you havent actually played the game yet

    Game Mechanics #2 is OP
    #4 is stupid, The fuck is the point of a first day if jailor can't jail and people can't scum hunt?
    FMIII: Citizen | FMIV: Vigilante | FMV: Bus Driver | FMVII: Godfather | FMVI: Sinner | FMVIII: Lookout | FM IX: Citizen/Proletariat | FMX: Veteran/Survivor/Framer | FMXI: Mafioso | FMXII: Coroner | FMXIII: Bus Driver | FMXIV: Vigilante | FMXV: Student

  10. ISO #10

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Deathfire123 View Post
    Okay Rule #6 is stupid. The point of mafia is, when you're dead, you're dead (unless you're a ghost), this should not change unless you die N1, because you havent actually played the game yet

    Game Mechanics #2 is OP
    #4 is stupid, The fuck is the point of a first day if jailor can't jail and people can't scum hunt?
    If you are going to criticize these I could probably give a 20 minute rant how stupid your m-fm balance was.


    So be nice
    Player Report Guidelines: Click Here
    *Guidelines likely out of date

    Spoiler : Forum Mafia :
    | | FMVII: Citizen (W) | FMVI: Pride (W) | FMVIII: Ghost (L) | FMIX: Proletarian (W) | FMX: Student (L) | FMXI: Co-Host | FMXII: Fool (W) |
    I saw your party join...

  11. ISO #11

    Re: FM X rules & role cards (not finalized)

    50 player slots
    I have reservations about this. Thinking again, maybe not. I suppose M-FM players are dying to join the main FM.

    Rule#6

    I'll wait for the role cards and rules before commenting.

    Game Mechanic#4
    Fully agree. We will try our best to exploit and break your setup. I find that most people do not bother reading the FAQ until after the game has started.

  12. ISO #12

    Re: FM X rules & role cards (not finalized)

    Looks great, Yayap.

    I like the look of the changes you're introducing.
    Participant in Forum Mafia:
    FMIV: Citizen Jacqulyn | FMV:Investigator Amber | FMVII: Doctor Jaret| FMVIII: Godfather & Ventriloquist Ike/ Stephen | FM IX: Citizen Matvei| FMX: Escort fm_oops_ur_dead FMXI: Citizen Kony FMXIII: Citizen Greedo FMXIX: Citizen FM Yoshimo

  13. ISO #13

  14. ISO #14

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Yayap View Post

    6- Modkills:
    Depending on modkills, some of you may receive more than one FM account. You will receive all advantages to both accounts and votes will count. For this reason, when someone is dead and COM name is revealed, rule #1 still applies! It may be possible that people return from the grave as well.
    It shall be noted that there will be 2-3 dead chats (one for town, one for scum, one for cult) Obviously a dead scum or cult will not take on a town role. It is however possible that a dead town takes a scum role.
    this is the only thing i have a problem with.

    the bolded parts are the parts i have problems with.

    PROPOSED AMENDMENTS

    TOWN
    Town can only get another town account
    Only dead and uncleaned (as in, we know your role) Citizens can receive mod-kill accounts.

    MISC
    other mod-kill FM accounts will be given to non-participants (preferably non-troll ones)
    Players cannot obtain (or have) more than 1 account at a time (exception for any smurf-type accounts)

    SCUM
    Mafia can only have mafia accounts
    Cult can only get Cult (or Cult-ed accounts)

    NEUTRALS
    No restrictions (apart from having only 1 acc at a time)
    Again, May only get a new account If the old (and dead) acc was NOT cleaned.
    Spoiler : FM History :
    FM8 - Bebe(Citizen) FM9-Prokofi(German Medic) FM10- CptKirk(Citizen) FM11 - Caitlyn(Abstergo Agent/Citizen)
    M-FM1-Veteran(Durante) M-FM2-Detective M-FM 4- Student(Nina Einstein) M-FM6- Armorsmith
    Misc: Why-FOM (M-FM 1), SFM: The Experiment: Hosted

  15. ISO #15
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Concerning most of the issues from Rule #6:
    I'm hoping that I don't have to use this at all. However, if need be, I have kept this available and I thought you should all be aware of it. Of course, the reserve list shall take priority to any other action.

    If I need to bring back from the grave, it will mostly be those that were killed night 1 or early on, that got no action and no chance to play. I won't be bringing anyone back from the dead that has information that hasn't been made public. (for example investigator dies before sharing his info, he wouldn't be put back in unless that info was already discovered)

    People that would get multiple accounts would most likely be mafia and not town, besides, when was the last time you heard of a mafia getting modkilled anyways. I hope FM X isn't the first.



    The biggest change to mechanics and role list will be posted after day 4 of FM IX gets posted.

  16. ISO #16
    Kevinpowers
    Guest

    Re: FM X rules & role cards (not finalized)

    Looks very good. Wish night and day had a time reduction but that's not an issue.

  17. ISO #17

  18. ISO #18
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Ubernox View Post
    I'm looking forward to this. However, I don't really understand this "get modkilled and receive a new role" thing. Please, explain Sir Yayap.
    It prevents everyone from knowing that person is an auto-citizen or PR who gamethrew. Also prevents any strategies from making people get modkilled to "help" their faction. It keeps the investigations roles uninformed about a role and they'll have to still check that person to see if he is good or bad.


    Example 1: A mafia member becomes suspected and starts cheating to communicate with all the evil neutrals. That person would be modkilled and replaced. But his role will be re-randomized. So town can't use the cheating tactic against him and the mafia would be penalized by having another person that they have to kill.

    Example 2: Lurking Citizens gets modkilled - person replacing him is not a confirmed citizen.

    Moral of the story = Do your best NOT to get modkilled!

  19. ISO #19

  20. ISO #20

  21. ISO #21

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Yayap View Post
    First off, FM X will be hosted here at sc2mafia.com, however, IF I see ANY interfering, editing of posts, cheating, revealing information or things of the sort done by Admins or Super Mods, FM X will immediately be cancelled and restarted on a different forum for all who wish to join.
    I didn't get this part,
    since when can we edit posts?

    Edit: Better question, is it possible now?
    Spoiler : Forum Mafia :

    FM VI: Ash (Sinner) FM VII: Glen (Drug Dealer) FM VIII: Liane (Vigilante) FM IX: Andrei (Reserved Proletarian) FM X: fm Deathfire123 (Modkilled Blacksmith) FM XI: Corki (Citizen) FM XIII: Phoebe (Bodyguard) FM XIV: Helena (Grave Robber) FM XV: FM Pikachu (Mayor) FM XVI: FM Master Chef (Escort)

  22. ISO #22

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Yayap View Post
    1- No outside of game discussion.
    No PMs, no REP, no visitor msgs, no skype, etc. Not even with people not playing. Violators will be replaced ASAP!
    Saying NO out of game discussion seems a bit impossible to enforce, and talking about events without giving away anything through them is a very fun way to pass the time (such as what happened during the day, or repeating what posts said that everyone has access to). Clarification would help, at least for me.

    Quote Originally Posted by Yayap View Post
    2- Anti-Lurk rule:
    a-Citizens MUST participate in day chat. Saying "hello" does not count. Any citizen with low posts during the day will have his posts reviewed for content. Violators will be replaced at the end of EACH DAY.
    b- Non-Citizens that lurk will be mentioned in the RP as a "clue".. this would expose your non citizen status.
    This rule is the most odd to me. Being AFK is an issue in FM, that much I can admit to. But enforcing this to any degree in a game that you are planning to have 50 players in (with no restrictions on timing of posts or anything that prevent it from becoming a clusterfuck of reading material) is impossible. Especially if you do it day-by-day.

    If the number of people in the game was lowered to 15-25 maximum, this would be a much more reasonable thing to say. As it stands, FM is difficult for many people to keep up with already, and they often have less than 10-15 people actively participating.

    My recommendation is to better screen people joining the game in the first place to make sure they'll at least be more active overall. Having day-by-day purging of players based on activity seems a bit overkill to me, especially if there was no reason for them to say anything. If they had 24-48 hours and are being accused of something, and don't respond, then I could understand this however.

    Quote Originally Posted by Yayap View Post
    3- AFK rule:
    I of all people know that not everyone can be at a PC for every day that he is alive, how many times did I have a hydroplane race to attend to while FM was going on? If you are leaving for any amount of time, please notify me and the anti-lurk rule may be waved. Be warned, if I find any activity from your regular account or FM account, the Anti-Lurk rule will go back into effect. Night actions may be sent in advance.
    Could be easily combined with anti-lurk rule. The less text people have to read for rules, the better, especially when it can be done without making them less clear.

    Quote Originally Posted by Yayap View Post
    4- Color for Votes to lynch:
    Cyan has been chosen as the dedicated color for votes. Only your vote and the vote tally may use the Cyan color.
    All votes must be made in Cyan. No other formatting will necessary but will not be discarded
    Ex:
    Vote Yayap
    Vote Yayap
    -Vote Yayap

    Will all be accepted.

    For a no lynch: Vote Skip Day, if this has the majority of the votes, then no one will be executed.
    Not too familiar with why this is needed as a rule (though it would help organize things, running a FM should have you reading every post anyways).

    Quote Originally Posted by Yayap View Post
    5- Lying about game/role mechanics:
    100% permitted, however if someone asks about it in the FAQ, I will give the correct usage.
    So the rule is: if no one officially questions it, you can get away with it.
    Defining what counts as "official" questioning of it would be helpful. I personally think you should be allowed to lie as much as you want in FM, considering deception is the main function of the game in the first place. Telling the truth is when it begins to sometimes turn into gamethrowing.

    Quote Originally Posted by Yayap View Post
    6- Modkills:
    Depending on modkills, some of you may receive more than one FM account. You will receive all advantages to both accounts and votes will count. For this reason, when someone is dead and COM name is revealed, rule #1 still applies! It may be possible that people return from the grave as well.
    It shall be noted that there will be 2-3 dead chats (one for town, one for scum, one for cult) Obviously a dead scum or cult will not take on a town role. It is however possible that a dead town takes a scum role.
    Modkills need to not be announced, especially if the conditions for them might impact the game. If a modkill is done because of breaking rules, then people might start deducing that they were telling the truth (if giving away roles, for example). I've seen this happen already to some extent, and the only way to avoid it is to hide modkills and try to make sure that if accounts are given to others or some-such that they don't say they were modkilled (though saying it through speech patterns is impossible to avoid).

    Quote Originally Posted by Yayap View Post
    7- Account names (aka COM names):
    You are allowed to lie about this as much as you want, anywhere you want. INCLUDING night chats. Of course, rule #1 will still apply. So there shouldn't be any trouble. ... Right?
    Can be combined with rule #5.

    Quote Originally Posted by Yayap View Post
    8- Communication with the FM Game Master:
    I enjoy conversations with others, getting to know what is going through their heads when they make certain decisions. If you make the wrong choice for all the right reasons, it will not penalize you for LVP for example. Our conversations will remain private.
    However, ALL QUESTIONS asked will be publicly answered for everyone to see. The person asking the question will remain anonymous if the question was not asked publicly in the FAQ thread.

    9- Images, Videos, Links, Annoying Formatting:
    All permitted, but please don't abuse this privilege. (If I don't see your vote because of your formatting, your vote is void)

    10- PMs from the GM
    You may not post a screen shot of the PM. You may however say it's content word for word. Not all PMs will be the same, even if it's the same result.

    11- Codes and Encrypted Messages
    No code or encryption may be created with the use of a program or website. Pencil and paper is just fine. If you manage to make a mathematical cipher that encrypts a message I'm ok with it since it will be very hard to hide the fact that you are sending a secret message if you type a bunch of gibberish (and not to mention the time you will waste coding and decoding your messages [trust me, I know! I made one in FM2]). You may even use the invisible ink, due to the high risk of exposure from someone quoting you. Note that Rule #1 ALWAYS applies.
    Last ones are related to messages, so I'm just going to say they could be consolidated and not give much input past that.

    Sorry for the long reply, but the quotes do help put my responses in context. My general idea is that it needs to be designed to be fun, and overcomplicated rules (though rules are very helpful) can kill that for a lot of people. Everything you've stated I mostly agree with. I just recommend you tidy it up a bit.

  23. ISO #23
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by FM Game Master View Post
    can you vote for everyone and hammer more than 1 person a day?

    lmao gm account
    You can vote for as many people as you want. Depending on the day voting settings, (will be announced in the day RP) will depend on how many can be lynched that day.
    Mass voting would be considered scummy and not recommended but is allowed.

    Quote Originally Posted by Ash View Post
    I didn't get this part,
    since when can we edit posts?

    Edit: Better question, is it possible now?
    This part was directed at Dark Rev, Opps_Ur_Dead and Global Moderators. Admins can edit posts everywhere and without leaving a trace. I'm fairly certain I saw some of FalseTruths rules change a few times without him changing them in FM8. In other words, I don't want admins messing with the game, if there is an error that needs fixing, I will fix it myself.

  24. ISO #24
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by echonian View Post
    Saying NO out of game discussion seems a bit impossible to enforce, and talking about events without giving away anything through them is a very fun way to pass the time (such as what happened during the day, or repeating what posts said that everyone has access to). Clarification would help, at least for me.
    I don't want any information in skype to influence the game. For example, I don't want to see any WIFOM on skype about who is bad as it may influence votes. PMs, REP and visitor msgs are pretty clear.. nothing about the game.

    Quote Originally Posted by echonian View Post
    This rule is the most odd to me. Being AFK is an issue in FM, that much I can admit to. But enforcing this to any degree in a game that you are planning to have 50 players in (with no restrictions on timing of posts or anything that prevent it from becoming a clusterfuck of reading material) is impossible. Especially if you do it day-by-day.

    If the number of people in the game was lowered to 15-25 maximum, this would be a much more reasonable thing to say. As it stands, FM is difficult for many people to keep up with already, and they often have less than 10-15 people actively participating.

    My recommendation is to better screen people joining the game in the first place to make sure they'll at least be more active overall. Having day-by-day purging of players based on activity seems a bit overkill to me, especially if there was no reason for them to say anything. If they had 24-48 hours and are being accused of something, and don't respond, then I could understand this however.
    It's actually pretty simple, I can see who posted how many times each day, if that number is very low, I can check only that persons posts in that topic and check for content. I do this all the time when playing FM, it's one of my resources. Even just a vote to lynch would be considered content, and there is always something to say about the current argument or current bandwagon.

    Quote Originally Posted by echonian View Post
    Could be easily combined with anti-lurk rule. The less text people have to read for rules, the better, especially when it can be done without making them less clear.
    Lurking and being AFK are 2 different things. Lurking means you are reading the topic and intentionally not posting. Being AFK, you are not online and can't post even if you wanted to. Thats why I kept the 2 separate.

    Quote Originally Posted by echonian View Post
    Not too familiar with why this is needed as a rule (though it would help organize things, running a FM should have you reading every post anyways).
    Yes, I'll be reading everything, but when it comes time to count votes, it should be easy for me to find them all without having to re-read everything a second time. Unless you want to wait 5-9 hours (many people can attest that the time needed for me to read all that is no exaggeration) after the day is locked for me to count votes and tell you who was lynched.

    Quote Originally Posted by echonian View Post
    Defining what counts as "official" questioning of it would be helpful. I personally think you should be allowed to lie as much as you want in FM, considering deception is the main function of the game in the first place. Telling the truth is when it begins to sometimes turn into gamethrowing.
    There will be a separate topic open at all times that will be a FAQ. All questions posted in there or PMed to me will be considered official questions.

    Quote Originally Posted by echonian View Post
    Modkills need to not be announced, especially if the conditions for them might impact the game. If a modkill is done because of breaking rules, then people might start deducing that they were telling the truth (if giving away roles, for example). I've seen this happen already to some extent, and the only way to avoid it is to hide modkills and try to make sure that if accounts are given to others or some-such that they don't say they were modkilled (though saying it through speech patterns is impossible to avoid).
    Ty for your input.

    Quote Originally Posted by echonian View Post
    Can be combined with rule #5.
    I added this since it is a change from previous games. But yes, it can be combined.

    Quote Originally Posted by echonian View Post
    Last ones are related to messages, so I'm just going to say they could be consolidated and not give much input past that.
    I kept them separate since they were rules in the past that have now been omitted or changed. Just want to be clear that people are allowed to do it and not have everyone asking me permission when the game starts.

    Quote Originally Posted by echonian View Post
    Sorry for the long reply, but the quotes do help put my responses in context. My general idea is that it needs to be designed to be fun, and overcomplicated rules (though rules are very helpful) can kill that for a lot of people. Everything you've stated I mostly agree with. I just recommend you tidy it up a bit.
    So far, your reply had the most input. I appreciate it and it is why I posted it now for everyone to see, I want peoples opinions on it.

  25. ISO #25

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Yayap View Post
    I don't want any information in skype to influence the game. For example, I don't want to see any WIFOM on skype about who is bad as it may influence votes. PMs, REP and visitor msgs are pretty clear.. nothing about the game.
    Thank you so much for this rule, I hope it's obeyed. I'm sick of all the conversations I see copied from Skype, and people discussing the game amongst themselves.
    Spoiler : Previous FM roles :
    FM - VI: Commoner | VII: (Lionel) Gunner, Shinra Inc. | VIII: Investigator | X: (HerrZynisch) Black Wizard | (Graves) Citizen | XII: (Ser Jorah) Armoursmith | XIII: Host (Roxy)!
    M-FM- I: Host | II: Framer | III: Host | IV: Exe | V: Devil Dog | VI: Exe | VIII: DD
    S-FM - I: Jailor | II: Vigilante | V: Sheriff | CI: Paranoid Cop | Torment: Citizen

  26. ISO #26
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Role cards have been posted. Please remember, they are not finale... in fact I made a few changes just as I posted them.

  27. ISO #27

    Re: FM X rules & role cards (not finalized)

    Your version of the Blackmailer is fantastic.

    I like the Wizard, basically being a Witch who can choose their own alignment right?

    Oh and it's Law 'Enforcement' not 'Inforcement'
    Spoiler : Previous FM roles :
    FM - VI: Commoner | VII: (Lionel) Gunner, Shinra Inc. | VIII: Investigator | X: (HerrZynisch) Black Wizard | (Graves) Citizen | XII: (Ser Jorah) Armoursmith | XIII: Host (Roxy)!
    M-FM- I: Host | II: Framer | III: Host | IV: Exe | V: Devil Dog | VI: Exe | VIII: DD
    S-FM - I: Jailor | II: Vigilante | V: Sheriff | CI: Paranoid Cop | Torment: Citizen

  28. ISO #28
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Luna View Post
    Your version of the Blackmailer is fantastic.

    I like the Wizard, basically being a Witch who can choose their own alignment right?
    Yup. So we can have good wizards and bad ones.

    Quote Originally Posted by Luna View Post
    Oh and it's Law 'Enforcement' not 'Inforcement'
    (Yayap uses mind control) You didn't see anything.....

  29. ISO #29

    Re: FM X rules & role cards (not finalized)

    The role-cards look fantastic.

    The only one that I saw any potential issues with was the Wizard and his choosing alignments. It seems to me that although choosing the cult/ evil killers would be great fun, it would be nigh-impossible for the Wizard to inform his team of his choice. Granted, traditionally witches have to stay in the sidelines, but the mafia always know that whoever the witch is, they're on their side. Scum won't know that this time around. Even if they figure out who the wizard is, that wizard could be on anybody's side. For that reason, if I was a Wizard who wanted to win, I would probably choose Town.

    I almost feel as though you need to add something to this role that permits covert contact.

    Maybe, an inventory-item like a Crystal ball.

    Description: Once per night, you can tap into your mystic powers and send a spirit message to a player of your choosing. This message will be limited in word count. Optionally for the GM, can display/not display Wizard's name.
    Participant in Forum Mafia:
    FMIV: Citizen Jacqulyn | FMV:Investigator Amber | FMVII: Doctor Jaret| FMVIII: Godfather & Ventriloquist Ike/ Stephen | FM IX: Citizen Matvei| FMX: Escort fm_oops_ur_dead FMXI: Citizen Kony FMXIII: Citizen Greedo FMXIX: Citizen FM Yoshimo

  30. ISO #30

    Re: FM X rules & role cards (not finalized)

    Maybe a message could be sent to the people that the Wizard aligns himself with (excluding town)? So, for example, if the Wizard chooses to align himself with the Cult, then the Cult Leader will be informed of this. Neither party is told who the other is.
    Spoiler : Previous FM roles :
    FM - VI: Commoner | VII: (Lionel) Gunner, Shinra Inc. | VIII: Investigator | X: (HerrZynisch) Black Wizard | (Graves) Citizen | XII: (Ser Jorah) Armoursmith | XIII: Host (Roxy)!
    M-FM- I: Host | II: Framer | III: Host | IV: Exe | V: Devil Dog | VI: Exe | VIII: DD
    S-FM - I: Jailor | II: Vigilante | V: Sheriff | CI: Paranoid Cop | Torment: Citizen

  31. ISO #31

    Re: FM X rules & role cards (not finalized)

    I like the leveling system and stoof. But I can't help but notice Private Eye is 3 in one. Since he is 3 in one, does that mean there will only be one Private Eye? It would be a shame if a powerful role dies on night 1.

    Edit: Will there be a theme? Like Pokemon.. Might make a good theme............................................. .................................................. .................................................. .......
    Last edited by Ash; January 20th, 2012 at 03:29 PM.
    Spoiler : Forum Mafia :

    FM VI: Ash (Sinner) FM VII: Glen (Drug Dealer) FM VIII: Liane (Vigilante) FM IX: Andrei (Reserved Proletarian) FM X: fm Deathfire123 (Modkilled Blacksmith) FM XI: Corki (Citizen) FM XIII: Phoebe (Bodyguard) FM XIV: Helena (Grave Robber) FM XV: FM Pikachu (Mayor) FM XVI: FM Master Chef (Escort)

  32. ISO #32
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Ash View Post
    I like the leveling system and stoof. But I can't help but notice Private Eye is 3 in one. Since he is 3 in one, does that mean there will only be one Private Eye? It would be a shame if a powerful role dies on night 1.
    There may be more than 1 private eye, but remember he can only pick 1 action per night until he levels everything up to level 2. So it is in fact a NERF to the current roles since usually, you would have 3 people getting information every night, now you only have 1 person getting info but in the way he chooses.

    The only roles that have a maximum of 1 are: Mayor, Jailor, GF and Traitor. (will not confirm nor deny the possibilities of multiple cults - Bwahahaha)

  33. ISO #33

  34. ISO #34

  35. ISO #35
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Ubernox View Post
    What if blackmailed people could be used to do the mafia night kill?
    Only if they are vigilante/gun owner. And the blackmailer would have to specify the action.
    Sounds OP but once you add in all the fake claims and lies, it balances out.

  36. ISO #36
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Someone has asked if a role can loose levels. Currently, the answer is no, however if you guys believe that it would add an interesting twist to the game,

    I'm considering adding 1 drug effect and a new wizard power at lvl 2 that would reduce a role down to lvl 1. What do you guys think?

  37. ISO #37

  38. ISO #38
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Ubernox View Post
    I'm not sure, as even getting to lvl 2 seems like a hard enough trial already.
    This was my initial thoughts as well. There are some that level up rather easily but usually have weaker powers. I think the only one that is easy to level up with any strong power is the mafioso. But kill the mafioso and mafia loose all that power at once & have to start sending someone else to kill.

  39. ISO #39

    Re: FM X rules & role cards (not finalized)

    Well. I don't think most people will ever reach lvl 2 b4 they actually bite the bucket. If you wanna have the level drain ability then give it to some random role.

    How about a leech? Has to reach lvl 10 or something. Gains level while draining level from people and if he gets night killed or lynched the killer or the guy who hammers him dies :3


    We could call it "The Ex-wife"
    Last edited by CmG; January 21st, 2012 at 05:39 AM.
    Spoiler : fm history :
    FM 6: Commoner/Legionare(roman)/Legionare(Sin) FM8: Stan Investigator FM9:Yakov German(Sapper) FM10: Fm Rumpel Vigilante FM11: Renekton: Serial Killer FM12: Sandor: citizen = scum FM13: Wicket : Devourer FM14: Torynn: Andrew Ryan (GF)

  40. ISO #40

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Yayap View Post
    5- Lying about game/role mechanics:
    100% permitted, however if someone asks about it in the FAQ, I will give the correct usage.
    So the rule is: if no one officially questions it, you can get away with it.
    Oh lord, if M-FM3 is anything to go by, there will be some scary ass shit in the day chat.
    FM6: Assassin | FM8: Citizen (Chef) | FM9: Drunkard/Teacher (Nikita) | FM10: Town Thief (Procyon) - Best Night Actions
    M-FM1: Coroner | M-FM2: Lookout | M-FM3: Framer | M-FM6: Acolyte
    Quote Originally Posted by Capitalier View Post
    I don't think someone named wolfcheese has a clean head.

  41. ISO #41

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Ambient View Post
    If you are going to criticize these I could probably give a 20 minute rant how stupid your m-fm balance was.


    So be nice
    What's the point of this antagonism? I was merely pointing out the flaws in his own setup, bringing my M-FM into this is irrelevant.
    Last edited by Deathfire123; January 21st, 2012 at 01:26 PM.
    FMIII: Citizen | FMIV: Vigilante | FMV: Bus Driver | FMVII: Godfather | FMVI: Sinner | FMVIII: Lookout | FM IX: Citizen/Proletariat | FMX: Veteran/Survivor/Framer | FMXI: Mafioso | FMXII: Coroner | FMXIII: Bus Driver | FMXIV: Vigilante | FMXV: Student

  42. ISO #42

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Deathfire123 View Post
    What's the point of this antagonism? I was merely pointing out the flaws in his own setup, bringing my M-FM into this is irrelevant.
    If people treat you how you want to be treated, treat them how they want to be treated.
    Spoiler : Forum Mafia :

    FM VI: Ash (Sinner) FM VII: Glen (Drug Dealer) FM VIII: Liane (Vigilante) FM IX: Andrei (Reserved Proletarian) FM X: fm Deathfire123 (Modkilled Blacksmith) FM XI: Corki (Citizen) FM XIII: Phoebe (Bodyguard) FM XIV: Helena (Grave Robber) FM XV: FM Pikachu (Mayor) FM XVI: FM Master Chef (Escort)

  43. ISO #43
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Deathfire123 View Post
    Okay Rule #6 is stupid. The point of mafia is, when you're dead, you're dead (unless you're a ghost), this should not change unless you die N1, because you havent actually played the game yet

    Game Mechanics #2 is OP
    #4 is stupid, The fuck is the point of a first day if jailor can't jail and people can't scum hunt?
    You asked for it:
    Rule 6 is a warning that if I have no more reserve players, people can still get modkilled. Don't get modkilled if you don't like it.

    Rule 2 is needed to stop people from joining the game and doing nothing. Very easy to avoid by participating in a game you signed up for.

    Game will start at NIGHT! Day 0 is there simply to get the questions out of the way without anything being held back in fear of people scumhunting.

  44. ISO #44

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by CmG View Post
    Well. I don't think most people will ever reach lvl 2 b4 they actually bite the bucket. If you wanna have the level drain ability then give it to some random role.
    Well... I expect that
    1) how long the game will last
    2) success rate
    3) balance issues
    4) reward vs difficulty level
    has been taken into account.

    And role list please. I can't comment on some roles like vigilante unless I know how many non-towns there are.
    Last edited by Nick; January 22nd, 2012 at 09:47 AM.

  45. ISO #45

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Yayap View Post
    You asked for it:
    Rule 6 is a warning that if I have no more reserve players, people can still get modkilled. Don't get modkilled if you don't like it.

    Rule 2 is needed to stop people from joining the game and doing nothing. Very easy to avoid by participating in a game you signed up for.

    Game will start at NIGHT! Day 0 is there simply to get the questions out of the way without anything being held back in fear of people scumhunting.
    Rule 6 makes sense

    Rule 2 is good now that you said there's a limit to the amount of people to be lynched during the day.

    Rule 4 is fine as long as Day 0 isn't really long.
    FMIII: Citizen | FMIV: Vigilante | FMV: Bus Driver | FMVII: Godfather | FMVI: Sinner | FMVIII: Lookout | FM IX: Citizen/Proletariat | FMX: Veteran/Survivor/Framer | FMXI: Mafioso | FMXII: Coroner | FMXIII: Bus Driver | FMXIV: Vigilante | FMXV: Student

  46. ISO #46
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Nick View Post
    And role list please. I can't comment on some roles like vigilante unless I know how many non-towns there are.
    I designed this game to be for 50 players. I don't expect the Vig to reach lvl 3, but by the off chance that all the scum become known really fast, he is there to speed things up.

  47. ISO #47

    Re: FM X rules & role cards (not finalized)

    Role list looks great, and I like the level system a lot .

    I too express a bit of worry about bringing people back from the dead. Even with the isolated dead chats, if any dead PR tells of any findings they had which they did not tell the living, then no dead people from that chat can be brought back. Trying to make rules as to what you can say in dead chat could turn into the FM8 fuck up all over again, where if you accidentally give too much of a hint, you face being mod-killed and banished from the dead chat. Having said that, hopefully any AFKers/lurkers will get caught very early, so there won't be any of those sort of problems.

    Other than that, my 1 question is what would happen if the dark thief stole the 6-round revolver from the vigilante N1? Would he be able to use that gun?

  48. ISO #48
    Yayap
    Guest

    Re: FM X rules & role cards (not finalized)

    Quote Originally Posted by Auckmid View Post
    I too express a bit of worry about bringing people back from the dead. Even with the isolated dead chats, if any dead PR tells of any findings they had which they did not tell the living, then no dead people from that chat can be brought back. Trying to make rules as to what you can say in dead chat could turn into the FM8 fuck up all over again, where if you accidentally give too much of a hint, you face being mod-killed and banished from the dead chat. Having said that, hopefully any AFKers/lurkers will get caught very early, so there won't be any of those sort of problems.
    Depending on what has been shared in the dead chat will determine if those people can be revived. I'm hoping that I don't have to resort to this but if I need to modkill people, I'm expecting it to be the first few nights, so there should be very little that people don't already know. Late game modkills will be much harder and I may have to get creative.

    Quote Originally Posted by Auckmid View Post
    Other than that, my 1 question is what would happen if the dark thief stole the 6-round revolver from the vigilante N1? Would he be able to use that gun?
    Yup! The Dark Thief is the total counter to some PRs revealing too early. He is almost as powerful as the wizard.
    I'm considering returning stolen items to their respectful owners when the thief/dark thief dies.

  49. ISO #49

    Re: FM X rules & role cards (not finalized)

    Question: lets say a thief or dark thief steals from a level 5 mafioso or something, and then the thief uses the gun, will he get the same benefits from the level 5 mafioso or just a regular old gun?

    P.S: I hope there's no cheating in dead chat
    Last edited by Ash; January 22nd, 2012 at 01:25 PM.
    Spoiler : Forum Mafia :

    FM VI: Ash (Sinner) FM VII: Glen (Drug Dealer) FM VIII: Liane (Vigilante) FM IX: Andrei (Reserved Proletarian) FM X: fm Deathfire123 (Modkilled Blacksmith) FM XI: Corki (Citizen) FM XIII: Phoebe (Bodyguard) FM XIV: Helena (Grave Robber) FM XV: FM Pikachu (Mayor) FM XVI: FM Master Chef (Escort)

  50. ISO #50

    Re: FM X rules & role cards (not finalized)

    I love the roles and the leveling + inventory system.

    It seems necessary that dead people are used to replace mod kills as it will be hard enough to even fill the 50 player slots, let alone have a good number of reserves. Lurking is bad enough in a 38 player game so a 50 player game will be even worse and I would expect plenty of mod kills.

    Maybe citizens could have a way to level up to make it more interesting for them and for an extra incentive to be active and helpful.

    Citizen

    Level 1 - Vote counts for 1.
    Level 2 - Vote counts for 2.
    Level 3 - Vote counts for 3.

    As with the ventriloquist the players will not know what the true vote count is. If players are keeping track of who voted for scum each lynch they should be able figure out who has the extra votes if the successful lyncher is a cit.

    To level up
    to level 2: Be part of a successful lynch on scum 6 times. Your counter is reset if you lynch a town member.
    to level 3: Be part of a successful lynch on scum 10 times. Your counter is reset to 5 if you lynch a town member.

    You are told when you level up.

    Or there could be some other reward for them for lynching scum.

    EDIT: I can see some problems with this like cits being too cautious in case they lynch a town member (although it has its benefits as they will behave less like sheep and will actually think about who they are voting for). I don't know if 6 and 10 lynches are too high but I think you want the game to go on longer than the average game + it prevents most of the cits from getting the power and becoming OP.
    Last edited by Kromos; January 22nd, 2012 at 01:36 PM.
    Spoiler : FM History :
    FM VI: Commoner | FM VIII: Citizen (Tweek Tweak) | FM IX: Detective (Alexei) | FM X: Citizen (Zack) | FM XI: Citizen (Nautilus) | FM XII: Consigliere (Bronn) | FM XIII: Grave Robber (Tarkin) | FM XIV: Citizen (Mohiam) | FM XV: Electro Maniac (Togepi) | FM XVII: Citizen / Rebel (Tony Tony Chopper)

 

 

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