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FOTP Mafia (Sign-Ups CLOSED)

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Just now, Physical said:

I really really like that idea actually. How many do you think we should have with special abilities with like 10 people? All of em? 

There are some balances that work well and create nearly equal win rates. I'll see if I can come up with a good one. jj2 

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Mafia Roles
1. Normal Mafia - Included in a group PM with the other mafia members and decides with them who to kill each night. 

2. Hooker - Included in a group PM with the other mafia members and decides with them who to kill each night. Also has the ability to solicit one townsperson of their choice each night. The person they choose to have sex with has all their abilities blocked for the night (the Sheriff can't investigate anyone, the Doctor can't save anyone, Gunsmith can't give a gun, Double Voter only gets one vote at the next lynching, Bulletproof loses their protection 'til the next day, Oracle's psychic link won't out any roles, Witch is unable to use their revival potion).

3. Boss - Included in a group PM with the other mafia members and decides with them who to kill each night. If investigated by the Cop, they show up as innocent, rather than a member of the mafia.

 

Town Roles

4. Oracle - Each night, the Oracle attunes themselves to one person and sends out a psychic message. If the Oracle is killed at any time, the person they were attuned to at the time has their role revealed to everyone who is alive. If you suspect someone of being the Boss, it's a good idea to have the Oracle attune themselves to the person and then kill the Oracle.

5. Gunsmith - Each night, the Gunsmith sends out a gun with one bullet in it to a person of their choice, not including themselves. The person who receives the gun can choose to fire it at any person who is alive on the day they get the gun. If they do not use the gun while they have it, it expires, unless they are given another gun by the gunsmith on the next night.

6. Doctor - Each night, the Doctor chooses one person to watch over and protect from injuries. If the Mafia attempts to kill the person the Doctor is watching over, the person will remain alive.

7. Cop - Each night, the Cop chooses one person to investigate, in order to find out their alignment (note: not their role, just their alignment). They will receive a verdict of "Guilty" if they choose to investigate the Normal Mafia or the Hooker. Everyone else will come up with an "Innocent" verdict, including the Boss. Generally, if the Cop chooses to out themselves in order to share a verdict, the Doctor will protect them from that point forward.

8. Bulletproof - This person is unable to be killed by the Mafia at night or by being shot with the Gunsmith's guns. They can only die during the daily lynching, unless the Hooker is acting on them.

9. Double Voter - This person gets two votes during every lynching, which gives them more power that they may not want to endorse.

10. Witch - The Witch has a single-use revival potion, which can be used to save a player from death. At the end of each night, but before the morning, the Witch is told who is about to die. If the Witch believes it to be in the best interest of the town, they can use their revival potion. Just use it strategically, since you only get one shot.

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28 minutes ago, Americunt said:

There are some balances that work well and create nearly equal win rates. I'll see if I can come up with a good one. jj2 

Ok great. I'll let you know how many play and we can figure something out 

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8 minutes ago, Americunt said:

Mafia Roles
1. Normal Mafia - Included in a group PM with the other mafia members and decides with them who to kill each night. 

2. Hooker - Included in a group PM with the other mafia members and decides with them who to kill each night. Also has the ability to solicit one townsperson of their choice each night. The person they choose to have sex with has all their abilities blocked for the night (the Sheriff can't investigate anyone, the Doctor can't save anyone, Gunsmith can't give a gun, Double Voter only gets one vote at the next lynching, Bulletproof loses their protection 'til the next day, Oracle's psychic link won't out any roles, Witch is unable to use their revival potion).

3. Boss - Included in a group PM with the other mafia members and decides with them who to kill each night. If investigated by the Cop, they show up as innocent, rather than a member of the mafia.

 

Town Roles

4. Oracle - Each night, the Oracle attunes themselves to one person and sends out a psychic message. If the Oracle is killed at any time, the person they were attuned to at the time has their role revealed to everyone who is alive. If you suspect someone of being the Boss, it's a good idea to have the Oracle attune themselves to the person and then kill the Oracle.

5. Gunsmith - Each night, the Gunsmith sends out a gun with one bullet in it to a person of their choice, not including themselves. The person who receives the gun can choose to fire it at any person who is alive on the day they get the gun. If they do not use the gun while they have it, it expires, unless they are given another gun by the gunsmith on the next night.

6. Doctor - Each night, the Doctor chooses one person to watch over and protect from injuries. If the Mafia attempts to kill the person the Doctor is watching over, the person will remain alive.

7. Cop - Each night, the Cop chooses one person to investigate, in order to find out their alignment (note: not their role, just their alignment). They will receive a verdict of "Guilty" if they choose to investigate the Normal Mafia or the Hooker. Everyone else will come up with an "Innocent" verdict, including the Boss. Generally, if the Cop chooses to out themselves in order to share a verdict, the Doctor will protect them from that point forward.

8. Bulletproof - This person is unable to be killed by the Mafia at night or by being shot with the Gunsmith's guns. They can only die during the daily lynching, unless the Hooker is acting on them.

9. Double Voter - This person gets two votes during every lynching, which gives them more power that they may not want to endorse.

10. Witch - The Witch has a single-use revival potion, which can be used to save a player from death. At the end of each night, but before the morning, the Witch is told who is about to die. If the Witch believes it to be in the best interest of the town, they can use their revival potion. Just use it strategically, since you only get one shot.

I love this so much. I think the game will be more fun and will make things more suspenseful yas2 

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Just now, Physical said:

I love this so much. I think the game will be more fun and will make things more suspenseful yas2 

I'll keep working on it, as there are more than 10 people playing now. The balance is best with about a third of the people playing as Mafia members. jj2 

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Just now, Americunt said:

I'll keep working on it, as there are more than 10 people playing now. The balance is best with about a third of the people playing as Mafia members. jj2 

Ok great thanks I'm capping it at 15. I really really like the extra role ideas the mess will be even juicer 

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