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FOTP MAFIA (Season Two) [Town Wins!]

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Welcome to the official game thread of 

FOTP MAFIA: SEASON TWO

Hosted By: @Physical

Produced By: @Americunt

Latest Game Status:

Night One Officially Starts @ 11A.M. Central American Timezone and will continue until all nighttime activities have taken place. After they are completed, I will announce what happened during the night and players will recieve 12 hours from that announcement to vote who they would like to lynch so that it gives everyone a chance to vote despite their Timezone :) 

NIGHT ONE RESULTS
DAY ONE LYNCH RESULTS
NIGHT TWO RESULTS
DAY TWO LYNCH RESULTS
NIGHT THREE RESULTS
DAY THREE LYNCH RESULTS

Current Refugees

 

@TattooedHeart

 

@Justice

@#MusicNotTheBling

 

 

@Cortez (The Medic)

@Hunty Bear

@Semeria

@Hylia

 

@Ryan

@barbiej33p

 

 

 

The Dead:

Jony Ive (The Howler)
Tampon (The Trapper)
Jae (The Follower)
Lachlan (The Pack Mother)
fab (The Blood King)
Hyun. (The Old Maid)

 

The Backstory of Season Two...

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the villagers of Halseyville had just victoriously defeated the evil Mafia that cursed their town. They rejoiced but not for long as soon the town experienced an earth shattering quake that devestated much of the town, leaving its inhabitants homeless and forced to abandon their town. 

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A  U.S. Humanitarian group soon visited the town and set up a refugee camp for the villagers near the mountains that lie just west of Halseyville. There the Villagers along with some new faces who lived in the mountains on the outskirts of town took shelter and awaited as their fate lay undecided. Or was it?

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A new threat is faced in the Halseyville Refugee Camp, and it's not just one threat, but TWO. Yes, there are two groups of Mafia-like threats that are lurking among the refugees. The Wolves and the Vampires. The villagers must stop them. 

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Will the the town defeat both Mafia groups? Will one of the Mafia groups win? Or will the fool win? Find out this season on FOTP MAFIA Season 2: The Halseyville Refugee Camp 

 

Roles & Descriptions

 

 

Wolf Sided Roles (Mafia Group)  [Both vote to kill someone every night independent of the Vampires]

1. Pack Mother - Maternal instincts give the Pack Mother psychic abilities, which can be used on one person each night to neutralize special abilities which do not involve visiting for a full day/night cycle. These abilities can be used to neutralize the Howler announcing their role, the Superstitious' ability to fire their gun, the Virgin's ability to stop kills if lynched, the Fool's ability to win if lynched, the Necromancer's ability to revive a player, the Herbalist's ability to produce/give away/feed poison,

 

2. Howler - When visited in the night by anyone, their status as the Howler is revealed, unless neutralized by the Pack Mother or Trapper's powers.

 

Vampire Sided Roles (Mafia Group) [Both vote to kill someone every night, independent of the Wolves]

3. Blood King - The Blood King is able to detect exactly what objects are being used each night and what status conditions are in the field, but not by whom they are being used. Objects include (the gun of the Superstitious), (Garlic Crown from Santa), (Silver Necklace from Santa) and (Poison from the Herbalist). Status conditions include Bleeding and Poisoning. For example, if the Superstitious' gun has not been fired, someone is poisoned, no one is bleeding, the Santa chose to send out a Garlic crown and the Herbalist has one bottle of poison while someone else has another bottle of poison, the Blood King will receive a report which says "The gun, a bottle of poison, Garlic Crown and another bottle of poison are in play. One person is poisoned,".

 

4. Bleeder - Every other night, beginning on Night 2 and continuing on every even numbered night, the Bleeder can choose to bite someone who will be left bleeding. A person who is bleeding will have until the end of the night on the next day to seek treatment. A person who is bleeding will be made aware that they are bleeding. Town Sided Roles

Town Roles

5. Trapper - Chooses one person to subdue and capture each night, blocking all special abilities for one full day/night cycle (Pack Mother can't neutralize special abilities, Howler will not reveal their status, Blood King can't detect objects and statuses in play, Bleeder can't bite anyone if it's an even numbered night, Tracker will not be able to check alignments, Santa will not be able to give out items, Superstitious can't fire their gun, Medic can't heal anyone, Herbalist can't produce/give away/feed poison, Virgin can't prevent kills if lynched, Necromancer can't revive anyone, Follower can't receive a following report, Old Maid can't swap roles, Fool can't win if lynched).

 

6. Tracker - Follows one person each night and determines their alignment (Town, Werewolves, Vampires or Independent). Can be neutralized by the Trapper.

 

7. Santa - Every night, Santa visits one person and chooses to give them either a Garlic Crown or a Silver Necklace. A Garlic Crown protects the user from being killed by the Vampire Mafia during the night. A Silver Necklace protects the user from being killed by the Vampire Mafia during the night. These items expire after one day/night cycle and cannot protect the user from being lynched.

 

8. Superstitious - The Superstitious has a gun loaded with one garlic-coated silver bullet. If the Superstitious is visited by anyone during the night, they will be informed that someone is visiting them (the person's identity is not revealed) and are given the opportunity to fire their gun, killing the visitor. If multiple visitors visit the Superstitious, each visitor will be numbered off (Visitor #1, Visitor #2, Visitor #3, etc.) and the Superstitious can pick between them if they choose to fire their gun. Once the Superstitious has fired their gun, they will not be informed of visitors on future nights. Visitors include all of the following: (Medic visiting to cure poison/bleeding), (Anyone visiting to poison, including Herbalist), (Bleeder visiting to begin bleeding), (Follower visiting for a report), (Tracker visiting for a report), (Any Mafia members visiting to kill), (Santa visiting to give an item) and (Old Maid visiting to swap roles).

 

9. Medic - Has the ability to cure poison and bleeding. Immune to bleeding and poison. Visits one person each night, to cure them of those afflictions. If the person the Medic visits is targeted for death, they will not be saved by the Medic and will die as normal.

 

10. Herbalist - Starts the game with one bottle of poison. The Herbalist has the option to do one of the following each night: (feed poison to a person of their choice which will cause them to die one day later, at the end of the next day's night), (surrender a bottle of poison to the player of their choice, for them to use at their discretion) or (brew another bottle of poison). The first two options may only be picked if the Herbalist currently has a bottle of poison. If the Herbalist feeds a person poison, the person will not realize that they have been poisoned. If any other player uses a poison bottle, the person they poison will know that they are poisoned. Bottles of poison do not expire.

 

11. Virgin - If the Virgin is lynched (i.e. a virgin sacrifice) neither Mafia is able to kill anyone the next night. The Virgin is immune to bleeding and resists poison, such that it will take two days for the Virgin to die of poison, rather than the usual one day.

 

12. Necromancer - Once per game, the Necromancer can choose to revive a dead player of their choice. This must be done during a night phase and may be used on any dead player. The dead player will be revived during the following day phase and regains all special abilities they had when they died.

 

13. Follower - The Follower chooses one other player each night to follow. They will see who the person visited that night. Mafia members will appear to visit the person they killed that night, with the exception of the Bleeder on even-numbered nights, who will be shown as visiting the person they chose to make bleed.

 

Independent Roles

14. Old Maid - The Old Maid cannot win the game, even if alive when the Town wins. The Old Maid's only ability is to swap roles with a player of their choice, every night. The switch is permanent and binding. The new Old Maid has to pick someone other than the person who was the Old Maid before them when the next night comes. Only the role is switched by the Old Maid. All items stay with the person they were given to/created by, with the exception of role-specific items (i.e. if trading roles with the Superstitious and the gun has not been fired, the gun will go to the person who was the Old Maid and is now the new Superstitious)

 

15. Fool - The Fool wants to be lynched. They win on their own if they are lynched.

 

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