Mafia 87 - Madness in Mega-City One - SIGN UP THREAD
Posted: Tue Feb 20, 2024 11:46 am
JUDGE DREDD MAFIA - SETUP
18 - 20 Players:
11-13 Town
4 Angel Gang
3 Dark Judges
Town Roles:
0-1 Addictive Cop
0-1 Macho Cop
0-1 Naive Cop
0-1 Methodical Cop
0-1 Parity Cop
0-1 Vanilla Cop
0-1 SJS Cop
0-1 Psychic Cop
1-2 Doctor*
5-8 Vanilla Citizens
ADDICTIVE COP
The Addictive Cop may each night investigate another player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").
If the Addictive Cop is protected by a Doctor, this will affect their sanity. If the Addictive Cop is protected from being killed, they will always receive a GUILTY result on that night. If the Addictive Cop is protected, but not targeted for a kill, they will always receive an INNOCENT result that night. They receive a generic Cop PM.
MACHO COP
The Macho Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). The Macho Cop cannot be protected from nightkills in any way. They receive a generic Cop PM.
NAIVE COP
The Naive Cop may each night investigate a player to learn their alignment (returning INNOCENT in all cases). They receive a generic Cop PM.
METHODICAL COP
The Methodical Cop must, during D1, send a list of who they wish to investigate each night. The list must order all living players. Each night, they will then investigate those targets in the order listed, one per night, and learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). This ability will skip over dead people.
PARITY COP
The Parity Cop may each night investigate another player, and will learn whether each target is a member of the same faction as the previous night's target. (They therefore return no result on N1; on N2 they find out if their N1 and N2 targets are in the same faction; on N3 they find out if their N2 and N3 targets are in the same faction, etc.
VANILLA COP
The Vanilla Cop may each night investigate a player to learn whether they are Vanilla or PR (returning "Vanilla" or "Not Vanilla"). Mafia Goons and Vanilla Citizens are both "Vanilla".
SJS COP
The Special Judicial Services (SJS) Cop may each night investigate a player to learn whether they are a Cop (returning "Cop" or "Not Cop"). The Dark Judges count as Cops when investigated by this role.
PSYCHIC COP
The Psychic Cop may each night investigate a player to learn whether they are one of the Dark Judges (returning "Dark" or "Not Dark"). The Psychic Cop cannot distinguish between members of the Angel Gang and members of the Town.
DOCTOR*
The Doctor may each night visit a player. If that player is attacked during the night, the Doctor will save their life. The Doctor may *not* visit the same player on consecutive nights, and may *not* self-target.
*Note that this differs from the usual approach on webDip in that this Doctor cannot self-save.
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THE DARK JUDGES
The Dark Judges have a Night Chat which will open 6 hours before D1 starts.
The Dark Judges have NO factional kill or roleblock.
0-1 Judge Death
0-1 Judge Fear
0-1 Judge Fire
0-1 Judge Mortis
JUDGE DEATH
Judge Death may, twice per game, carry out a Night Kill which is sufficiently powerful that it cannot be prevented by a Doctor. (He can, however, still be roleblocked; if he is roleblocked his kill action is not expended).
JUDGE FEAR
Judge Fear is so terrifying that anyone visiting him at night will die.
JUDGE FIRE
Judge Fire may, three times per game, at night, "prime" a target by visiting them and putting a mark on them which causes them to become flammable. They will not be aware of his visit. On any night, he may alternatively take an "ignite" action which kills any previously "primed" players. Players ignited in this manner may still be saved by a Doctor, but only if the Doctor visits them on the night of ignition. Judge Fire may not "prime" and "ignite" on the same night. (If he is roleblocked his action is not expended)
JUDGE MORTIS
Judge Mortis may, three times per game, visit a player and infect them with decay. That player will be notified that they are decaying at the start of the immediately-following day phase. They will die at the end of the day. Players visited by Judge Mortis can be saved by the Doctor if the Doctor visits them on the night of Judge Mortis's visit. They cannot be saved during the day.
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THE ANGEL GANG
The Angel Gang have a Night Chat which will open 6 hours before D1 starts.
The Angel Gang have NO factional kill or roleblock.
0-1 Pa Angel
1 Mean Machine Angel
0-1 Link Angel
0-1 Fink Angel
0-1 Junior Angel (Goon)
(Note that Mean Machine Angel is guaranteed to be present at the start of the game)
PA ANGEL
Pa Angel may, each night, target any other player. That night, if investigated by any form of Cop, the target will yield the opposite result to the truth.
MEAN MACHINE ANGEL
Each night, Mean Machine Angel's power is dependent on the number of votes that were on him at the end of the day which has just taken place:
- If there were 0 votes on him at EoD, he is entirely calm, has no night action, and will scan as if he is a Goon.
- If there were 1 or 2 votes on him at EoD, he may carry out a Night Kill.
- If there were 3 votes on him at EoD, he's Angry, and may carry out a Night Kill which cannot be prevented by any means.
- If there were 4 or more votes on him at EoD, he's in a Frenzy, he may carry out a Night Kill which cannot be prevented by any means, and he is invulnerable to any killing actions that night (including being Ignited, but he is not immune from being Primed).
LINK ANGEL
Each night, Link Angel may target any other player. That player will be Roleblocked.
FINK ANGEL
Each night, Link Angel may target any other player. That player will be Roleblocked.
18 - 20 Players:
11-13 Town
4 Angel Gang
3 Dark Judges
Town Roles:
0-1 Addictive Cop
0-1 Macho Cop
0-1 Naive Cop
0-1 Methodical Cop
0-1 Parity Cop
0-1 Vanilla Cop
0-1 SJS Cop
0-1 Psychic Cop
1-2 Doctor*
5-8 Vanilla Citizens
ADDICTIVE COP
The Addictive Cop may each night investigate another player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").
If the Addictive Cop is protected by a Doctor, this will affect their sanity. If the Addictive Cop is protected from being killed, they will always receive a GUILTY result on that night. If the Addictive Cop is protected, but not targeted for a kill, they will always receive an INNOCENT result that night. They receive a generic Cop PM.
MACHO COP
The Macho Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). The Macho Cop cannot be protected from nightkills in any way. They receive a generic Cop PM.
NAIVE COP
The Naive Cop may each night investigate a player to learn their alignment (returning INNOCENT in all cases). They receive a generic Cop PM.
METHODICAL COP
The Methodical Cop must, during D1, send a list of who they wish to investigate each night. The list must order all living players. Each night, they will then investigate those targets in the order listed, one per night, and learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). This ability will skip over dead people.
PARITY COP
The Parity Cop may each night investigate another player, and will learn whether each target is a member of the same faction as the previous night's target. (They therefore return no result on N1; on N2 they find out if their N1 and N2 targets are in the same faction; on N3 they find out if their N2 and N3 targets are in the same faction, etc.
VANILLA COP
The Vanilla Cop may each night investigate a player to learn whether they are Vanilla or PR (returning "Vanilla" or "Not Vanilla"). Mafia Goons and Vanilla Citizens are both "Vanilla".
SJS COP
The Special Judicial Services (SJS) Cop may each night investigate a player to learn whether they are a Cop (returning "Cop" or "Not Cop"). The Dark Judges count as Cops when investigated by this role.
PSYCHIC COP
The Psychic Cop may each night investigate a player to learn whether they are one of the Dark Judges (returning "Dark" or "Not Dark"). The Psychic Cop cannot distinguish between members of the Angel Gang and members of the Town.
DOCTOR*
The Doctor may each night visit a player. If that player is attacked during the night, the Doctor will save their life. The Doctor may *not* visit the same player on consecutive nights, and may *not* self-target.
*Note that this differs from the usual approach on webDip in that this Doctor cannot self-save.
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THE DARK JUDGES
The Dark Judges have a Night Chat which will open 6 hours before D1 starts.
The Dark Judges have NO factional kill or roleblock.
0-1 Judge Death
0-1 Judge Fear
0-1 Judge Fire
0-1 Judge Mortis
JUDGE DEATH
Judge Death may, twice per game, carry out a Night Kill which is sufficiently powerful that it cannot be prevented by a Doctor. (He can, however, still be roleblocked; if he is roleblocked his kill action is not expended).
JUDGE FEAR
Judge Fear is so terrifying that anyone visiting him at night will die.
JUDGE FIRE
Judge Fire may, three times per game, at night, "prime" a target by visiting them and putting a mark on them which causes them to become flammable. They will not be aware of his visit. On any night, he may alternatively take an "ignite" action which kills any previously "primed" players. Players ignited in this manner may still be saved by a Doctor, but only if the Doctor visits them on the night of ignition. Judge Fire may not "prime" and "ignite" on the same night. (If he is roleblocked his action is not expended)
JUDGE MORTIS
Judge Mortis may, three times per game, visit a player and infect them with decay. That player will be notified that they are decaying at the start of the immediately-following day phase. They will die at the end of the day. Players visited by Judge Mortis can be saved by the Doctor if the Doctor visits them on the night of Judge Mortis's visit. They cannot be saved during the day.
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THE ANGEL GANG
The Angel Gang have a Night Chat which will open 6 hours before D1 starts.
The Angel Gang have NO factional kill or roleblock.
0-1 Pa Angel
1 Mean Machine Angel
0-1 Link Angel
0-1 Fink Angel
0-1 Junior Angel (Goon)
(Note that Mean Machine Angel is guaranteed to be present at the start of the game)
PA ANGEL
Pa Angel may, each night, target any other player. That night, if investigated by any form of Cop, the target will yield the opposite result to the truth.
MEAN MACHINE ANGEL
Each night, Mean Machine Angel's power is dependent on the number of votes that were on him at the end of the day which has just taken place:
- If there were 0 votes on him at EoD, he is entirely calm, has no night action, and will scan as if he is a Goon.
- If there were 1 or 2 votes on him at EoD, he may carry out a Night Kill.
- If there were 3 votes on him at EoD, he's Angry, and may carry out a Night Kill which cannot be prevented by any means.
- If there were 4 or more votes on him at EoD, he's in a Frenzy, he may carry out a Night Kill which cannot be prevented by any means, and he is invulnerable to any killing actions that night (including being Ignited, but he is not immune from being Primed).
LINK ANGEL
Each night, Link Angel may target any other player. That player will be Roleblocked.
FINK ANGEL
Each night, Link Angel may target any other player. That player will be Roleblocked.