Is this required reading? If so can someone read it and give me the cliff notes?Jamiet99uk wrote: ↑Fri Jan 29, 2021 6:54 pmAllow me to present all of the possible Town role PMs, for you to take a good look at prior to the game. Thank you to Dargorygel for checking these over for me.
Bulletproof Townie
You are the BULLETPROOF TOWNIE. Each day you must vote for a suspect. You are passively immune to all killing actions except the Daykill vote. Your protection may be bypassed by the Strongman. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(PASSIVE, PROTECTIVE)
Clairvoyant
You are the CLAIRVOYANT. Each day you must vote for a suspect. At the beginning of Day One, the GM will inform you how many Factions are present in the game. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(PASSIVE, INVESTIGATIVE)
Conspiracy Theorist
You are the CONSPIRACY THEORIST. Each day you must vote for a suspect. Each night, you may investigate another player to find out if they are an Alien, by PM-ing your target to both GMs. If your visit is successful, you will learn if your target is ALIEN or HUMAN. Although you are part of the Town, your meddling into extra-terrestrial affairs has tainted you and you will appear to be an ALIEN to any other investigators capable of detecting Aliens. You win when all non-town Factions are defeated, or nothing can stop this from happening. (INVESTIGATIVE)
Cop
You are the COP. Each day you must vote for a suspect. Each night, you may investigate another player to find out if they are in the Mafia, by PM-ing your target to both GMs. If your visit is successful, you will learn if your target is GUILTY or NOT GUILTY of being in the Mafia. You win when all non-town Factions are defeated, or nothing can stop this from happening. (INVESTIGATIVE)
Coroner
You are the CORONER. Each day you must vote for a suspect. Each night, you may investigate a dead player, by PM-ing your target to both GMs. If your visit is successful, you will learn the ROLE (but not the identity) of the person(s) who killed them. You win when all non-town Factions are defeated, or nothing can stop this from happening. (INVESTIGATIVE)
Doctor
You are the DOCTOR. Each day you must vote for a suspect. Each night, you may attempt to save the life of a player by PM-ing your target to both GMs. If your visit is successful, you will save your target from any killing actions performed on them that night. You cannot save someone from being killed by a Strongman. You *may* target yourself, but you may *not* target the same player on consecutive nights. If you save your target from an attack which would otherwise have killed them, your target will be notified that they were saved. You win when all non-town Factions are defeated, or nothing can stop this from happening. (PROTECTIVE)
Enabler
You are the ENABLER. Each day you must vote for a suspect. Your presence in the game enables the powers of <OTHER ROLE> to function. If you die, then from the start of the immediately following day, ALL players with the role ability that you enabled, will lose that ability for the rest of the game. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(PASSIVE, ENABLING)
Hider
You are the HIDER. Each day you must vote for a suspect. Each night, you may hide behind another player by PM-ing your target to both GMs. Your target will be unaware of your visit. If you can find your target, and if you are targeted with a killing action that night, your target will be hit by the attack instead. However, if the person you are hiding behind dies that night due to an active killing action being directed at them, then you will also die. If you hide behind someone with a night killing action, and they target you with their kill, this will resolve as normal (your target will not commit suicide in your place). You win when all non-town Factions are defeated, or nothing can stop this from happening.
(MANIPULATIVE / PROTECTIVE / KILLING)
Innocent Child
You are the INNOCENT CHILD. Each day you must vote for a suspect. Once per game, at any time, you may ask the GM to reveal you. The GM will post in the game thread as soon as possible after receiving your order, confirming that you are the Innocent Child. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(COMMUNICATIVE)
Jack of all Trades
You are the JACK OF ALL TRADES. Each day you must vote for a suspect. You have THREE night action, each of which you may use only ONCE, and only ONE per night, as follows: 1) An INVESTIGATION - You may choose to perform one COP, VANILLA COP, or CONSPIRACY THEORIST investigation, which will function exactly as the investigative action described for the three roles in question. 2) A DOCTOR save, which will function exactly as the Doctor visit described in the Doctor role PM. 3) A ROLEBLOCK which functions in exactly the same way as the Mafia Roleblocker's action. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(ROLEBLOCKING / PROTECTIVE / INVESTIGATIVE)
Jailkeeper
You are the JAILKEEPER. Each day you must vote for a suspect. Each night, you may place another player in jail, by PM-ing your target to both GMs. If you can find your target, you will roleblock them and also protect them - the target will be prevented from taking any night actions of their own, and the target will also be protected from night killing actions. You cannot protect them from the Strongman. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(ROLEBLOCKING / PROTECTIVE)
Loud Doctor
You are the LOUD DOCTOR. Each day you must vote for a suspect. Each night, you may attempt to save the life of a player by PM-ing your target to both GMs. If your visit is successful, your target will hear you and be notified of your visit, and you will save your target from any killing actions performed on them that night. You cannot save someone from being killed by a Strongman. You *may* target yourself, but you may *not* target the same player on consecutive nights. If you save your target from an attack which would otherwise have killed them, your target will be notified that they were saved. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(LOUD, PROTECTIVE)
Loud Voyeur
You are the LOUD VOYEUR. Each day you must vote for a suspect. Each night, you may visit another player by PM-ing your target to both GMs. If your visit is successful, your target will hear you and will be notified of your visit, and you will learn what actions (if any) were performed on your target that night, but not who performed those acts. You cannot visit yourself. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(LOUD, INVESTIGATIVE)
Lover
You are the LOVER. Each day you must vote for a suspect. You are in love with <NAME(S)> and may communicate with them at any time in a QT, the link for which will be supplied when the game begins. If you die, your lover(s) will simultaneously die with you, and if your lover(s) die(s), you will simultaneously die as well. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(PASSIVE, COMMUNICATIVE)
Macho Cop
You are the MACHO COP. Each day you must vote for a suspect. Each night, you may investigate another player to find out if they are in the Mafia, by PM-ing your target to both GMs. If your visit is successful, you will learn if your target is GUILTY or NOT GUILTY of being in the Mafia. You cannot be protected by any form of Doctor save. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(INVESTIGATIVE)
Mason
You are the MASON. Each day you must vote for a suspect. Your may communicate with your fellow Mason(s), <NAME(S)>, at any time in a QT, the link for which will be supplied when the game begins. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(COMMUNICATIVE)
Miller
You are the VANILLA TOWNSPERSON. Each day you must vote for a suspect. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(VANILLA)
One-shot Commuter
You are the COMMUTER. Each day you must vote for a suspect. ONCE per game, at night, you may decide to COMMUTE by PM-ing the GM with your intention. That night, you will leave town, and you will be un-targetable by any other night action. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(PROTECTIVE)
One-shot Governor
You are the GOVERNOR. Each day you must vote for a suspect. Once per game, at any time during the day, you may "Protect" another player by PMing the GMs with your order. That player becomes immune to the daykill on that day. This will not be announced in the thread until the end of the day, and only then if your target would have been the top wagon. If the person you protect ends up as the top wagon, there is no daykill, and your action is used up. If the person you protect ends up not being the top wagon, your action is not used up and you can attempt to use it again another day. You may not target yourself.
(You may target the same player on consecutive days, until your protection actually works) You win when all non-town Factions are defeated, or nothing can stop this from happening.
(MANIPULATIVE / PROTECTIVE)
One-shot Paranoid Gun Owner
You are the PARANOID GUN OWNER. Each day you must vote for a suspect. On the first night on which you are visited by anyone at night, you will automatically kill EVERYONE visiting you that night. Anyone you kill in this fashion can still be saved by a Doctor as with a normal kill. Once your killing action has been triggered, it is permanently used up, *even if* nobody actually dies as a result of it. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(PASSIVE, KILLING)
One-shot Vigilante
You are the ONE-SHOT VIGILANTE. Each day you must vote for a suspect. ONCE per game, at night, you may decide to SHOOT another player by PM-ing both GMs with your target. If your visit is successful, you will fire a bullet at them. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(KILLING)
Parrot
You are the PARROT. Each day you must vote for a suspect. Each night you may target another player by PM-ing your target to both GMs. If your visit is successful and your target has an active ability, you will cause that ability to be used on your target that same night. The action will resolve as normal, just as if the target had used it upon themselves, except that actions which cannot normally be self-targeted *will* self target in this instance. Note that you do *not* redirect your target's action - you effectively generate a second charge of the action, and cause your target to use it on themselves. Their own, original, use of the action will also still take effect. If they have chosen not to use their action this night, then nothing will happen. You win when all non-town Factions are defeated, or nothing can stop this from happening. (MANIPULATIVE)
Tentacled Townie
You are the VANILLA TOWNSPERSON. Each day you must vote for a suspect. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(VANILLA)
Tracker
You are the TRACKER. Each day you must vote for a suspect. Each night, you may investigate another player to see if they visit anyone, by PM-ing your target to both GMs. If your visit is successful, you will learn who your target visits that night, but not what action they perform. You win when all non-town Factions are defeated, or nothing can stop this from happening. (INVESTIGATIVE)
Vanilla Cop
You are the VANILLA COP. Each day you must vote for a suspect. Each night, you may investigate another player to find out if they are a Power Role, by PM-ing your target to both GMs. If your visit is successful, you will learn if your target is VANILLA or NOT VANILLA. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(INVESTIGATIVE)
Vanilla Townie
You are the VANILLA TOWNSPERSON. Each day you must vote for a suspect. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(VANILLA)
Vengeful Townie
You are the VENGEFUL TOWNIE. Each day you must vote for a suspect. If you are killed, you may kill another player in revenge. To do this, you must PM your target to both GMs during the phase immediately following your death. Your target will die at the end of that phase. You may *not* hold onto your action for a later phase, although you may surrender your action and choose not to use it at all. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(KILLING)
Mafia 64 - SIGN UP LIST
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Re: Mafia 64 - SIGN UP LIST
Re: Mafia 64 - SIGN UP LIST
So when PM'd your options you will only see VT regardless of which of the three roles it actually is?Jamiet99uk wrote: ↑Fri Jan 29, 2021 7:00 pmGM NOTE:
You will note that the Miller, and the Tentacled Townie, will receive the Vanilla Townie role PM, because a person with that role does not know if they are a Miller / Tentacled Townie.
The in-game effect of these roles is as follows:
- A Miller that is investigated will scan as "Guilty" to a Cop, even though they are Town, and "Not Vanilla" to a Vanilla Cop, even though they have no powers.
They do, however, correctly scan as "Human" to the Conspiracy Theorist.
- A Tentacled townie that is investigated will scan as "Alien" to a Conspiracy Theorist, even though they are Human, and "Not Vanilla" to a Vanilla Cop, even though they have no powers. They do, however, correctly scan as "Not Guilty" to a Cop.
Both roles provide an accurate reveal, flipping as "Miller" or "Tentacled Townie", on death.
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Re: Mafia 64 - SIGN UP LIST
"So when PM'd your options you will only see VT regardless of which of the three roles it actually is?"
Correct. (There are regular real VT, as well... indistinguishable from these roles.)
Correct. (There are regular real VT, as well... indistinguishable from these roles.)
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Re: Mafia 64 - SIGN UP LIST
If I receive 2 vanilla PMs. How will you know which I kept? Will you randomize?DemonRHK wrote: ↑Fri Jan 29, 2021 8:04 pmSo when PM'd your options you will only see VT regardless of which of the three roles it actually is?Jamiet99uk wrote: ↑Fri Jan 29, 2021 7:00 pmGM NOTE:
You will note that the Miller, and the Tentacled Townie, will receive the Vanilla Townie role PM, because a person with that role does not know if they are a Miller / Tentacled Townie.
The in-game effect of these roles is as follows:
- A Miller that is investigated will scan as "Guilty" to a Cop, even though they are Town, and "Not Vanilla" to a Vanilla Cop, even though they have no powers.
They do, however, correctly scan as "Human" to the Conspiracy Theorist.
- A Tentacled townie that is investigated will scan as "Alien" to a Conspiracy Theorist, even though they are Human, and "Not Vanilla" to a Vanilla Cop, even though they have no powers. They do, however, correctly scan as "Not Guilty" to a Cop.
Both roles provide an accurate reveal, flipping as "Miller" or "Tentacled Townie", on death.
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Re: Mafia 64 - SIGN UP LIST
I've read it all.Maniac wrote: ↑Fri Jan 29, 2021 8:04 pmIs this required reading? If so can someone read it and give me the cliff notes?Jamiet99uk wrote: ↑Fri Jan 29, 2021 6:54 pmAllow me to present all of the possible Town role PMs, for you to take a good look at prior to the game. Thank you to Dargorygel for checking these over for me.
<Snip long list of role PMs>
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Re: Mafia 64 - SIGN UP LIST
That is correct. If you "draw" the VT card, or the Miller card, or the Tentacled Townie card, you would only get a message from me offering you the "Vanilla Town" card (and whatever your second card was, too).DemonRHK wrote: ↑Fri Jan 29, 2021 8:04 pmSo when PM'd your options you will only see VT regardless of which of the three roles it actually is?Jamiet99uk wrote: ↑Fri Jan 29, 2021 7:00 pmGM NOTE:
You will note that the Miller, and the Tentacled Townie, will receive the Vanilla Townie role PM, because a person with that role does not know if they are a Miller / Tentacled Townie.
The in-game effect of these roles is as follows:
- A Miller that is investigated will scan as "Guilty" to a Cop, even though they are Town, and "Not Vanilla" to a Vanilla Cop, even though they have no powers.
They do, however, correctly scan as "Human" to the Conspiracy Theorist.
- A Tentacled townie that is investigated will scan as "Alien" to a Conspiracy Theorist, even though they are Human, and "Not Vanilla" to a Vanilla Cop, even though they have no powers. They do, however, correctly scan as "Not Guilty" to a Cop.
Both roles provide an accurate reveal, flipping as "Miller" or "Tentacled Townie", on death.
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Re: Mafia 64 - SIGN UP LIST
Every player will be offered two cards, marked as "Card A" and "Card B", and you will be required to reply simply indicating "A" or "B" as your choice. Thus I will know which card is which.BunnyGo wrote: ↑Fri Jan 29, 2021 9:57 pmIf I receive 2 vanilla PMs. How will you know which I kept? Will you randomize?DemonRHK wrote: ↑Fri Jan 29, 2021 8:04 pmSo when PM'd your options you will only see VT regardless of which of the three roles it actually is?Jamiet99uk wrote: ↑Fri Jan 29, 2021 7:00 pmGM NOTE:
You will note that the Miller, and the Tentacled Townie, will receive the Vanilla Townie role PM, because a person with that role does not know if they are a Miller / Tentacled Townie.
The in-game effect of these roles is as follows:
- A Miller that is investigated will scan as "Guilty" to a Cop, even though they are Town, and "Not Vanilla" to a Vanilla Cop, even though they have no powers.
They do, however, correctly scan as "Human" to the Conspiracy Theorist.
- A Tentacled townie that is investigated will scan as "Alien" to a Conspiracy Theorist, even though they are Human, and "Not Vanilla" to a Vanilla Cop, even though they have no powers. They do, however, correctly scan as "Not Guilty" to a Cop.
Both roles provide an accurate reveal, flipping as "Miller" or "Tentacled Townie", on death.
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Re: Mafia 64 - SIGN UP LIST
To make this even clearer, in the scenario BunnyGo is asking about, BunnyGo would get a PM from me which would look something like this:Jamiet99uk wrote: ↑Fri Jan 29, 2021 10:26 pmEvery player will be offered two cards, marked as "Card A" and "Card B", and you will be required to reply simply indicating "A" or "B" as your choice. Thus I will know which card is which.
===========================================
Hi BunnyGo,
Here are the two cards you have drawn for Mafia 64:
CARD A:
Vanilla Townie
You are the VANILLA TOWNSPERSON. Each day you must vote for a suspect. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(VANILLA)
CARD B:
Vanilla Townie
You are the VANILLA TOWNSPERSON. Each day you must vote for a suspect. You win when all non-town Factions are defeated, or nothing can stop this from happening.
(VANILLA)
Please would you let me know whether you would like to pick Card A or Card B, by the deadline of <Deadline Time>.
Thanks,
============================================
If one of those was a Miller or Tentacled Townie, I would know which card that was because each card is actually unique.
Re: Mafia 64 - SIGN UP LIST
I have a choice between the gimp, or the craw wurm. what card should i take
Re: Mafia 64 - SIGN UP LIST
Is the enabled role random or have you and dargo predetermined which role will be enabled?
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Re: Mafia 64 - SIGN UP LIST
Are they chosen from extant roles? Those that are in the game? Or might the role be a VT with no knowledge of anything? When dead are we told the enabled role?dargorygel wrote: ↑Fri Jan 29, 2021 11:08 pmRandom... we predetermine no whine (or wine) before its time.
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Re: Mafia 64 - SIGN UP LIST
It's random in as much as the card draw is random. By the time I send you "Card A" and "Card B" I will know *exactly* what each card represents.dargorygel wrote: ↑Fri Jan 29, 2021 11:08 pmRandom... we predetermine no whine (or wine) before its time.
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