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  1. General Guidelines for W3D Forum Game Moderators As requested, I'm starting a GGWGM thread, which will hopefully guide players and future game moderators on the W3D board. You can also use it as a main Game Forum thread to ask questions, post suggestions, seek guidance or announce forum game related topics in W3D community. Feel free to reply directly in this thread if you require guidance, or if you have a suggestion. This post will be edited periodically once there is an update. It will also serve as a place to organize larger games, in case more community players want to host one at the same time. Please note that this thread is still Work In Progress [WIP] If there already is a game going, don't start a new game. Either announce it here at least a week in advance, or if there are no other games scheduled and/or announced, you are free to start a new interest thread for your game. It's better to ask players before actually making your game, since you can't tell if players will be available or willing to play your game. Good GM (game moderator) etiquette is to push off making a sign-up thread as long as possible if there's an ongoing game, and to never start your game until the current one ends. Don't ask players privately, it's better to come up publicly to get more attention and awareness. If you only want to discuss new game mechanics privately, that's fine though but you still have to reveal it publicly if you want to host it. Any forum game that is hosted here should follow these guidelines, to make sure that games are not spoiled or train-wrecked. If you're not sure or don't want to follow certain guideline, that's OK, but make a suggestion first so we can discuss it before something making exception. In case of dispute, forum moderators have a final say. Let's work together to make every forum game as much fun and fair as possible! Basic Game Creation Guidelines This section is mainly for new game moderators who seek advice how exactly start a forum game. Since there are multiple approaches and a lot of things to look into, this part will be updated once in a while to include thoughts of other GMs as well observations from other games that took place. Before you start creating the game: Make sure you have an idea of what you're doing. If you just want to make a game but you don't have any clear idea or inspiration, then you risk making something either unoriginal, not entertaining enough or just plain stupid. Try to come up with something of your own, since nobody likes to play same type of game all the time. Try to establish basic things first: What type of game? What flavor? Do you want to make a classic mafia style of game or do you want to make something special? RPG perhaps? Competitive or Cooperative? In what kind of setting? Is it going to be based on something? If you're not sure about this, try asking others whether it would be a good idea. Don't try to make something complicated if you don't have experience. It could turn against you or become overwhelming. Once you have this figured out, you can move on thinking about details. If you already know what type of game you want to do and in which universe, you are good to go designing the actual game. This is the harder part as from now on, you need to make a lot of predictions, thinking and analysis. If you attempted to make a game before, you probably don't like this part as much as dreaming about the game in general. But it can also be fun if you "play" your own game and work on the details from players' perspective. The most important detail here is to establish for How Many and for How Long the game should be played. To determine that, you either need to do a research first about the demand, or, you can assume based on previous game. Don't expect that everyone will rush to play your game when you want, so you should consider that it might be less players, but if more players will be available it can be also more (up to 25% of the active community base can join or not join). So don't start designing games with more players than is actually available. Depending on the number of players, you can tell how long the game will last (e.g. in case of standard mafia setup with periodical player elimination and game phases, you can calculate how long a game can last). It's good to have all kind of scenarios prepared and determine the maximum and minimum. If the game seems to last longer than expected, you can modify the game later on (decreasing game phases, adding extra player elimination mechanic, etc). It's always good to check this step again and again whenever you modify your game concept, otherwise you may risk that the game can too early or drag on forever. In this step you should validate all the above 3 steps by actually asking players what they think about it. It is necessary to ask for demand, so you know if it's worth creating and hosting your game. You may even discover new concepts based on player feedback! If your concept doesn't get a proper recognition, there are always ways to improve it or push it along with other ideas. Ideas never die, they just evolve (or in worst case, recycle), so don't worry much if something doesn't go right on the first time. For example I never thought one of my most basic concepts will get evolved that much few years later! So if you haven't made a public post about your game yet, now should be a good time to do so, otherwise you won't know if it's even worth doing it! In this final step, when you already know what you want to host and what players want to play, you only need to determine When to start. Based on a game setup, prepare that as a GM you need to invest a lot of time into your game. Not just making it, but also hosting it. Make sure you don't have any major life events, trips, family vacations, or work related stuff during the period you'll host the game. Otherwise all your work will be in vain. So in short, if you know you'll be or may be busy, make sure you have time first. If you feel there might be something but you're not sure, you can always ask for a backup moderator to make announcer posts and resolutions while you're gone. Once you're sure about timing, ask players the same (preferably already in the game thread and see who can play when). Making the game [WIP] There are numerous ways how to make a game. I'll keep this section open as there is a LOT to say. I'll also explain my way of doing games in detail when I get time. There are some handy template setups for newer GMs. These setups are called Micro Setups and fit anywhere from 5-9 players. There are also Mini and Large setups to choose from here, and several standard roles to use when building custom setups. Roles can of course be adapted and modified for flavor setups and/or more complex setups. Starting the game: Check Timing! Check if no other game is colliding with your scheduled game. If there is a game being played, it's best to start your game after it's finished. Not only you can get more players to play but you can also get more players to know you're about to host a game of your own. Some players already do preparations while other game is being played, which could be a good idea, unless it's disrupting the currently played game. Make a game thread! Don't start the game unless you have proper player feedback already (check previous points if you skipped!). To do that, make a interest thread, where you describe your game in much detail as possible. Make sure players understand the basics of the game and their rules. You can copy a general set of rules from this thread (once they are finalized), or you can make your own. Make sure the game is understandable, clear and fair. You are not required to reveal everything (save the best for the last they say), but don't try to hide very important details. Sometimes it's hard to determine what is and isn't suitable to reveal. You can determine it by the answering the following questions: Does it concern all players, do all players need to know? Will there be a major confusion if this is not explained properly? Will revealing this info won't disadvantage any other player or faction in your game? Are there no other benefits or game balance reasons hindering you revealing this? If all the answers were Yes, please do reveal it. You can do the same visa versa for things that might be better hidden from public.You also don't have to reveal all your know-how or things you don't see appropriate. Besides the rules, games mechanics and introduction, make room for player information, flavor text, additional general behavioral guidelines, etc. I'll make a general template for you if you wish [WIP]. Sign up phase - see how many players are signed and willing to play. Make sure everyone knows when your game starts or for how many players are looking for, this is the most important thing basically. Once you have enough players, you are clear to start the game unless there are some major objections. Don't wait too long for players to sign up, if you don't get enough players by at least two weeks, then you might start rethinking about making a smaller version of your concept. You may need to start all over as well as balance can break easily without some key roles. As a GM, please ensure your Hammer Times are planned timely. Usually the time when you start the game will also determine the hammer time. Pay attention to who has signed up for your game and what time zones they're all close to. For instance, my RA: APB Mafia Games have a standard 10 PM UTC/GMT (0 AM CET/6 PM EDT) hammer time. Please note that American players usually have a 9-5 work schedule and so anything after the 6pm EDT matches up nicely, but don't make it too late otherwise EU players won't be able to attend. Before starting the game, make sure you have all role information prepared for all players. PM each and every one a PM and please double check all the contains at least three times to make sure somebody doesn't get too much info, or too less, or in worst case, somebody else role! Make sure you setup the google docs properly and set the viewing/editing permissions to players who should have access in the first place. Here's how you do it: Open a file in Google Docs, or create a new document. In the top right corner, click Share. Under "People" in the "Share with others" box, type the email address of the person or Google Group you want to share with. Tip: Search for contacts by typing a name in the box. Ask players to provide you a valid email address in PM. Alternatively they can ask for permission once they click on the doc link that you see on the sharing window. To choose if a person can view, comment, or edit the file, click the Down arrow next to the text box . Click Done. The people you shared with will get an email letting them know you've shared a file. Make sure you have a tracker to track player actions, votes and general info you need in order to run the game. You can either create a sheet on google docs or create your own file, but make sure it's on safe place and you make backups of it. Forum Game Rules Guidelines General Forum Game Organization Rules: A Forum Game should only be hosted inside the Forum Games Section. A new GM may be asked to review his/her game plan by an experienced GM. This rule should assure that the forum game quality is somehow consistent, playable and can be finished without any issues in adequate time. The end goal is to keep a routine flow of forum games so everyone who wants to host can host, and everyone who wants to play can play. If you want to host a game a month or so in the future, please register it here first and the GGWGM thread will be updated. You can use this template. There are exceptions in case the game doesn't involve players to sign up, such as running games with words that do not need a GM and don't have particular an ending goal. Don't register multiple games at once and wait until games in queue are finished. If a game is not hosted/played, the next one in queue is asked to post a signup thread. Any game that is hosted outside of the queue system, it will be reported and viewed by another GM or Forum moderator first. If the issue isn't resolved or there is a further dispute regarding hosting games, it will be resolved by staff member(s) in forum moderation area (aka not public). Until then all games will be on hold. Every GM is responsible for his/her game, setting up rules, roles and game mechanics. That also involves moderating that particular game and also punishing current active players (setting up penalties in that game or in worst cases also bans from his/her game). GMs can and are encouraged to ask for a Moderator assigned to help with moderating, or, they can be assigned temporary moderation permissions for the duration of the game. The current GM always has the last word when it comes to resolving issues between players. If the a GM is hosting a game alone and doesn't ask anyone else to assist, please DO NOT get involved in moderating/policing his/her game without permission. Any disputes should be brought up first with the GM, and if that doesn't help, with senior staff member. Disrupting games (for whatever reason) is considered an offense and can result to a temporary ban, demotion or permanent ban from forum games section. As a GM you should report this offense to active staff members in forum moderation area (or by the report post system) first and postpone the game until it is resolved. Active players should not be involved in resolving any disputes in the current game or outside of the game in Forum Game section, unless they are part of the Staff that was assigned to handle the issue. In case the current GM goes inactive for a longer period of time (e.g. more than a week) and leaves the game unattended, without assigned co-mod, the game will be suspended and next game in queue can be hosted. If the inactive GM returns and the new game is already running, the game will be postponed until the new one is over. If the game takes too long to finish (without being announced in the first place), active players can vote wherever they want to continue or end the game. Voting is recommended before announcing to leave the game or making other statements that could disrupt the game. The current GM can also suggest to shorten the game on the go if majority of current active players agree to it. If majority of current active players vote to end the game instead, the next game in queue can be hosted. Please note that this rule can only apply if the game is taking longer than a month from start and wasn't announced to last as long in the first place. We are all here to have fun in the first place, not dedicate time for personal disputes or over-competitiveness that is hurting the community. Hence for all other disputes/issues that cannot be resolved by the current GM, a Forum Game Staff should be assigned to be resolved. If there is no current Forum Game Staff assigned/available, a senior staff member(s) will be assigned to resolve it. Please try to keep all disputes under control, outside of public and in professional matter. General Mafia Rules: Short version for GMs to put in their games to remind players what are the common sense rules: Try being as active as you can, report any long term absence to the GM. Unreported Inactivity can be punished by the GM. Await your Role PMs before the game starts, if you have any questions regarding your role, let the GM know before the game starts via PM only. Don't discuss your role in public. Do NOT edit your game related posts during the game. If you want to make a correction, always post a second post saying "Mafia Edit:". If there is an action to be resolved by the GM other than normal mafia vote (such as ##shoot), please do not do any other actions and wait until it's resolved. Discussion can be permitted also if GM announces it in such a case. Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by GM. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Long version: http://mafiawiki.notesmash.org/wiki/Standard_mafia_rules Templates and References Choose Your Own Role - Order of Action Resolution Guide Choose Your Own Role - Basic Tracker Template Future Planned Games Game name: Halloween CYOR Mafia GM: Retaliation Co-GM: N/A Type: Flavored CYOR Min. Players: ~10 Date when game is ready: Mid Oct
  2. The Winter is coming... The Great War has come to Westeros. Your House must answer the call. Decide your fate on the field of battle and defeat whatever stands in your way. Build your House and raise your army. The Iron Throne is there for the taking. Prove that you were meant to rule the Seven Kingdoms. Rally your banner men as enemies appear on all sides and the coming Storm closes in... Game Introduction Game of Thrones Conquest Mafia RPG is a unique type of Forum Game unlike any other, with similar mechanics and also some brand new. As the title says, the game will be focused on Conquest. Which means that you will have armies to build and control, as well as holdings to protect or attack. You as one of a strong Houses of Westeros will have a duty to build up strong name in the Realm of Seven Kingdoms, and if possible, seize the Iron Throne for yourself by the end. There's no need to be familiar with the Game of Thrones universe in detail, however some of the terms you can look for if you need to by clicking the link to wiki. One of the other interesting new concepts is the Crown vs the Open Rebellion, where the Crown and its vassals is always represented as standard Town while the Rebellion is the current Mafia. The objective of the Crown (Town) Players is to find all the rebellion players (Mafia) while the Mafia players only need to take down the current King, or start with his supporters first one by one to gain more power. Mafia team can thus change every-time there is a new Royal House controlling the Iron Throne in King's Landing and the wheel turns once again. But who will prevail in the end? Which King can hold the Realm together, defeat all his enemies and end up victorious? The game will also feature a Winter Indicator Number (WIN), which will tell you when the Winter will arrive. Similar to the Force Balance Indicator from Star Wars Mafia, there will be numerous factors influencing it. And once the Storm hits, players will have another threat to deal with, possibly much greater than their pitiful conquest for the Throne. And that's not even all, expect much more features down the road... There will be a total of 12 Houses to choose from, so that means we can play with 12 players. Any extra players can become special characters if there will be room for it. Minimal number of players to start with is 9. The game is expected to last 4-6 weeks. It's mandatory to at least submit your actions once per day, no minimal limit on day posts quota but there will a small reward for active council members each day. About the Game This Mafia Forum Game will pretty much follow some of the standard Mafia Rules, such as phases and night actions. Mafia vs Town as hinted before will be somehow a more fluid/dynamic concept, as mafia players can become town players once a new House seizes the throne. Who will become mafia for each new reign will depend on actions, active or even passive ones. Which means there will be a possibility to enter Rebellion by more ways. The first King will be decided by a vote on the first day. Anyone currently sitting on the Iron Throne will have few more actions, such as deciding who will be their "Hand of the King" (this action will also serve as cop action to find out a rebel house via night action) , and what will happen to the found Rebellion Houses (after traditional public voting). Not to mention access to Royal Army and extra benefits controlling the Capital. Every other House royal to the Crown can also benefit from the Royal Army but they cannot use it to secretly attack other players of their own choosing. Only the houses in Open Rebellion will have the option to plot against the Crown and other Royal Houses, and if they are successful they can get even more powerful. Current Mafia players as always will be able to communicate in a Google Doc and will not be publicly revealed, however every day there will be an update on the army sizes of both sides. Elimination and voting process will be explained once the known players signs are known and rules are available. In short, if there is a King, players will be publicly voting against houses, while the king will have extra vote and final say what will happen afterwards to the House most voted. One of the possibilities is sending them to the Wall as Night Watch to guard against whatever comes with the Storm, annihilating them completely, and/or merging them with another House. The game will be broken into two phases: "A Council Meeting" (classic Day phase where players will decide the state of the Realm via public votes) and "Long Night (Battle) Phase" (a classic Night phase where each House will have their actions to decide the next step, be it conquering, building or plotting). I'm considering that both will last 48 hours so that everyone can participate regardless of availability, otherwise it will be standard 48 hours for days and 24 hours for nights. Council Meeting will be a phase where all the public talks will take place, there won't be any aggression during this phase. The purpose of this phase is to discuss and determine who among the Houses are in the Open Rebellion, and once that is decided what will be done after they are invaded by the Royal Army. If there is no current King, the only vote that will matter be who will become the King. If there is a tie or it is undecided, it will be decided by random, but there always have to be a ruler after each Council Phase. Long Night Phase is where the fun begins. Each House will have a series of actions determining the outcome of the Realm the next day. First of all after the King is voted, everyone will have the option to join the Open Rebellion, but only once and there's of course no coming back to be royal until the current King is eliminated. Each House will be able to manage their Holdings (if they have more, but not more than a certain number, such as 3) and allocating their Armies. Each Army is tied with certain Holding/Capital/Castle. The House lord can choose where to send their armies to for 1 phase to either attack or defend. Mafia will be able to send a portion of their forces to either attack the Capital or one of the Loyal Houses. The King can also send a portion of the Royal Army to protect another House, same as other Royal Houses can send their armies to protect the capital or other House (but they can't attack others as long they are royal to the King). Armies simply eliminate each other with attacking and defending at certain locations, and basically keep diminishing. Only the Royal army will grow each Night if it's not over used, depending on the number of Royal Houses. Another way of growing armies is by merging Houses with one House being voted as outcast, by gaining vassals by seizing more ground (there might be independent locations) or by buying sell swords from the Iron Bank. Aside from army management, each House will have their own perk action that they can use if they are not attacking or defending other holdings as well as passive bonus from their own kingdom. Religion is another extra aspect of the game that you can use to boost your House strength. You will be able to choose a Westerosi (or even a foreign) Religion from the start of the game, and will be able to build up Faith Points (FP). You can exchange your FP points for very strong special actions that will become available as the game progresses. It will be similar to the Force Night Actions from the Star Wars Game, but instead of learning, you will need to build your Religion by controlling more locations, or even gaining a boost as having the current Royal Religion. If you save enough FPs, you will be able to spend it on upgrading and gaining access to more powerful actions. Each Religion will have 3 tiers of actions, different perks and benefits. You can also change the Religion if you like but you will loose all the FPs of the old one. You will be able to do this only once though, as the Gods of Westeros are not forgiving... Resources will be vital part of the game. Right now the concept is that there will be 3 resources: Gold, Provisions and Army boosters. Gold will be essential to buy the other two, buy new armies or repair plundered holdings. You can also use gold as diplomatic trade or even call unofficial bounties on people's heads. Provisions will be required to keep the morale of the armies as well as required to spend when you are sending your armies elsewhere. Army boosters can be anything, be it ships, siege weapons, equipment or even Dragons. These will boost the damage or defense output of your armies, so even with smaller armies can make a difference. You can either buy these from other Houses, craft them yourself or get them by one of the other night actions. More info on game mechanics will be available in detailed rules before the start of the game. Create Your Own House and Religion (CYOHR) Guidelines Every player character in the game will have his/her own characteristics based on the chosen House only. The character name/flavor doesn't really matter though. You can choose to use one of the characters from the Books/Show or make your own Lord. Creating a character is not mandatory, but I strongly suggest that you put some effort into it before the game starts as it may influence your progress in the game. The most important part is to choose a House and Religion. If two or more players choose same House, it will be resolved by dice. With religion though, it doesn't matter. Flavor: First off, you need to choose or create a character of your own from the Game of Thrones universe, or just make your own (in that case I'll also need a portrait or avatar). There are no limitations and it is not mandatory, so no guidelines. House: The most important thing will be choosing your House, as it will determine your capital (or first Keep/Castle) and your affiliation. Both of these will grant you a unique action or perk. Each player can only represent one House even if they gain access to another by merging or forming alliances later. Each House will have one active extra action while their capital will have one passive ability, as described below. There are 9 Houses that will be present in the game: House Arryn: "As High as Honor." Rulers of the Vale of Arryn from the castle of the Eyrie, originally as the Kings of Mountain and Valeand more recently as Defenders of the Vale and Wardens of the East. House Arryn is focused on tougher defense of their own capital, which is compensated by limited attacks. House Martell: "Unbowed, Unbent, Unbroken." Rulers of peninsula of Dorne from the castle of Sunspear. Deposed by Ellaria Sand and three of the Sand Snakes in their coup. House Martell is focused on sneak actions and strong resistance from invaders. House Tyrell: "Growing Strong." Rulers of the Reach from the castle of Highgarden after the extinction of House Gardener. It ruled over the Reach, a vast, fertile, and heavily-populated region of southwestern Westeros. House Tyrell is focused on boosted growth of their resources, if they are not under attack. House Greyjoy: "What Is Dead May Never Die." Rulers over the Iron Islands, a harsh and bleak collection of islands off the west coast of Westeros, from the castle at Pyke. The head of the house is the Lord Reaper of Pyke. House Greyjoy is focused on building fleets of ships granting their armies and their allies potential attack bonus by increased army size per attack. However, Greyjoys are limited controlling more land locations than other houses and cannot worship other religion other than the The Drowned God. House Tully: "Family, Duty, Honor." Rulers of the Riverlands from their seat at Riverrun. Its most senior member carried the title of Lord of Riverrun and Lord Paramount of the Trident. House Tully is passively immune to some manipulative actions that could harm them. House Baratheon: "Ours is the Fury." Rulers of the Stormlands from the castle of Storm's End. The former royal house of the Seven Kingdoms after Robert's Rebellion. House Baratheon doesn't get a penalty when attacking, they don't need to keep or hold any armies in their castles in order to man them (more info on army management will be available later in rules). House Targaryen: "Fire and Blood." Rulers of Dragonstone are an exiled Great House of Westeros and the former royal house of the Seven Kingdoms. House Targaryen conquered and unified the realm before it was deposed during Robert's Rebellion. House Targaryen has defense modifier against Dragon attacks as well as damage boost when their Dragon is in play supporting their army. Hence it is recommended to use a foreign Valyrian religion which grants access to Dragons (Dragons are last tier action of the Valyrian religion so more or less for the endgame). House Stark: "Winter Is Coming." Rulers over the vast region known as the North from their seat in Winterfell. It is one of the oldest lines of Westerosi nobility by far, claiming a line of descent stretching back over eight thousand years. House Stark is the only House that doesn't get penalized when the Winter comes (there will be certain restrictions for other Houses when it hits). House Lannister: "A Lannister Always Pays His Debts." Rulers of the Westerlands from the castle of Casterly Rock, it is one of the Great Houses of Westeros, one of its richest and most powerful families and oldest dynasties. House Lannister is able to hire extra army of sell swords without limitations to boost the royal army once they seize the Iron Throne. However this is only one time action and once depleted they cannot hire them any more. If we get extra players, more Houses will be available: House Frey House Bolton House Baelish (these are just examples, there can be more) Religion: Choosing a religion will grant you access to more actions that can help you along the way. You can only worship one at any given time, however you can convert to different one but only once. Some Houses are limited to stick to only one such as Greyjoys. Each religion has unique tier tree with different perks as well, so choose wisely. There are 3 Westerosi common religions that have less powerful actions but grant you more Faith Points and thus more actions. The Foreign Religions grant less Faith Points over time but their final tier actions are game changers. The Old Gods of the Forest - innumerable and nameless spirits of each tree, rock, and stream worshiped by the Children of the Forest and later by the First Men. The original religion of the continent, it was later pushed back by the Faith of the Seven. In the present day, it is the majority religion only in the North and Beyond the Wall, though certain nobles houses in the south of the continent still follow it. This religion grants scouting actions, with the final tier you will be able to gain access to three eyed raven, able to see past and present actions of others. The Faith of the Seven - introduced to Westeros during the Andal Invasion six thousand years ago, it has for millennia been the majority religion on the continent. In terms of number of followers, geographic spread, and influence on politics, the Faith of the Seven is the overwhelmingly dominant religion in Westeros. It is based on the worship of "The Seven" or the "Seven-faced God", a single deity with seven "aspects" or "faces". This religion grants the most Faith Points as a bonus if it's the primary religion of the current King. Actions are focused on boosting armies and with the final tier you'll get access to the Sparrows boosting defense in your holdings and capital. The Drowned God - the local religion of the the Iron Islands. Worshipers of the Drowned God value maritime skill, as well as prowess in combat and in piratical raids. It has the fewest followers of the three major religions in Westeros and is the least widespread, being restricted to the lightly populated Iron Islands. Nonetheless, as there are so few major religions on the continent, it is still the third largest religion, and is certainly dominant within the Iron Islands themselves. This religion grants relocation and swapping actions. With the final tier you will be able to summon the Drowned God which can protect any holding for 1 phase. Foreign Religions (These will receive a certain penalty at gaining Faith Points, so can be used a lot less): The Lord of Light - focuses on worship of the "one true god", a fire-god known as the Lord of Light, or "R'hllor". Espouses strong dualistic beliefs, as the Lord of Light constantly struggles against darkness. Loosely speaking it is the majority religion in many parts of Essos, particularly the major trading hubs such as the Free Cities. Lord of Light grants access to powerful resurrect spells as well as timed death spells. Be aware that you will need a big sacrifice to cast these. The Many-Faced God of Death - a minor religion in Braavos followed by the mysterious cult of assassins known as the Faceless Men. This religion will grant you access to powerful assassin actions. The Valyrian religion - the religion of the old Valyrian Freehold, little-practiced after the Doom of Valyria destroyed their civilization four hundred years ago. The Targaryens named several of their dragons after gods of old Valyria. Do you like Dragons? This Religion will grant you access to them, which will significantly boost your army damage bonus. So even with fewer men you can cause havoc and destroy much larger armies. Keep in mind that Dragons take time to hatch and grow, so prepare to use them only as endgame. Game Update Depending on sign ups the game can be launched within few weeks. So far the estimated game start was moved to Friday July 12th 10 PM UTC. Iron Throne Candidates (10): @Voe @TheIrishman @Louis @Jeod @Shade939 @OrangeP47 @Retaliation @Sunflower @rubeci @PrettyReckless / @Category 5 Hurricane Game Links: DAY 1 I now proclaim Euron Greyjoy of the House Greyjoy, First of His Name, King of the Andals and the First Men, Protector of the Seven Kingdoms! NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 NIGHT 4 DAY 5 NIGHT 5 DAY 6 NIGHT 6 DAY 7 NIGHT 7 DAY 8 I now proclaim Margaery Tyrell of the House Highgarden, First of Her Name, Queen of the Andals and the First Men, Protector of the Seven Kingdoms! NIGHT 8 DAY 9 NIGHT 9 Winter has come. DAY 10 NIGHT 10 DAY 11 The Night Queen Rises NIGHT 11 DAY 12 NIGHT 12 DAY 13 NIGHT 13 NIGHT 14 When the Wall fell Game Ending, Outro, Rewards, Player Info & Game Mechanics
  3. CHOOSE YOUR OWN ROLE - Remastered Edition INTRO I haven't seen a game coming up and what better way to come back (permanently this time)? This game will start in August (unless we get enough players earlier). Items, abilities, whatever you decide we'll try our best to incorporate it and balance as needed. If you find creating a role too hard, don't worry. We'll take whatever idea you give and try to make it fun and interesting while keeping the balance of course. Remember, the character you pick helps define the game! For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. If you sign up for this game, you will send me a PM with your role request. You can customize your role as much as you see fit, and we will do our best to honor your request. Here’s an example of a role request: The more information you include in your request, the more accurate your final role will be. Here’s a template to help guide your request, although it’s not necessary to use when sending me your PM: MECHANICS This game's going to be chaotic--I'll be more lenient with restricting roles, so bring whatever you want to the table. GM: TheIrishman Co - GM: Louis Signed Players - 8 7 Minimum Cat5 ChopBam Jeod Shade Killing You OrangeP47 Retaliation iLikeToSnipe Day One Night One Day Two Night Two
  4. APOCALYPSE RISING MAFIA II DARK NIGHT Following the Allies' surrender in the previous iteration, the Soviets have grown more confident and are preparing to mount a nuclear assault. The Allies have responded by infiltrating the missile base, but only have a limited amount of time to disable the silos and destroy the base. Rules are similar to the previous game, and you may read up on @VERTi60's APB V game with similar mechanics: The Soviets (Town) faction will win by eliminating all hostile factions, or if the nuclear missiles can launch (timed victory). The countdown will vary based on how many players sign up for the game. The timer will be announced at game start and each day phase. The Allies (Mafia) faction will win by controlling the day phase votes. If there is a Third Party faction, their win condition is classified. The following is the rolesheet for this game. You will notice some adjustments have been made since the previous iteration. The rolesheet is subject to change based on number of players and further balancing. Obviously, not every role will make an appearance and not every role will have its maximum quantity. Data on a possible third party role is unavailable. ROLE MAX QUANTITY DAY ACTION NIGHT ACTION Conscript 5 ##SHOOT <target> - Attempt to shoot and kill your target (25% stuck chance, 25% kill chance). One time use. ##PRACTICE - Attend target practice and decrease your stuck chance by 25% for the following day. Hostiles will know if you practiced. One time use. Tesla Trooper 1 ##SHOOT <target> - Attempt to shoot and kill your target (50% stuck chance, 75% kill chance). One time use. ##SURGE <player> - Fire an electrical shot at your target and roleblock them. Engineer 1 ##SHOOT <target> - Attempt to shoot and kill your target (25% stuck chance, 25% kill chance). One time use. ##REPAIR <target> - Attempt to fix a Missile Silo. Will block infiltrations if they occur at the same time. Rhino Tank 1 ##SHOOT <target> - Attempt to shoot and kill your target (0% stuck chance, 75% kill chance). One time use. ##PROTECT <player> - Serve as protection for your target. If they are targeted for nightkill, you will die instead. Radar Tower 1 ##SHOOT <target> - Attempt to shoot and kill your target (100% stuck chance, 0% kill chance). One time use. ##PING <player> - Ping a player and learn their role. Missile Silo 2 ##SHOOT <target> - Attempt to shoot and kill your target (100% stuck chance, 0% kill chance). One time use. NUCLEAR MISSILE (passive) - If the Silo remains operational on a certain day, Soviets win. If all Silos are destroyed, Soviets lose. If all Silos are infiltrated, timed victory condition is nullified. Sniper 1 ##SHOOT <target> - Attempt to shoot and kill your target (50% stuck chance, 75% kill chance on infantry, 0% kill chance on vehicles/buildings). One time use. ##SCOUT <player> - Scout a player and learn their role. Spy 2 ##SHOOT <target> - Attempt to shoot and kill your target (25% stuck chance, 25% kill chance). One time use. ##INFILTRATE <player> - Attempt to infiltrate your target. If it's a Silo, they are disabled. If it's a Radar Tower, their report will be scrambled. Mirage Tank 1 ##SHOOT <target> - Attempt to shoot and kill your target (0% stuck chance, 75% kill chance). One time use. DISGUISE (passive) - Night actions used on you always fail (target appears blocked). Disguise is lost if you shoot. Tanya 1 ##SHOOT <target> - Attempt to shoot and kill your target (25% stuck chance, 75% kill chance). One time use. ##KISS IT BYE BYE <target> - Perform an unstoppable kill on your target. One time use. I'm aiming to start the game on February 19th. Signups will close 24-48 hours before then. Signed Players (minimum 10) @Killing_You @Shade939 @OrangeP47 @ChopBam @Coolrock @Category 5 Hurricane @Anon_Kat @Retaliation @FRAYDO @Mojoman @Louis
  5. APOCALYPSE RISING MAFIA GAME ONE I don't think any introduction is necessary, but I do think after Killing_You's thrillingly successful Tiberian Sun Mafia game, it's a good idea to keep up the adrenaline rush. You can view the previous mafia game to get an idea of how it works. Below is the roster for this game, subject to change of course up until 72 hours before game start. ROLE QUANTITY DAY ACTION NIGHT ACTION Conscript 5 ##SHOOT <target> - Attempt to shoot and kill your target (25% stuck chance, 25% kill chance). One time use. ##PRACTICE - Attend target practice and decrease your stuck chance by 25% for the following day. The Allies will know if you practiced. One time use. Tesla Trooper 1 ##SHOOT <target> - Attempt to shoot and kill your target (50% stuck chance, 75% kill chance). One time use. ##SURGE <player> - Fire an electrical shot at your target and roleblock them. Crazy Ivan 1 ##SHOOT <target> - Attempt to shoot and kill your target (25% stuck chance, 75% kill chance, 100% self kill). One time use. ##HAPPY BIRTHDAY <player> - Blow up yourself and your target. Unstoppable. Rhino Tank 1 ##SHOOT <target> - Attempt to shoot and kill your target (0% stuck chance, 75% kill chance). One time use. ##PROTECT <player> - Serve as protection for your target. Radar Tower 1 ##SHOOT <target> - Attempt to shoot and kill your target (100% stuck chance, 0% kill chance). One time use. ##PING <player> - Ping a player and learn their role. Sniper 1 ##SHOOT <target> - Attempt to shoot and kill your target (50% stuck chance, 75% kill chance on infantry, 0% kill chance on vehicles). One time use. ##DISABLE <player> - Take a potshot at your target and roleblock them. Spy 1 ##SHOOT <target> - Attempt to shoot and kill your target (100% stuck chance, 0% kill chance). One time use. ##INFILTRATE <player> - Attempt to infiltrate your target. If successful, their target will appear as one of the Allied roles. Mirage Tank 1 ##SHOOT <target> - Attempt to shoot and kill your target (0% stuck chance, 75% kill chance). One time use. (PASSIVE) DISGUISE - Night actions used on you always fail (target appears blocked). Disguise is lost if you shoot. This game is projected to start no sooner than January 1st and no later than January 4th. Also, please welcome @Louis as a first-time co-moderator! This setup is basic enough that, if numbers are needed, I will become a player and allow Louis to fully moderate this game (with some outside help if needed). SIGNUPS (10 minimum) Killing_You FRAYDO Category 5 Mojoman iLikeToSnipe Anon_Kat OrangeP47 Shade939 Retaliation Chopbam TheIrishMan Voe
  6. Hey all, since there are no new mafia games announced yet and we have at least two relatively new players (@Brigitte and @Louis), I thought it might be a good time to have another Open Janitorial game. You may recall the first one hosted almost a year ago. Open Janitorial Mafia is an open setup, which means the possible roles are known from the start of the game. The setup itself is called Janitorial thanks to the pivotal mafia role, the Janitor. The setup only has one doctor and one cop, plus a few other basic roles that haven't been seen on this forum before. Scumhunting is a must, but it shouldn't be as "in the dark" as a true basics game. JANITORIAL MAFIA ROLES Villager (3) The most basic of town roles, the villager has no actions except their vote. Doctor (1) The doctor is a town power role with the ability to protect one player each night, including themselves if desired. Sane Cop (1) The cop is a town power role with the ability to investigate a player each night and discover their alignment. Miller (1) The miller is a basic town role that is essentially a villager, but they will appear as mafia on cop reports and flip vanilla mafia on death. Oracle (1) The oracle is a town power role with the ability to target a player each night to be mod-revealed if the oracle dies. The oracle will only reveal their previous night target. The ability does not stack. The oracle starts with a target at random in the event they die on D1. Vanilla Mafia (1) The mirror role of the town villager, the vanilla mafia has no actions except a nightkill and a vote during the day. Janitor (1) The janitor is a mafia power role with a one-time ability to hide the role of the nightkill. The killed player will not be revealed for the duration of the game. Lawyer (1) The lawyer is a mafia power role with the night ability to make their target mafia teammate appear innocent on cop reports. This game setup requires 10 players to play. If you are brand new or have only a few games of mafia under your belt, this is a great entry point! The game will start within 72 hours of the minimum player count being met. Official date and time will be announced within 24 hours of the minimum player count being met. *This game is estimated to last up to Night 5, which equates to 15 days (48 hour days and 24 hour nights). Depending on how the game plays out, the timeframe might be longer or shorter. *This game may be cancelled or delayed if another mafia game is announced, since I just hosted one. Co-Moderator (1 Needed) - I have a full-time job so I'll definitely need some help in meeting GM deadlines. A good entry game for players interested in hosting their own game at some point too! 1. Shade939 Signed Players (10 Needed) 1. Category 5 Hurricane 2. Killing_You 3. Nodlied 4. Retaliation 5. OrangeP47 6. Mojoman 7. Brigitte 8. TheIrishMan 9. Louis 10. ChopBam
  7. As announced, the next RA: APB Mafia is here, after a fashion. This time, prepare to clean your torpedo tubes, as we are about to play with b0tes! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies ships before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for day phases and 24 hours for night phases where you need to decide your actions). I'll need at least 7-9 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for a well balanced game). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The seventh RA: APB Mafia forum game version will start next Friday, 7th of December at 10 PM UTC/GMT (subject to change based on signing/feedback), provided we'll get enough signups (at least 7 bare minimum). Day (Battle) phases will last 48 hours max, while Night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Please note that since this will be mostly naval battle, so all the roles will be only allowed to be naval air or building, and the game setup will be closed. Allowing for a custom unit will depend on the number of sign ups. Signed Players (or who confirmed already): @Shade939 @ChopBam @Nodlied @Jeod @Killing_You @OrangeP47 @TheIrishman @Voe @Alstar @JackoDerp @FRAYDO @Category 5 Hurricane (minimum 7 players, max 12) Game Progress: NIGHT 0 - NAVAL MAP TUTORIAL DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 Game Ending, Player Roles & Revealed Game Information If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play RA: APB Mafia Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply. The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, (in chat game version, these phases last from 5 up to 10 minutes, but chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist as announced. The flavor will be the Naval battle between Allied Ships and Soviet Submarines. There will be no infantry or ground vehicles in the game, air or buildings pending sign ups and setup. Few roles that might turn up in game will be revealed before the game starts, so you know what you're up against, but there might be also a mystery role and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This time however, we'll focus on naval units and perhaps a few buildings/air units to fill the void (see below unit roster). Mafia players will be only able to play as allied ships and will be able to communicate in google doc for the entire course of the game. Game Specifics: Allied task force fleet has infiltrated our seas, and are heading towards a secret Soviet Submarine Base. It's up to you find them and eliminate them before they can cause serious damage to our war efforts! Soviets are now able to mass produce submarine units, both types are able to attack enemy naval ships. While Attack submarines can "hide" for 1 phase and gaining BP (not against NK or lynch though), the experimental Missile Subs are able to launch extra missile at chosen coordinates. Check out all the units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Naval Battle Mechanics: For the first time, we will have a whole new Naval Battle Mechanics inspired by battleships board games. All units have a 100% chance of hitting their target during Battle/Day Phase, but this time you have to select coordinates on naval map instead of selecting a player. Similarly, some of the night actions also revolve around coordinates. Naval Map Naval map will be divided to squares where each square represents a land tile or a sea tile, which could be occupied by a naval unit or be empty. The exact dimensions of the naval map will depend on the number of signed players. For the sake of simplicity, each player can only occupy 1 square at a time, and will be assigned coordinates at the start of the game. Whether there will be bigger units or buildings occupying more squares requiring more shots to be killed is still in question pending sign ups and the setup, but you can expect this as well. I will announce the details of the Naval Map before game start (the above is not actual map just illustration). Once you learn your role you will be able to pick 3 coordinates. I will assign you one by random. Note that all players will play on one single Naval Map. Every phase the map will be updated for public to display the positions of eliminated or hit players. Lynching The Lynching mechanic will be a classic mafia lynch where one player is selected for a Mig Air Strike, which will reveal their position, alignment and role. Note that this time, buildings can also be destroyed by a lynch/airstrike, so you can't use the lynchproof to your advantage this time. Mafia mechanics Allied fleet will be able to utilize classic Nightkill called Depth Charge, which can sunk any soviet naval unit. There is also a possibility that the Allies will sneak in a powerful Cruiser, capable of performing devastating attacks, so try to find and destroy it first! Air Support Besides the Mig airstrike (Day Lynch), Air support will provide you intel or support fire. No specific mechanics available at this time, but should we get enough players for a bigger game, air support will help with player detection/elimination. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  8. Hello, as discussed in our last game, we've come up with suggestions for next games. You can vote multiple games at once since we're not sure which game will run when, but most likely the game with most votes will take priority. Please note that some games will take more time to set up, so even if they get enough votes they may not be hosted first but right after that. If you vote for more games it will also help GMs to plan ahead and if there is enough interest they will prepare the game for later. If you want to host a game of your own (Hydra Option), post and it will be added to the poll later. Here are the choices in more details (GMs feel free to edit your game description later). 1. Un-themed CYOR IV (Choose Your Own Role) Mafia For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. GM: @Jeod CoGM: @Sunflower Format: CYOR (Choose Your Own Role) Mafia Open setup Ready in: few day(s) 2. Basics Mafia Standard Mafia with basic roles. GM: @Jeod Format: Standard Mafia Closed setup Ready in: few day(s) 3. Star Trek (TNG) Mafia A Mafia taking place on a classic Star Trek ship star trekking in a quadrant near you. More info will be given by @Shade939 GM: @Shade939 CoGM: @VERTi60 Format: unknown, presumably Mafia with simpler RPG elements Ready in: unknown 4. RA: APB Mafia - Halloween B0tes Edition Classic Mafia with your favorite units from Red Alert: A Path Beyond Game. With the latest introduction of new naval ships in RA:APB, we'll have a complete naval warfare with battleships mechanics in the game! GM: @VERTi60 Format: RA: APB themed Mafia Game with Day Battle Actions and Rock-Paper-Scissors Unit Role Mechanics Open setup Ready in: few day(s) 5. RA: APB Chat Mafia Session Instead of playing a forum version, we can play a shorter chat version on certain date (e.g. Fridays at 10PM UTC). GM: @VERTi60 Format: Voice/Chat version of RA:APB Mafia with simplified roles Closed setup - randomized before game Ready in: anytime 6. Dead Space 5 RPG/Mafia Following the events of Dead Space 4, Isaac Clarke and his team are stranded on planet Tau Volantis, in search for the mysterious Marker research origins. It's time to end the Marker madness once and for all. Gear up, collect items for crafting better equipment and fight alongside your team to reach your goal. Get ready to stomp some Necromorphs in the way. You can check the whole Dead Space series that was hosted over at BHP here: GM: @VERTi60 Format: Horror themed Explorer/Craft/Battle RPG Game with Mafia elements Closed setup Ready in: few weeks 7. Babylon 5 RPG/Mafia Play your role as one of the Ambassadors on a 5 mile long space station located in neutral territory. Choose your own race and traits, develop your strategy and prepare to solve the daily trivial, or life and death important issues, on galactic scale. Trade, sign treaties, move your armies, defend your home-world or invade someone else's. Every action has it's reaction, political points are scored and influence is changing for everything you do. Can you work with other races to create an alliance that will last for centuries, or will your actions lead to destruction of all? Babylon 5 was our last, best hope, for peace... GM: @VERTi60 Format: Sci-fi themed Strategical Political RPG Game with Mafia elements Open setup, you can create your own race/empire of your own based on some rules or choose one of the default from B5 universe Ready in: few weeks
  9. INTRO Back due to popular demand! This game will start on Monday, November 12, at approximately 10PM GMT/UTC, which is the usual game start/hammer time. Game start date and time are subject to change based on signed player count and role PMs received. For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. If you sign up for this game, you will send me a PM with your role request. Please add Sunflower to your PM request as well. You can customize your role as much as you see fit, and I will do my best to honor your request. Here’s an example of a role request: The more information you include in your request, the more accurate your final role will be. Here’s a template to help guide your request, although it’s not necessary to use when sending me your PM: You can request a specific alignment, but I can’t guarantee it will be the alignment you receive. Also, if you weren’t present for CYOR III, I’ll mention it again: please do not request overpowered roles! Keep game balance in mind. It’s much easier on the GM—and yourself—if you keep your role realistic for a mafia game. RETURNING FEATURES CYOR III brought back the items mechanic from CYOR I and, in my opinion, it was a large success. Items made for a fantastic dynamic that continued into other mafia games hosted by other GMs because of the added risk/reward factor. For example, the Death Note, an item capable of making extra kills for mafia, could end up in a town player's hands and then be used against scum. The reverse is also true. Items will be making a comeback for CYOR IV as well. As with roles, if you choose to request an item in the game, please try to keep it realistic and relatively balanced. Requests for “magic potions that instantly discover mafia” will not be honored! Remember, requesting an item is optional! Depending on the roles chosen, you may see a variant of the synergy mechanic from TheIrishMan's CYOR Supernatural Edition. SUGGESTED CHANGES If you have a suggestion for a game-wide mechanic that might add some pizazz to the game, then please share! CO-MODERATOR Unfortunately my work schedule for my current position and upcoming position (Nov. 19) goes into hammer times. Therefore, @Sunflower will be assisting me with running this game. It's her first time seeing things from the Host perspective, so please be nice! Signed Players – 8 Minimum - CLOSE ON NOVEMBER 10 OrangeP47 iLiketoSnipe Nodlied TheIrishMan Chopbam Shade939 Killing_You Category 5 Hurricane FRAYDO Previous CYOR Data CYOR I CYOR II CYOR III
  10. PokeMafia Game Rules This initial ruleset is designed around Generation I. Therefore, Generation I battle rules and damage calculations are used. Pokemon may be selected from #1-151, minus legendaries and mythicals. In this case, players may not select Articuno, Zapdos, Moltres, Mewtwo, or Mew. Pregame Players will be assigned their role of either Trainer or Team Rocket. They will be asked to choose six Pokemon from the list of Base Forms. Movesets will be randomly assigned based on which moves their Pokemon can learn, but all players will start the game with two TMs from a list of TMs compatible with their roster. Of the Team Rocket members, one may be a Boss and if there are more than two, another may be an Admin. Boss Rocket and Admin Rocket may select one Evolved Pokemon to make up their party of six. *Note on evolution: Base Tier Pokemon all need 2 Victory Points (VP) to evolve, and Tier 1 Pokemon all need 3 VP to evolve. Discussion Phase Trainers and Rockets will discuss and vote on who they think is a Trainer and who they think is Team Rocket. At the end of the discussion phase, the selected players move to the Battle Phase. Double battles will take place on even cycles. The top two players from each vote category will be selected for the battle phase in this case. Battle Phase - Rules During the battle phase, players will use their primary Pokémon to battle (at the start of the game, the first Pokémon on your roster is primary). In double battles, the top two players on each voted side will battle (but, a player voted top on one side cannot battle for the other side, in which case the next ranked player will battle). Players will submit their turns in the game thread in the form of moves. To retain the element of surprise, players can submit their moves as the numbers from their roster. Of course, using the move name itself is just as valid. In double battles, submit a target along with your move. After all players have submitted their turns, the GM will calculate damage (damage calculation info is in the OP). In some cases, items can be used instead of moves. To use an item, simply post it instead of a move when you make your turn post. There are a variety of items; all are found in “prize boxes” won at the end of a battle. Each participating player will get a prize box, but the victor(s) of a battle will receive a bonus prize as well. Winning a battle guarantees 1 victory point for your primary Pokémon, 1 Pokecoin from your opponent, a prize box, and a bonus prize. If you lose a battle, your primary Pokémon will faint! A fainted Pokémon cannot be used in battle, and if half of your roster faints, you will be eliminated from the game and your role will be revealed in the thread! Battle Phase – Stats Pokemon have the following stats: HP, Attack, Defense, Speed, and Special. All participants during the battle phase can post their turn, there is no need to wait for the opponent to move first. To remove the chance of exploiting priority moves like Quick Attack and Counter, players are asked to post Move 1-4 instead of the name of their move. After both players have posted, the GM will calculate damage. Speed stat will tell us which Pokemon makes the first move. Damage will always be rounded down. The damage formula is as follows: (((2.4 * Power * Atk or Spec/Def) / 50) + 2) * Modifier · Where Power is a move-specific stat (see Attackdex) · Where Modifier is = (Crit(0,1) + STAB) * Type o STAB is Same-Type-Attack-Bonus (1.5 if true, 1 otherwise) o Type follows the type chart (see Type Chart) Note: Ghost type moves are fixed to be 2x effective against Psychic types Note: Bug type moves are fixed to be 1/2x effective against Poison types Note: Poison type moves are fixed to be 1x effective against Bug types Note: Ice type moves are fixed to be 1/2x effective against Fire types Stat modifying moves like Agility function differently from the core series. They all retain their use limit (example: Agility can be used 3 times), but they all multiply the respective stat by Base / 2 each time rather than the traditional ‘stages’. For example, if Speed is initially 20, using Agility will raise the Speed stat to 30, 40, and 50 (20/2 = 10). Stats reset to Base after each battle. Battle Phase – Progress Blocks There may be instances where players can’t win. For example, a Ghost-type Pokemon with only ghost-type moves will be unable to damage a Normal-type Pokemon. The GM will try to prevent this with proper move distribution, but players can still back themselves into a corner via TMs. In the event one Pokemon can’t hurt another, the move Struggle will be used. Evolution Phase The winning Pokemon will gain a victory point. If the Pokemon has enough victory points at this phase to evolve, then it will and a mod-announced evolution will occur. Rest Phase - *Rocket players may have other rest actions available to them! All players will begin each Rest Phase with 2 Pokecoins unless they won or lost a battle. Each action during this phase will have a Pokecoin cost. Primary <Pokemon> (0 Pokecoins) – Select a primary Pokemon from your roster to battle with in the next battle phase should you be selected. Train <Pokemon> (1 Pokecoin) – Train with your Pokemon, granting it the equivalent of 1 victory point. If this Training action should help the Pokemon meet the evolution requirements, it will evolve without a mod-announced evolution. TMXX <Pokemon> <Forget Move> (1 Pokecoin) – Teach your Pokemon a new move, forgetting an old one. (i.e. TM06 Bulbasaur Absorb will replace Bulbasaur’s Absorb with Toxic) Shuffle <Pokemon> (1 Pokecoin) – Shuffle your Pokemon’s moves around. Useful if you have a priority move that you want to keep hidden. Scout <player> (1 Pokecoin) – Scout a player while they rest. See one of their Pokemon. Reference Guides TMs/HMs List – Generation I Attackdex – Generation I Pokedex – Generation I (find your Pokemon to see possible moves it can learn) Type Chart (use Generation I) Available Starting Pokemon Signed Players [Minimum 8] OrangeP47 Killing_You Shade939 FRAYDO Sunflower TheIrishMan Category 5 Hurricane *If you sign up, please send me a PM with your choice of six Pokemon, and a choice of one evolved Pokemon in case you're assigned a Boss or Admin Team Rocket role. *I'm still tweaking things to ensure a successful game. I'll be taking feedback and may change rules based on feedback or other potential problems I notice in the time before the game starts. I will post updates to rules any time something changes and will note why. *If the game is successful, I'll release a GM-Pack for this type of game so it can be run by other GMs. This includes a calculator I made to make battle phases easier: *The game is projected to start sometime between August 19 and September 8. I may request a co-GM if real-life situation demands it. Battle 1: Sunflower vs. FRAYDO Battle 2: Sunflower & Shade939 vs. Category 5 & TheIrishMan Battle 3: OrangeP47 vs. Killing_You Battle 4: Category 5 vs. Sunflower: Battle 5: OrangeP47 & Sunflower vs. Shade939 & Killing_You: Battle 6: TheIrishMan & Sunflower vs. Shade939 & OrangeP47: Battle 7: Killing_You vs. OrangeP47 Battle 8: TheIrishMan & Category 5 vs. Killing_You & OrangeP47 Documents: Rocket Doc Game Data PokeMafia Calculator Gen1 Endgame Post
  11. Vanilla-Chocolate Twist MafiaGame InfoThis will be a mostly vanilla game of mafia; I do have a couple of minor twists though. So, if you want a mostly vanilla game go ahead and signup! I'd prefer to run this game with at least 10 players but 8 might be doable. Players and Game StartStart time is April 25th 6:00 PM EST. Signups close April 23rd 6:00 PM EST. Please PM me your preferred email for Google Docs if you sign up. Current Players: (10/10) Jeod TheIrishman Category 5 Hurricane ChopBam OrangeP47 FRAYDO Nodlied Mojoman Shade939 Sunflower
  12. Welcome one, welcome all, to the newest edition of W3D Hub Mafia! This time... Marvel Secret Invasion Mafia! How It Works (shamelessly stolen from Jeod ↓) For the new faces, 'Choose Your Own Role' mafia is literally that. When you sign up, you send me a PM with a character name (any universe, any character within reason). If you like, you can even give some background on the character and suggest/request a role mechanic for the character. When I get the PM, I take your character and your ideas, and create a custom role based on it. For this game, however, not only will you be restricted to certain Marvel characters, but you will also be unable to request alignments. You see, since this game is based on the comic storyline of the same name, it will revolve around Earth being invaded by a shapeshifting alien race known as Skrulls. Therefore, the Mafia team will be selected at random rather than based on character/role requests. This means there will be no neutral or third party team in this game. In addition, due to the nature of the storyline, your character must either be from Earth or spend a large chunk of time there due to association with Earth or Earth based factions. Other than that, anyone is fair game. Examples of acceptable character requests Iron Man Magneto Thor Daredevil Dr Doom Examples of unacceptable character requests Star-Lord Galactus Korg Also, I should mention: The only changes your characters will receive should they be picked as Skrulls is access to the nightkill and Mafia doc. Finally, I would like each player to submit at least 2 role requests. This should allow some wiggle room for balance purposes, as well as to ensure everyone gets to play a character that they're happy with (since trying to sift through 5 people requesting Iron Man would be a pain ) Sign-Ups and Start DateThe game is set to start on April 7th, at 6:00 PM EST. I may also require a co-moderator on Mondays and Tuesdays, as I will be at work during normal hammer time. Sign-Ups- 10/8 Minimum Jeod OrangeP47 iLikeToSnipe TheIrishMan Mojoman Category 5 Hurricane FRAYDO Shade939 Sunflower ChopBam BookmarksDAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3
  13. HOW IT WORKS (shamelessly stolen from Jeod ↓) For the new faces, 'Choose Your Own Role' mafia is literally that. When you sign up, you send me a PM with a character name (any universe, any character within reason). If you like, you can even give some background on the character and suggest/request a role mechanic for the character. When I get the PM, I take your character and your ideas, and create a custom role based on it. But for this game, you must be a God. It can be from any platform or religion aside from a monotheistic one, so Gods from Shintoism, Hinduism, or any sort of mythology - like Chinese, Greek, Egyptian, Celtic or Norse - would be fine. You can even choose "fictional" Gods from anime, books, or games, like the Daedric Gods from Elder Scrolls or the Gods from Magic The Gathering. If you'd like, you can instead choose a Demi-God, although if you do, your personal abilities will not be as strong, but you will gain an item - a god's weapon or artifact - with it's own effect. Similar to Jeod's CYOR III, items can be used in conjunction with abilities. As an afterthought, I'm allowing Devils and God-killing Humans (must have killed at least one God) as well. I will make an announcement when I receive all character PMs. If you want to change your character, you must do so within 24 hours of the previous request. Sign-ups will close on March 11th or 12th (depends how many people we get). Game is set to start March 12th or 13th 6:00PM EST. *This is not a mafia game for the faint of heart. You could be beheaded, maimed, stuffed inside an anus, or all of the above. This game will have some wacky shit going on. You've been warned. Sign-Ups - Minimum 10 Killing You OrangeP47 Jeod iLikeToSnipe Shade939 Nodlied Category 5 Hurricane ChopBam FRAYDO
  14. INTRO I believe we're all ready for a nice relaxing break after Verti60's excellently stunning Star Wars Mafia. This game, CYOR Mafia III, will start on Thursday, March 1st, at approximately 10PM GMT/UTC, which is the usual game start/hammer time. Game start date and time are subject to change based on signed player count and role PMs received. For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. If you sign up for this game, you will send me a PM with your role request. You can customize your role as much as you see fit, and I will do my best to honor your request. Here’s an example of a role request: The more information you include in your request, the more accurate your final role will be. Here’s a template to help guide your request, although it’s not necessary to use when sending me your PM: You can request a specific alignment, but I can’t guarantee it will be the alignment you receive. Also, if you weren’t present for CYOR II, I’ll mention it again: please do not request overpowered roles! Keep game balance in mind. It’s much easier on the GM—and yourself—if you keep your role realistic for a mafia game. CHANGES FROM PAST CYOR GAMES CYOR I introduced item mechanics into the game. Items could be passed around and used by any player, regardless of role. Typically, each item type would have an origin. For example, before any Vials of Synthetic Watermelon could be used, they would have to be created by Black Science Man and passed by that role. In CYOR II, items were absent from the game due to how quickly the game was put together. In CYOR III, items are not only making a comeback, but they’re going to have a more powerful presence. Usually, if a player was killed before they could create or pass their items around, then the game would never see those items used. It was an unfortunate scenario in CYOR I, and so this time if “origin roles” exist, then they will start the game with one or more of the items they create. As with roles, if you choose to request an item in the game, please try to keep it realistic and relatively balanced. Requests for “magic potions that instantly discover mafia” will not be honored! Remember, requesting an item is optional! Co-Moderator If you’ve never hosted a mafia game or want to see some behind-the-scenes work, I’ll be accepting one co-moderator for this game. It’s entirely optional, but a great way to get some “GM Cred” without having hosted a game before. You’ll essentially see everything about the game and how I resolve actions, and I’ll sometimes ask you to check my work to ensure accuracy. Note: Applying for this role means you will not be able to join the game! Note 2: I'll most likely need a co-mod to assist me during the weekend of March 17-19, when I'll be moving out of my current apartment. Signed Players – 8 Minimum Killing You Shade939 Sunflower OrangeP47 Nodlied TheIrishMan Category 5 Hurricane FRAYDO ChopBam Retaliation
  15. A Long Time Ago, in a Galaxy Far Far Away... Welcome to the Star Wars Mafia: Jedi vs Sith, a Mafia CYOR Forum Game with special Force powers and extra Lightsaber/Force dueling phase! Create your own character, assign skills and Force power orientation, and get ready to restore the balance of the Force to the Galaxy! Game Introduction SW Mafia: Jedi vs Sith as hinted in the title, will be about a newly formed Jedi Council members trying to find out who's the Sith among them. While the Sith (Mafia) will work undercover together to undermine the Council and destroy the Jedi (Town) within, the Jedi must find them and destroy them before it's too late. The status of the game will be monitored by the "Force Balance Indicator" (or FBI for short, no pun intended) which will determine which side of the Force (light or dark) dominates. There will be multiple factors that will determine this, mostly by player actions. The game will end if either all Sith have been destroyed, or when the Dark Side of the Force consumes all of the Light Side on the Force Indicator (this will be tracked in daily CVCs - or Cumulated Vote Counts for short). The game requires at least 10 players to sign up and play. It will probably last for a few weeks, but no more than 4, depending on how the game goes and how many will sign up. All players that sign up need to create their character (optional CYOR) and PM me before the game start, see below in character creation section how to. About the Game This Mafia Forum Game will pretty much follow some of the standard Mafia Rules, such as phases, night actions and classic Town vs Mafia setup. The biggest difference, however, will be the basic player elimination process. This will not happen during the "Day" phase as normally, but during the extra "Duel Phase", which will be explained below. Furthermore, the player elimination may not be instant but will require a fighting mechanic with RPG and RNG elements. Hence player characters will also have individual statistics (such as health, attack, force points), skills (such as intelligence or dexterity), and extra Force powers that can be used during or outside the Duel phase. The game will be broken into two phases: A Council Meeting (classic Day phase) and "The Duel" (a classic Night phase and battle phase combined). I'm considering that both will last 48 hours so that everyone can participate regardless of availability. Council Meeting will be a phase where all the public talks will take place, there won't be any fighting during this phase. The purpose of this phase is to discuss and determine who among the Council members are the Sith, and who should be the chosen One to stand up to fight the Sith. And thus, there will be only two options available during this phase: voting for someone who could be the Sith and at the same time, voting for somebody who could be the Champion in order to fight the Sith. Players with most votes will then meet in the Duel. Their identity will be revealed prior The Duel start, but not their allegiance. The Duel will be the only phase where battle actions will be allowed to use, whether multiple Force techniques or Light Saber attacks. Only the Duelists will be allowed to post in public though, and there won't be any other discussion. The Duel will be turn-based with monitored individual player stats, each player playing their turn after the other player has finished. The champion will always start first and have the advantage to strike his opponent down. Most of the battle actions will be, however, modified by RNG and player skill set, as well as all Force-based actions. The purpose of the duel is to defeat the opponent - preferably the one with the most Sith votes. The Duel will end once one of the players is defeated, which will also result in that player's elimination, and his/her allegiance to the Force will be revealed. The victor of the Duel, however, will be able to learn extra battle technique and one-time immunity to be chosen for the next Duel as Champion (unless he's voted to be the Sith this time). While the Duel is ongoing, the Sith (unless they're fighting) will meet secretly in order to plot their next move to undermine the Council (there will be multiple ways to do this). The other Council members will have the opportunity to use one of their Force Powers in order to help with the investigation, help others or simply meditate in peace to heal or discover new ways of the Force. Create Your Own Character (CYOR) Guidelines Every player character in the game will have his/her own modifiers and characteristics that will determine the basic actions that can be used in the game. Aside from that, there will also be the flavor, which is not really important game wise, but will give the player some sort of identity. Creating a character is not mandatory, but I strongly suggest that you put some effort into it before the game starts as it may influence your progress in the game. Please follow the instructions on how to create your own character: Flavor: First off, you need to choose or create a character of your own from the Star Wars universe. There are no limitations, but please have in mind, that you are creating a Jedi Master to fit the theme of the Council Meeting (town). Even if you want to be a Sith (mafia), you will need a Jedi identity first. You can also pick any existing character from the SW universe, but please do not choose one of the main protagonists or antagonists such as Yoda, Luke, and Anakin Skywalker so we won't have them all in one plot. You can be original and pick one from the extended universe, or even create your own one from scratch. Here's how you do it: Jedi Name - you can use a name generator, or make up your own (in Forum guidelines though, nothing offensive allowed) Sith Name: If you would like to become a Sith, send me your Sith name in case you will be chosen for the mafia role, otherwise it will be given to you (e.g. it starts with "Darth") Race - pick from many races of the SW universe, this will help to make your avatar appearance, and may or may not to result in some easter eggs in game or extra skill boost Background - your own personal Flavor text that will be revealed if you are chosen for Duel. Colour of the Lightsaber - every Jedi needs one, so please pick Character Attributes & Skills The attributes of your character apply bonuses or penalties to everything from combat to skill checks to Force powers. Check each attribute to see what aspects of gameplay it can affect. You have to pick two, but only one from each category: Combat Skill Focus - These skills affect your core character attributes such as attack, defense, and health, most important in battles. Pick one skill which you would like to focus on: Strength - is your physical power, adds modifiers to melee damage and chance to hit, which is important for characters that focus on close-combat (e.g. with Lightsabers). Dexterity - is your agility and reflexes, adds modifiers to ranged attack rolls and increases a character's Defense rating, making them harder to hit. Constitution - represents health and resiliency, adds modifiers to the health points gained and regeneration rate. Knowledge Skill Focus - These skills affect your character's progress, and how you handle the Force, so it ties up with the Force abilities as well. Pick one skill which you would like to focus on: Intelligence - represents knowledge and reasoning, doubles your rate of learning new things. Wisdom - represents willpower and perception, adds modifiers to Jedi Force Points and Force Power abilities associated with combat. Charisma - represents personality and the ability to persuade others and adds modifiers to Force-related feats and powers that are related to non-combat actions. Force Powers The Force has a range of powers that function in accordance to fundamental attributes that were cardinal in nature and categorized by the way in which a user was able to focus on the Force while using an ability. The aspects of the Force were divided into Control, Sense, and Alter by the Jedi Order. During the game, you may be able to learn more aspects of the Force. This knowledge will grant you actions that you can use either during the investigation or directly during the battle as well. There are also Powers that are general/basic and those will be available to everyone from start, but you have to choose one branch that you want to focus on first: Control - the ability to control one's own body and thoughts. Grants access to protective night & duel actions. Sense - allows Force-wielders to immerse themselves in the environment. Grants access to scouting night @ duel actions. Alter - focuses on the ability to manipulate other objects. Grants access to offensive night @ duel actions. Choosing one aspect of the force will basically determine your orientation in the game from the Mafia standpoint as well. E.g. If you choose sense, you will basically get a cop/scout action. You cannot directly pick your actions from start, but you will be able to learn more actions. Once you have picked your flavor characteristics, skill attributes and the Force Power aspect, PM me. If you won't pick by the time I'll start balancing the game, your character, skills, attributes, and aspects will be randomized. Game Update I will have some trouble maintaining availability to run the game during January, hence I'm looking into ways to automate some of the game elements, or make them easier to handle. Hence some parts of the game are currently redesigned and I will need at least a week to create a force tracker and duel simulator. If we can get enough sign-ups and everything goes well, the first go-live date could be next Monday, January 8th (but it's still a subject to change) Jedi Council: Jeod Nodlied ChopBam TheIrishman Killing_You Shade939 OrangeP47 Sunflower Retaliation Category 5 Hurricane FRAYDO Voe Game Links: DAY 0 - Jedi Council Tutorial Duel tutorial NIGHT 0 - Night Action Guidelines DAY 1 - Jedi Council Meeting Duel - Night 1 NIGHT 1 - Rest DAY 2 - Jedi Council Meeting Duel - Night 2 NIGHT 2 - Rest DAY 3 - Jedi Council Meeting Duel - Night 3 NIGHT 3 - Rest DAY 4 - Jedi Council Meeting Duel - Night 4 NIGHT 4 - Rest DAY 5 - Jedi Council Meeting Duel - Night 5 NIGHT 5 - Rest DAY 6 - Jedi Council Meeting Duel - Night 6 NIGHT 6 - Rest DAY 7 - Jedi Council Meeting Duel - Night 7 NIGHT 7 - Rest DAY 8 - Jedi Council Meeting Duel - Night 8 NIGHT 8 - Rest DAY 9 - Jedi Council Meeting Duel - Night 9 NIGHT 9 - Rest Game Ending, Outro, Rewards, Player Info & Game Mechanics LightSaber Tournament
  16. As promised, here's an interest thread with poll so you can pick a next game I'm gonna run. Remember that each game requires certain amount of votes in order to be picked, and in case of multiple games making it, the game with more votes will take precedence. Here's some more info regarding the suggested games: RA:APB-themed Mafia Forum Game VI/VII: Type: Battle action RA:APB flavor Mafia Min. Player votes: 10 Availability: Option 1 can be run immediately, Option 2 at least in 1 or 2 weeks Option 1: Option 2: Part VII will include experimental naval combat, more or less ship combat would be played on grid battlefield alongside the normal mafia gameplay, so ##shoot actions would not be run by classic RNG this time but by the ship position on the grid itself. Think of it as mafia + battleship board guessing game. RA:APB-themed Mafia Chat Game: Type: Battle action RA:APB flavor live Mafia, played on our Teamspeak Min. Player votes: 5 Availability: anytime We can play the chat version anytime and whenever between forum games. Just need at least 5 players to sign up so we can schedule an hour or two event for it. TS: Reborn themed Mafia Forum Game I Type: Battle action TS: Reborn flavor Mafia Min. Player votes: 8 Availability: in 1 or 2 weeks The first version will only include infantry, no vehicle or building characters, so it will be a very simple concept at first, hence less players required. Kinda like Infantry Beta, yes? :D Infantry combat will be played differently from classic APB Mafia - instead of RNG, we will have character health-bars, armor, and stealth (similar to Dead Space games). Star Wars Mafia - Jedi vs Sith Type: Star Wars flavor Mafia CYOR with extra Duel phase Min. Player votes: 10 Availability: in 2-3 weeks The game will include standard mafia mechanics (finding Sith among the Jedi council), force balance (equivalent of the marker convergence meter in DS games, or world tension in WW games) as well as extra dueling phase, where two voted individuals will fight with light-sabers and force special powers. RPG/Strategy Game - flavor to be determined Type: RPG/Strategy game Min. Player votes: 10 Availability: in 2-3 months If you are up to play a RPG game, which would last a bit longer than standard mafia, vote for this. I still have some concepts in mind, such as for Dead Space flavored (RPG) or the previously announced Red Alert (Strategy) one. Or we can have something completely different. I probably won't have time to have it ready this month and next month I'll be busy so it's more or less for Spring time next year.
  17. Hello and welcome to Cuban Missile Crisis Mafia. This is a game for 11 to 13 players. I know that's a little strict, but the game mechanics don't work well at lower player-counts. The game will feature the traditional teams, but also a "World Tension" mechanic. Town seeks to prevent nuclear war, and mafia seeks to instigate it. While victory can occur through normal means, mafia can also win if world tension hits 100, and war occurs despite everyone's best efforts. Other standard rules apply, and more elaboration will be given with the first day post. In the mean time I am available to answer any questions you may have regarding the game. Please post below if you wish to sign up, and also PM me both an email for use with google docs AND a random number between 1 and 13. This random number will help me "seed" the RNG that determines which role each player gets. Sign ups will close on November 18th and the game will begin on November 20th. Hammer time will be standard 6pm EST/11 PM GMT. Players - 11 Minimum Nodlied Jeod TheIrishman FRAYDO ChopBam Killing_You Voe Cat 5 Shade Retaliation Mojoman Bookmarks Day One Night One Day Two Night Two Day Three Night Three Day Four Game End
  18. Alright everyone, so begins the CYOR - Halloween Edition. In this game Town will be the monsters/murderers while Mafia will be the heroes/survivors. HOW IT WORKS (shamelessly stolen from Jeod ↓) For the new faces, 'Choose Your Own Role' mafia is literally that. When you sign up, you send me a PM with a character name (any universe, any character within reason). If you like, you can even give some background on the character and suggest/request a role mechanic for the character. When I get the PM, I take your character and your ideas, and create a custom role based on it. But for this game, if you're town, your character must have a horror flavor to it. It could be a character from a movie, anime, TV show, comic, video game, etc... For example, Dracula would be fine while Alucard would not. Even though they're both vampires, one isn't in the horror genre. If you want to be mafia, then any hero/anti-hero that fights the monsters of the night would be acceptable regardless of the genre, Buffy the Vampire Slayer, Blade, Van Helsing, etc...or any survivor from a horror themed platform. I will make an announcement when I receive all character PMs. If you want to change your character, you must do so within 48 hours of the previous request. Sign-ups will close on October 27th. Game is set to start October 29th 6:00PM EST. *This is not a mafia game for the faint of heart. You could be beheaded, maimed, stuffed inside an anus, or all of the above. This game will have some wacky shit going on. You've been warned. Sign-Ups - Minimum 10 Nodlied FRAYDO Chopbam Jeod Category 5 Hurricane OrangeP47 Voe Killing_You Alstar Kamuixmod Game Phases: Day One Night One Day Two Night Two Day Three Night Three
  19. The closing of the October is here and there used to be a tradition on BHP to play a forum game with a little scarier theme as well. Most of us older mafia gamers here remember the series of Death Space Mafia & RPG, which started exactly 6 years ago during this time of the year! I'm posting the links here so that players who want to review these games can do so, but also for the sake of good old nostalgia since many of us still remember. The old BHP forums, where these were hosted are gone and it would be a shame to lose it. Whenever somebody mentions "Marker", "Necromorphs" or "She told me to say..." (a gimmick iLTS got in one of the games which basically marked his insanity in both game and IRL :V) and doesn't know the origin, link them to this thread. I'm posting the doc links as well as character and player information and videos that I made to resemble the games' events from actual game/movies (spoiler warning) from the first 3 Mafia RPG games. There's a lot of it and even though you can't read everything in the game threads, these games had a lot of doc and video content you can still check. Each game was a bit more complex than the previous one, introducing new set of game mechanics, such as spacing and investigating, location/movement, new character mechanics in mafia RPG game such as player HP/alive status and being able to return to game as "Necromorphs", weapons and items with adjustable parts, later crafting as well. In DS4 RPG, I've also introduced more RPG elements such as new map elements, exploration, puzzles and even turn based PvP & PvE battles. DS4 also took a few months to play and there's tons of content so therefore I only post the first three games for now. DS1 Mafia Docs (Oct - Nov 2011): Dead Space Mafia Intro video: USG Kellion Crew Doc (Mason Town) https://docs.google.com/document/d/1XSGXoK9u_89jJ2VuOO-HLbVdDs_7e3b32un8DLKxZKE Unitology Doc (TP) https://docs.google.com/document/d/1aZQb1uJl9kN9W7hvkzjCHGMeDlygP1JzsE0LMiTIFro Necro Doc a.k.a. Hive Mind (scum) https://docs.google.com/document/d/1kfPpl9yd_G_BgPNs7r7g00fmq2KZuqjZQXcWi4VMHFU Dead Space D4 video: Dead Space D5 video - OUTRO: Dead Space 1 Characters Sheet: https://imgur.com/a/vQ0Yi Dead Space 1 Necromorphs: https://imgur.com/a/zSOSx Dead Space 1 Player actions: https://imgur.com/a/RNzLk Dead Space 1 Weapons: https://imgur.com/a/7ms9q DS2 “Aftermath” Mafia Docs (Feb 2012) Intro video: O’Bannon Doc (Mason Town/TP Faction) https://docs.google.com/document/d/1R-lztsvgeoBkXeApn9YvMKxixF-71XEZ1J_WEITvAws/ Interrogations Night 3 Doc https://docs.google.com/document/d/1-R8XFH6isWbFwBiWzlMFwVIbqSv1zvX_404e30gYuc8/ Interrogations Night 4 Doc https://docs.google.com/document/d/1uGOD5J2cktWie7DmG4Nloy7tI1T4I8zIK8hzrbbbrmM/edit Interrogations Night 5 Doc https://docs.google.com/document/d/1KD0FAk-5iMv-Rt5h_UuLfY1o8Cer0J8PE-6_k7ui-2A Interrogations Night 6 Doc https://docs.google.com/document/d/1-R8XFH6isWbFwBiWzlMFwVIbqSv1zvX_404e30gYuc8 Necro Doc (scum) https://docs.google.com/document/d/1fLY3_TQU6xkqlmjDkkCclnGymV0AU3wic436dV88ffU/ DS2 Day 1: DS2 Night 1: DS2 Day 2: DS2 Night 2: DS2 Day 3: DS2 Night 3: DS2 Day 4: DS2 Night 4: DS2 Day 5: DS2 Night 5: DS2 Day 6: DS2 Night 6: DS2 Day 7: DS2 Night 7: DS2 Day 8: DS2 Day 9 - OUTRO: DS2 Characters Sheet: https://imgur.com/a/TYSVS DS2 Player Actions: https://imgur.com/a/l7D0Z DS2 Necromorphs: https://imgur.com/a/u51AV DS2 Items & Weapons (Store): https://imgur.com/a/Npof2 Dead Space 3 Mafia RPG (Dec 2012) DS3 Intro Trailer: DS3 Day 1 Introduction: DS3 Bench (Crafting doc): https://docs.google.com/document/d/1TztE_tTp1OzOlZPCJ_qSDyIbriao13c2b70YvG9KI30/ DS3 Spaced Doc (Dead Doc): https://docs.google.com/document/d/19_p8Fx3eWppk5Nu8UWBlLXn_OeRCy-GSiu1k313dRQY DS3 Temporary Dead Doc: https://docs.google.com/document/d/1yxEluKTsR-bOKm5lovmwfgSKBmUZ12Ryf4m2GLzOrsw DS3 Interrogation Doc: https://docs.google.com/document/d/1dz-bWu_prJMnPAhkM197i1j3GFip2DnzRuF_D-I1I6E DS3 Retaliation Character Doc: https://docs.google.com/document/d/1RhZKt1ibL51YZoaoNWTcARfYe6dm8GfjYDQVl_XaKxQ DS3 Voe Character Doc: https://docs.google.com/document/d/10sSWRKXCwlGN3EFxptv8k4_li9b6zYm2F3TMjb2v4sM/ DS3 iLikeToSnipe Character Doc: https://docs.google.com/document/d/1miLOvjRaZmNROyT3mO0zV-bhuMPKNQgj5KryGo_l-pY DS3 Category 5 Character Doc: https://docs.google.com/document/d/1mRfD7xfVIF82hDnAEbFV-i9dKSY-WY1taItq8RZpZtg DS3 Chaos Knight Character Doc: https://docs.google.com/document/d/1TsWGzozc89U-CKD0guINDkWmPvo2YNa2Cb8ggAcrNBQ DS3 Pluk Character Doc: https://docs.google.com/document/d/1wippqbPuY4Igv4nWDzw9d9vVPoLx1JPLX0q7pCINodQ DS3 GeneralCamo Character Doc: https://docs.google.com/document/d/1gupU1h6KcUGgaeUC3MXK8fBlsT0NlH6ZNhdba9QesLo DS3 Kamuixmod Character Doc: https://docs.google.com/document/d/1_cOmg04shpbRVvH3uAJErGUJoMsJhDSzjrKFQMY4j6I DS3 Catalyst Character Doc: https://docs.google.com/document/d/1GaDb4jzp9PzUtK6im6avg-2i2uLLcfiart-gKnHr6XE DS3 Garrus Character Doc: https://docs.google.com/document/d/1UuLp0JcuQsO9lkuTJxDEGAuUHs50DKf2OrnyeUwPvdA DS3 Nodlied Character Doc: https://docs.google.com/document/d/1wASS9jp9Hplf1ngVkk6879tLZ53RyTGZ88YQxgACXSk DS3 triattack Character Doc: https://docs.google.com/document/d/1ZaRZS-l-RjHvGKs4IYvOCwt8XCe5-6CmGnqTD3l1x9w DS3 M1Garand8 Character Doc: https://docs.google.com/document/d/1cRj3Wsef_5vV4dbyq-RIIRXQmn4c1x0c03dASsG_cVQ DS3 Day 2: DS3 Day 2 Spacing: DS3 Day 3: DS3 Day 3 Spacing 2: DS3 Emergency Evac: DS3 Day 4: DS3 Day 5: DS3 Day 6: DS3 Day 7: DS3 Day 8: DS3 Voe vs iLTS possible standoff: DS3 Ending: DS3 CVCs: https://imgur.com/a/n1lj4 DS3 Characters: https://imgur.com/a/YKsu1 DS3 Necromorphs: https://imgur.com/a/OsCsb DS3 Weapons: https://imgur.com/a/KQu2p DS3 Equipment: https://imgur.com/a/7pv0C DS3 Player Stats before Convergence Event: https://imgur.com/a/md9xa
  20. Since it's rather quiet on the Mafia front, the next RA: APB Mafia is here, once again, to fill the void before other games are ready. This time, prepare for a new shocking experience! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (if requested, we can play smaller version games on W3D Discord, live). Unlike some other themed mafia games, I usually don't have much trouble with them and since there were no additional lore, video or GFX work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. So if you feel like and request I can usually always run them. Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for days and 24 hours for nights where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The sixth RA: APB Mafia forum game version will start next Friday, 6th of October at 10 PM UTC/GMT (subject to change based on feedback), provided we'll get enough signups (at least 7 bare minimum). Update: You can check the online counter when the game starts Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Signed Players (or who confirmed already): OrangeP47 Alstar Nodlied Mojoman Killing You Jeod ChopBam FRAYDO Misa (minimum 7 players, max 20) Game Progress: Day 1 Night 1 Chat (W3D TS) Game Progress: If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: We have finally new (building) options available! Thanks to the engineering marvels of our glorious war machine, we have finally mastered the power of lightning! Although Allies were also busy. Thanks to Einstein's research, we will have to face the Allies in the shroud. Check out or new Tesla units as well Gap generator units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Some of the units that used be custom are now classic. Some classic units (e.g. Soviet Officer/Kapitan) have changed! As you can see, both Soviet Tesla Coil and Allied Gap Generator, are pretty powerful additions, but require a Power Plant to run. Since there's only Soviet Power Plant, Allies will have to rely that they will not destroy it, but Soviets will also need it in order to maintain a powerful defense mechanism running - which can work as well during the day and night. This interesting relationship triangle will introduce several strategies for players, and even though the Power Plant doesn't have much to do, it will be crucial to the game's outcome nonetheless - either tricking the Allies or actually helping them (depending whichever unit is in game). These new vehicle units are basically passive role blockers. While the Tesla Tank can protect itself only, the MGG can chose which unit will be protected. This can create chaos, since it will be hard to determine what actually happened. Since there is no limit to how many units will get blocked, and whether the protected unit is actually Tesla Tank or something else that was covered in shroud. Shock Trooper is now a classic role. Since he's basically the role blocker, I have finally made a change to the Officer/Kapitan role - the interrogation will no longer block the target. Instead, the interrogation will now reveal a unit/role type. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  21. Once again, the next RA: APB Mafia is here again. This time, with a special explosive flavor! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (if requested, we can play smaller version games on W3D Discord, live). Unlike some other themed mafia games, I usually don't have much trouble with them and since there were no additional lore, video or GFX work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. So if you feel like and request I can usually always run them. Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for days and 24 hours for nights where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The fifth RA: APB Mafia forum game version will start next Friday, 14th of July at 10 PM UTC/GMT (subject to change based on feedback), provided we'll get enough signups (at least 7 bare minimum). Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Signed Players (or who confirmed already): Jeod ChopBam Killing You OrangeP47 FRAYDO Alstar Category 5 Retaliation Chaos_Knight Mojoman TheIrishman Voe (minimum 7 players, max 20) Game Progress: Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4 Night 4 Day 5 Night 5 Day 6 Game Over Chat (W3D Teamspeak) Game Progress: 10th RA: APB Mafia chat game version will start next Friday, 1st of September at 10 PM UTC/GMT (subject to change based on feedback), Results If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: The Americans were celebrating their so called Independence Day this week on the 4th of July. On that day in history, the American colonies declared independence. While these Allied dogs celebrated with fireworks, we have also prepared our own, Great, Fireworks! The likes the world has never seen before! You comrades, will be assigned to our new atomic missile production base, Dark Horseman facility. Your job will be to protect our warheads before they are ready. Check out or new missile silo building on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! The Soviet Missile Silo will grant Soviets a time based victory (the time limit needed - in game days - is determined by the number of players in game, similar to starting number of hammer votes, e.g. in a 11 player game, Soviets can win on Day 6), in case they will fail to find and execute all the Allied spies first. In case the Soviet Missile Silo is destroyed, Soviets will lose. If the silo is shut down otherwise (e.g. role blocked), Soviets can no longer win by the time limit condition and are forced to win by default, hunting all remaining Allies before they are outrun by them. There can be more Silos in the game though, and all of them can count towards the victory condition. In that case, Allies would have to destroy or shut down all of them before the time limit. If Soviets let Allies destroy all the Missile Silos, they will lose by default. Soviet Missile Silo is a building, it has no battle actions and it can't get lynched just like other buildings. But it can also be destroyed by either a battle day action or plan night action. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  22. As requested, the next RA: APB Mafia is here again. This time, with extra special units and flavor since 20th anniversary of Red Alert! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (instead of forum game, where the game lasted around 30 mins up to an hour on our Teamspeak). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate - we have already established in last interest thread to run this next Friday when we'll reach the minimal sign ups count. You would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). Game UPDATE: The fourth forum game version could start next Friday 2nd of December at 10 PM UTC/GMT (subject to change based on feedback). Voice/Chat version (on TS) will be scheduled if there is enough interest (they are quick & fun, the last streak was three games per event!) - when this game is complete. Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players (from interest thread): Killing You Jeod Isaac The Madd ChopBam Nodlied (needs to confirm) FRAYDO Category 5 Hurricane Chaos_Knight GeneralCamo Voe Mojoman (minimum 7 players, max 20) Game Progress: DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 NIGHT 4 DAY 5 NIGHT 5 DAY 6 - Game End Chat (TeamSpeak) Game Progress: not scheduled yet If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: We have a new Role Sheet with brand new Aerial Units! (click for large) The Concept of Air units is simple - technically they are vehicles, but it only applies when they take off! So until then happens (first plan/night phase action), they are ordinary vanilla units (can't shoot, no armor/bullet proofs). However, when they do take off, they'll gain the ability to ##shoot, vehicle armor, and in case of Allied Longbow - Night Kill ability. Soviet Mig and YAK have special kill bonuses during the day. All air vehicles are able to re-arm when they land, if there is an equivalent of their associated landing facility (Airfield or Helipad). Soviet Airfield also has the ability to create a Masonry (aka known team via a doc) with any aircraft that will re-arm (the aircraft must first take off, shoot and land - so it takes at least to 2 days and 2 nights to execute). Even if the soviet airplanes die, the Airfield can still dispatch a badger each second night to bomb a building (other units are not affected). If there is already an air unit capable of bombing on it's own, this ability will activate when it's destroyed. Same for Allied Helipad - when all friendly longbows are destroyed, it can dispatch allied air force strike, which basically replaces the standard Allied Mafia Kill (if there are still other allied units in game, they can perform their own night action instead of NK). Whether or not allied longbows have to re-arm to perform a night kill depends on the game setup (how player factions are divided as well as how many NKs can there be in game). Lastly, Soviets have also a new defense unit, the Soviet Sam Site - in case there will be longbows, you can expect a sam site as basic anti air counter. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  23. Steins;Gate Linear Bounded Phenogram Quantum Mafia Welcome to a mafia that attempts to do what few would even dare. Quantum uncertainty. Conditional probability. World Lines. Attractor Fields. Time Machines. The Butterfly Effect. Chaos incarnate. Steins;Gate Mafia is, on the surface, a basic open-setup mafia game. There are a small amount of roles and they are published in advance for everyone to see. However, the first big twist is that the roles are not determined at the game start. Instead, they are in a state of quantum uncertainty, and are determined as the game is played. All players will have assigned chances of being a given role, including the chance of being Mafia (the Organization), chance of having "correct" Reading Steiner (town cop role), chance of being the Future Gadget Lab Leader (unconfirmed masonry leader), and the chance of being the Rounder (current active nightkill role, which transfers to another mafia member on death) When the game starts, the chances that any player is a given role is identical to all other players. There are a number of ways that possibilities are eliminated, and eventually all players will have only one role that is possible for them. The second big twist is that there is a Time Machine, and this can be used to alter basically any event that has happened in the game, which will also effect everything that happened after that change. Before game starts: All players who sign up shall pick a character they would like to play as. Players should submit multiple choices and rank them in preferred order. Players who submit their choices earlier will be given precedence over later entries. The character's role in the source material has no impact on the role that player will eventually be. (For example, being Rintaro Okabe will not increase your chance at being the Future Gadget Lab Leader, nor will it reduce the chance of being Mafia-aligned) WHA-Where's the character list? Where are the posts that happened after this? Has the World Line changed already?! Is the Organization trying to prevent this game from starting? Is this the choice of Steins;Gate? No, it can't be! Prepare for a counter-attack! These videos will have to do! Confirmed Signups - 11 TheIrishman OrangeP47 FRAYDO Chaos_Knight Nodlied Jeod Killing_You - need a replacement Misa - need a replacement Mojoman - replaced by Voe kamuixmod ChopBam Bookmarks: Day 1 Start - N0 Death Undetermined Night 1 Start - Nodlied, Luka Urushibara, was Lynched as Vanilla Town Day 2 Start - N1 Death Undetermined Night 2 Start - Jeod, Yugo Tennouji, was Lynched as Future Gadget Lab Leader, Town - Time Machine activated, kamuixmod, Alexis Leskinen, was Lynched as Vanilla Town D1, Misa, Suzuha Amane, was Lynched as Rounder #2 D2 Day 3 Start - N2 Death Undetermined DAY 1 HAS STARTED. SIGNUPS ARE CLOSED. ALSO I'M AN IDIOT WHO DELETED A THREAD WHEN HE TRIED TO DELETE THREE POSTS. OOPS.
  24. Hello everyone VERTi60 let me know that this would be an appropriate place to post this. __________________________ I would very much like to invite your community to take part in Season 4 of the Mafia World Championship. The Mafia Championship is an annual online tournament series that pits representatives from various forum Mafia (aka Werewolf) communities against one another as they compete to determine the Internet’s greatest forum Mafia player. Each participating community democratically elects one person to represent them and become their “Champion”. Season 1 ran in 2013-2014, while Season 2 and Season 3 ran in 2015 and 2016, respectively. As of Season 3, a total of 160 communities have been represented in the Mafia Championship, making it the largest cross-forum event on the Internet. People from all over participate in these games -- we have American, British, Australian, Danish, Romanian, Spanish, Italian, Swedish, Polish, German, etc. communities. I hope that all this sounds very exciting. If you are interested and would like to send a representative, please let me know as soon as you can. You can use this thread to discuss interest/volunteer yourself/nominate others who you think would make good representatives. More information here: https://docs.google.com/document/d/1E9x7nJkSPmv1ZtSKFdSmLsvD4DQoX13i2MA9VG5p4W4/edit Cliffs: - 165 communities will be participating -- hopefully you will be amongst those - The setup this year: 15-man Mountainous (3 Mafia Goons vs. 12 Vanilla Townies) - Qualifiers take place during May and June. So your rep would just need to have 2-3 weeks where they could play during either of those months (they play in just one qualifying game at whatever time suits them best). - Your rep can choose between 12, 36, 48 or 72 hour Day Phases - Your rep needs to make a minimum of 10 posts per Day Phase - The activity will be much higher than what you're used to - expect maybe 500 posts per day the first few days - Deadline for deciding on a rep/volunteering: April 23 (apologies for the tight deadline, I only discovered your community today -- if you need a couple more days, we can arrange that)
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