Mafia V1: Testing the Waters Welcome to Mafia V1! This story will be a small-scale game of Mafia as I've played it, testing it out on Iwaku to see how it runs. Some rules may be added and changed, and this also may not run as smoothly since it's likely different from how Iwaku has previously played, so please bear with me if you join in. ------------------------------------------------ Mafia is a game where you are randomly assigned a role that only you know. You are also allied with other people and given an objective that must be carried out to win. There are usually two factions, the "town" and the "mafia." The town always outnumbers the mafia at the beginning of the game. There are two phases in the game, day and night. During the day, everyone can participate in discussion, and you can also vote to eliminate a player. If the majority of everyone left in the game vote for a person, that person is eliminated and the day ends. During the night phase, the mafia chat with each other to select a target player to eliminate from the game. Players who are eliminated are considered "dead," have their role revealed to everyone, and cannot participate further. The town wins when all mafia players are eliminated. Conversely, the mafia wins if they outnumber the town. The best part about Mafia is the various roles you can become. Typical roles include the sheriff and doctor, but there are lots of other ones with various functions. Most of them have an ability that works only at night. Lastly, you may have to lie in order to conceal your role, especially if you are mafia or an anti-town role. -------------------------------------------------- Post in this thread to sign up for this game. It'll go on for days and probably a few weeks, so please make sure you'll be active while the game is running. I reserve the right to kick players from the game for inaction, even if their role doesn't allow them to do anything; you can still help discussion. So every other game day, I expect you to post at least once. Here is the roles list for this game: Town Roles Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Citizen: The Citizen is a Town role with no night ability. It is the most common town role in the game. Can be recruited by the Masons. Sheriff: The Sheriff picks one target per night and chooses to investigate them. - If the person is Mafia, but not the Godfather, you will learn they are part of the Mafia (though not their role). - If the person is the Cult Leader, Spree Killer, Witch, a Twin (after one has died) or the Serial Killer; you will learn their exact role. - If the person is a Cult Recruit, you will learn they are part of the Cult. - If a person is framed, they will appear as Mafia. - Otherwise, they will appears as unsuspicious. The person who is targeted is not notified. Doctor: Picks one target per night and heals the target that isn't themself. If the target is attacked, the Doctor will save the target. If that person is targeted more than once, the kill will go through regardless. The Doctor cannot protect against: - A Bodyguard who has successfully protected their target - Executions made by the Jailor. The Doctor can also prevent Culting, though they cannot both do this and heal in the same night. If the target is attacked and also the target of the Cult, the Doctor will prioritise healing. The Doctor and the victim are notified of a successful heal or protection from Cult recruitment. If the above scenario occurred, then the Doctor is only notified that they prevented the attack. Bodyguard: Picks one target alive at night other than themselves. If that person is attacked by any role (or is the victim of a Spree Killer), the Bodyguard will kill the attacker and die themselves in the process. The Bodyguard pierces immunities. The killer's target is notified they were saved. Mason Leader: The Mason Leader picks one target per night other than themselves. If the target was a citizen, the Mason Leader will successfully change that target's role to 'Mason' and gain a night chat with them. If any other role is targeted, the Mason Leader will be informed that the recruitment was a failure. Upon a successful recruitment, the Mason Leader must wait until the night after next to recruit again. The Masons also function as an anti-cult faction. If a Mason Leader attempts to recruit a member of the Cult, they will die. If a member of the Cult attempts to recruit a Mason, then the Mason will be alerted through a message as to who tried to recruit them and that they are a member of the Cult. If the Mason Leader dies, the first Mason recruited will become the new Leader. There will never be more than one Mason Leader at a time in a game. Vigilante: The Vigilante has two bullets. During the night phase, they may choose to shoot one other person in the game. Providing they are not protected in any way, the shot will kill that person. If the Vigilante hits a role that has an immunity or a vest (be it auto-vest or an on-use vest), they will be notified, as will the target. The Vigilante may not shoot on Night 1. Veteran: During the Night Phase, the Veteran may choose to go on alert. Anybody who visits the Veteran (except for the Watcher and the Looker) will be killed that night. The Veteran pierces immunities. The Veteran cannot be killed by gunshot during the day. The Veteran may go on alert three times a game. Mayor: The Mayor may PM the host during the day phase to reveal themselves as the Mayor. An announcement will be posted and their vote will henceforth count for three, however the required number of lynch votes remain the same. There is never more than one Mayor at the beginning of a game. Until the Mayor reveals, their vote only counts for one. Dancer: Once per night, the Dancer can choose a target to roleblock. If the person is not the Serial Killer, a Godfather, another Dancer, or an Amnesiac choosing a role, the target will not be able to perform their action that night. If the target has a limited use action (e.g. Vigilante) or has a cooldown (e.g. Thief, Gunsmith) these will not be triggered. The target receives a notification that they were roleblocked. If the Dancer hits one of the aforementioned immune roles, the roleblocking will fail, and both the Dancer and the target will receive a notification that of the failure. Although the Dancer moves before the Witch and Bus Driver/Kidnapper in the Order of Operations, they can still be affected by the actions of those roles. Tracker: The Tracker may choose someone alive to follow at night other than themself. They will be notified of every person their target visited, if any, but not what actions were taken. The person who is tracked and the people they visit are not notified. Watcher: The Watcher may choose someone alive to watch at night other than themself. They will be notified of every person who visited their target (except for the Godfather, the Watcher, and the Looker), if any, but not actions were taken. The Watcher will additionally be notified if somebody with the role of Witch, Dancer, Bus Driver, or Kidnapper visits the target, despite these roles acting before the Watcher. The person who is watched and the people who are spotted are not notified. The Watcher is immune to the Spree Killer and Veteran. Coroner: The Coroner can choose someone dead at the beginning of the night to examine at night. They will be notified of every action that person performed while alive and who the targets were (though not the results), as well as their role, even if they were cleaned by the Janitor. If a Graverobber tries to steal that person's ability the same night, they will fail, and the Coroner will be notified. Jailer: The Jailer can choose someone alive other than themself to jail during the day. That night, the Jailer and that person will share a night chat (the Jailer will be anonymous). The target will not be able to perform night actions or have other night actions performed on them that night (e.g. if they are targeted for a kill, they will not be killed). If a lynch did not occur during the day, the Jailer may choose to execute the target at any point. The Jailer may not execute night one. Once a Jailer has executed two times, that Jailer may no longer execute. If a Witch controls the Jailer, the target will be automatically executed at the end of the night, even if the Jailer has already executed twice. Executions cannot be roleblocked. If the prisoner is targeted by any night actions, the night actions will fail, but the person that targeted the prisoner is not informed. The Jailer is not seen as visiting the person they jail by Trackers or Watchers. Bus Driver: The Bus Driver can choose two living people to swap at night other than themself. All night actions performed after the bussing will instead be performed on the other target. The people who are bussed do not have their own night actions redirected unless they target someone else who was bussed. If more than one bussing takes place with some targets identical and some not, they will be performed in a random order. If an even number of busses on the same two people occur, they will fail, and both bussing roles will be notified of this. If a person targets someone bussed and it ends up redirected to them, they will be notified that they killed themself via bussing and the next day it will be revealed that they killed themself via bussing. If a Witch tries to force a Bus Driver to target someone, the first target the list will be bussed with the target the Witch forced them to target. People who are bussed will be notified that they were bussed, but not by whom or whom they were bussed with. Gunsmith: Once every other night, the gunsmith can give a gun to a player of their choosing. The gunsmith is not revealed to the player they give the gun too. The player who receives the gun can then choose to activate it at any point during the day phase before a skip day is locked in. The gun can be held for as long as needed. The player must PM the host as to who they wish to shoot. The host will then kill the target, unless they are the Veteran, Godfather, or Survivor, in which case; the shot announcement will be made, but the target will not die. The host will role an RNG to determine whether or not the shooter is revealed. The shooter has a 50% chance of having their name revealed by their shot. If the Gunsmith is roleblocked or otherwise prevented from using their action, they may try again the following night. The Gunsmith cannot have its power taken from the graveyard, nor can it be stolen from. However, a Graverobber may take a gun that is unused from somebody in the graveyard; and the Thief may take a gun from somebody who has one but does not otherwise have a stealable power. If a Gunsmith is targeted by the Witch, they will give their target a gun even if their ability is on cooldown; this will not affect the Gunsmith's own cooldown timer in anyway. If the Gunsmith targets a jailed target, they will receive a failure notification and will be able to try again the next night. Mafia Roles IMPORTANT NOTE: All mafia roles may be sent out to kill, in which they forfeit their normal night action, if any. However, no more than one member of a mafia may be sent to kill each night. Regardless of which role performs the kill, it will be revealed that the target was killed by the mafia, if the kill is successful. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Mafioso: A basic member of the Mafia. You can be sent out to kill, but do nothing else. Godfather: The Godfather is the head of the Mafia, and has the final say on what the night actions will be. The Godfather cannot be detected by the Watcher, Sheriff, or Coroner; though can be caught by the Tracker or the Consigliere. The Godfather is immune to shots during the day, and cannot be killed at night unless it is by the effect of a Spree Killer, Jailer performing an execution, Veteran, or Bodyguard. The Godfather will be notified if someone tries to kill him/her but not by whom. The Godfather is immune to being roleblocked. There is always one Godfather per Mafia faction at the beginning of the game. Consigliere: The Consigliere can choose one person per night to investigate. The Consigliere will receive five possible roles: - One Benign Neutral - One Evil Neutral - Three Town Roles Of which one is the real role of the target. The possible roles that are not the target's role may or may not be in the game. In games with two Mafia, it is instead: - One Benign Neutral - One Evil Neutral - One Mafia Role - Two Town Roles There is never more than one Consig per Mafia at the start of the game. The Consig will no longer become the Godfather upon the death of the Godfather. Framer: The Framer can choose someone alive to frame as any non-Godfather Mafia role (Suspicious), OR to frame any non-Godfather, non-Framer, Mafia role as a Citizen (Unsuspicious). That role will be reflected in the Sheriff’s, and/or Consigliere’s results should they investigate that person in the future. The Coroner’s results will not be affected. The target is not notified that they are framed. The effect lasts for one night. Janitor: The Janitor may choose to clean someone alive that night, even if they are not attacked by that Mafia that night. If that person dies that night, their role and faction are not shown the next day, and the Janitor will receive that information. The Coroner and Mortician still receive the correct role and faction in the future. The Janitor has two uses of his ability. The person's true role is PM'd to the Janitor upon a successful death. Dancer: Once per night, the Dancer can choose a target to roleblock. If the person is not the Serial Killer, a Godfather, another Dancer, or an Amnesiac choosing a role, the target will not be able to perform their action that night. If the target has a limited use action (e.g. Vigilante) or has a cooldown (e.g. Thief, Gunsmith) these will not be triggered. The target receives a notification that they were roleblocked. If the Dancer hits one of the aforementioned immune roles, the roleblocking will fail, and both the Dancer and the target will receive a notification that of the failure. Although the Dancer moves before the Witch and Bus Driver/Kidnapper in the Order of Operations, they can still be affected by the actions of those roles. Kidnapper: The Kidnapper can choose two living people to swap at night other than themself. All night actions performed after the bussing will instead be performed on the other target. The people who are bussed do not have their own night actions redirected unless they target someone else who was bussed. If more than one bussing takes place with some targets identical and some not, they will be performed in a random order. If an even number of busses on the same two people occur, they will fail, and both bussing roles will be notified of this. If a person targets someone bussed and it ends up redirected to them, they will be notified that they killed themself via bussing and the next day it will be revealed that they killed themself via bussing. If a Witch tries to force a Bus Driver to target someone, the first target the list will be bussed with the target the Witch forced them to target. People who are bussed will be notified that they were bussed, but not by whom or whom they were bussed with. The Mafia faction bussing the target cannot target their bussed targets with any other moves. A Graverobber can still rob this role if it already exists in the Mafia. Thief: At night, the thief can pick one target and visit them. If they have a night role, they will steal a use of that night role. If the night role they stole was limited, then the target they stole from will lose a use of their role. The thief must use up the role they stole before they can steal again. The thief can carry out the night's kill instead of thieving or using their role (but if they elect to do this, they will LOSE their stolen use). The target will receive a notification of a successful steal. -They cannot steal two nights in a row. In the case in which an ability like an investigation is stolen (i.e Sheriff, Consigliere, Tracker, Watcher, Looker), the Thief is not notified what sort of investigation it is until they use it. If the Graverobber is targeted, the Thief will steal a use of the ability they have Graverobbed. If there is no ability, nothing will be stolen. The Thief cannot steal an additional kill by targeting a Mafioso or Godfather, as these are not specific night actions. The only way for a Thief to steal an additional kill is to steal from a role such as Vigilante, Mason Leader/Mayor/Mafioso/Godfather/Cult Leader/Spree Killer/Amnesiac/Student cannot be stolen from. In the case of the Mayor, Mafioso, and Godfather, they receive a notification that they have been stolen from, but haven't lost anything. The Thief will simply be told they stole nothing. For the other roles (Mason Leader, Cult Leader, Spree Killer, Amnesiac, Gunsmith and Student) they will not receive a notification and the Thief will be informed that they have failed. The Thief may take a gun from a role that otherwise has no stealable ability. They may not steal from the Gunsmith directly. In this case, the target will receive a message as such. Failing to steal (either by hitting one of the above or a Citizen) will still trigger the cooldown. Graverobber: The Graverobber can choose to graverob someone dead at the beginning of the night and receive two uses their ability. Once you have used an ability twice, you can no longer use it. You hold as many different abilities at once as you want. You cannot graverob and use an ability in the same night, and you may not graverob the same person twice. All graverobbed actions work exactly as they do for their normal roles. The Graverobber cannot graverob the following roles: Citizen, Mason Leader, Mason, Mayor, Jailor, Godfather, Gunsmith, and all neutrals except Witch. If using the Dancer ability, you can be roleblocked yourself. If using the Bodyguard ability, you will still die and kill the killer if your target was attacked. If using the Bus Driver ability, the limitations of the Kidnapper role apply. The Graverobber may take an unused gun from a corpse, but not the Gunsmith ability itself. Looker: The Looker may choose someone alive to watch at night other than themself. They will be notified of every person who visited their target (except for the Godfather, the Watcher, and the Looker), if any, but not actions were taken. The Looker will additionally be notified if somebody with the role of Witch, Dancer, Bus Driver, or Kidnapper visits the target, despite these roles acting before the Looker. The person who is watched and the people who are spotted are not notified. The Looker is immune to the Spree Killer and Veteran. Benign Neutral Roles Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Executioner: The Executioner is given a target at the beginning of the game. The target may or may not be town-aligned. In order for the Executioner to win, their target must be lynched before the end of the game. If the target is killed at night, the Executioner will become a Survivor with no vests available. Survivor: The Survivor may choose to use a vest at night, which will make them immune to being killed (except by roles such as Veteran or Jailor) that night. The Survivor has three vests to use. In order for the Survivor to win, they must be alive at the end of the game. Amnesiac: On any night during the game, the Amnesiac may choose the role of a dead person other than Godfather, Mayor, Mason Leader, Cult Leader, or another Amnesiac to become. This decision cannot be roleblocked. The next day, it will be revealed that the Amnesiac took that role, but not the Amnesiac’s identity. In order for the Amnesiac to win, they must survive until the end of the game, or, if they choose a role, satisfy the win conditions of that role. Student: On any night during the game, the Student may choose a person as a mentor. If that person dies that night or is a Godfather, Mayor, Mason Leader, or Cult Leader, the decision will fail, and you may choose again that same night. Upon success, you will gain access to a night chat with that person the following night, and, if they die, you will assume their role. In order for the Student to win, they must survive until the end, or, if they choose a mentor, satisfy the win condition of their mentor’s role. In the case that a Student selects a mentor that already has a night chat of his own (i.e. is Mafia, Cult, Mason, Jailor, or has another Student), the Student may not directly participate in those night chats until his mentor is dead. In the case of a mentor with multiple Students, all Students will assume their mentor’s role upon the mentor’s death. Evil Neutral Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Witch: The Witch may choose someone alive to witch and anyone alive (including themselves or themself) for them to visit, and that person will be forced to perform their night action on that person, if they have a night action and at least one use of that night action left. If the Bus Driver is witched, they will swap the first person they listed to swap with the target you gave them, and if you witch a Jailor, they will execute at the end of the night, even if they have already executed twice. If a Gunsmith is targeted by the Witch, they will give their target a gun even if their ability is on cooldown; this will not affect the Gunsmith's own cooldown timer in anyway. If a person kills themselves because a witch forced them to target themself, they will be notified that they killed themself via witching and the next day it will be revealed as a regular kill from that person’s faction. If a Witch witches a Citizen or a person with otherwise no night actions, the target will be seen as visiting someone, but nothing will happen to the other person. The person who is witched is notified that they were witched. In order for the Witch to win, the Witch must survive and the Town must lose. Cult Leader: The Cult Leader can choose someone to recruit into the cult each night. If the person is a Mafia member, Amnesiac, Student, Serial Killer, Twin, or Spree Killer, the recruiting will fail, and if the person is a Mason or the Mason Leader, the recruiting will fail and the Mason Member will learn your identity. Otherwise, they will become a cult member, but retain their role (except for their win condition) and cannot recruit members into the cult themselves. If the Cult Leader dies, half of the remaining Cult Members (rounded DOWN) will suicide that night. In order for the Cult Leader or anyone who has become a member of the cult to win, there must be more cult members than all Mafia members and Townspeople combined. The Cult Leader can win even if they die and so can the cult members who suicide, so long as there are cult members remaining who survive until there are more of them than all Mafia members and Townspeople combined, though the Cult Leader will not be replaced and the cannot recruit any more members. Benign neutrals that can be recruited and Witch retain their roles, but their win conditions are changed to match that of the Cult Leader. Other rulings: -Executioner does not have to have their target lynched before winning. -Survivor does not have to survive to win. -Witch must now see any killing evil neutrals and all mafia dead before they can win. Serial Killer: The Serial Killer may choose someone to kill at night. That person will die, they will be notified they were attacked, and it will be revealed the next day that the person was killed as such. The Serial Killer has an autovest. If a Dancer roleblocks the Serial Killer, the Serial Killer will kill the Dancer instead of their original target. In order for the Serial Killer to win, they must survive and Town must lose. Spree Killer: The Spree Killer can choose someone to set up on at night. Everyone who visits the person who is set up on (but not the person themselves, unless that person is forced to visit himself through Bus Driver, etc.) except for the Watcher and Looker, will be killed, they will be notified they were attacked, and it will be revealed the next day that they were killed by the Spree Killer. The Spree Killer has an autovest. In order for the Spree Killer to win, they must survive and Town must lose. Twins: What game is complete without a pair of evil twins? The twins will function as citizens at the games outset. One Twin will take up a Citizen spot while the other will take up an Evil Neutral spot. They will both appear as unsuspicious to the Cop; and not appear as Twin to the Consigliere. The only unique thing about them is that they share a night chat. Upon the death of one of the twins, the other will become a killer and will appear as suspicious to the Cop, and Twin will be a possibility in the Consigliere's results. The killer twin can kill one target a night, but does not pierce immunities. The killer twin does not have an auto-vest. The Twins will win if the killer twin is the last person alive, or if both twins outnumber the remaining players. (i.e 1 mafia, 1 town and both twins will be a twin win). ----------------------------- Game Mechanics Each day, I will make a post signalling that the day begins. After this, people can post whatever they feel like. Voting to eliminate a player (the official term for this is "lynching") can also happen. If you do this, make sure to follow this format: /vote Person in bold. If you do not do this, you vote won't be counted. You can also unvote with /unvote Person, also bolded. If a majority vote for one person is reached, he or she is eliminated from the game and cannot post in this thread anymore, everyone learns that person's role, and the day ends. During night, nobody may post in this thread. Mafia members and Mason members can chat through PMs or some IRC channel or something, but MUST take all precautions to keep chat to themselves. Once everyone has submitted their final night action to me or the night ends, I will begin day with a post with who is eliminated and how. One thing I must make clear: aside from Mafia and Masons who know who their team/group members are, nobody else knows who anyone else is, so do not reveal your own role unless you feel is necessary. Nobody aside from Mafia members and Masons can PM each other (i.e. Even if the Doctor and the Sheriff know each other, they can't PM each other to communicate), and even then cannot do so during the day. PMs will break the game, so please please please abide by this. Lastly, unless you're a neutral role, being dead doesn't mean that you have lost! If you are a dead Sheriff, and the game ends with a Citizen, the Doctor, and the Tracker as the only three people left, you still win since you are listed under "Town" like everyone who was left alive. Oh and do not discuss this game outside the game itself until it's over, please. Also, it should be noted that I have a specific order of operations for determining which night actions go first: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler 1. Jailor jails target 2. Night chats open up 3. Veteran goes on alert 4. Dancers block 5. Witch witches 6. Bus Driver/Kidnapper switch targets 7. Watcher/Looker sets up 8. Survivor uses vest 9. Bodyguard guards 10. Spree Killer sets up 11. Jailor executes 12. All other kills 13. Doctor saves 14. Framing 15. Investigations (sheriff, invest, tracker, etc.) 16. Cleaning 17. Gunsmith hands out gun 18. Coroner 19. Graverobbing 20. Thievery 21. Cult recruit 22. Mason recruit 23. Amnesiac chooses role 24. Student chooses mentor 25. Suicides -------------------------------------- If you have questions, please feel free to post here and I will answer them as best I can!