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Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085151#msg1085151
« on: July 06, 2013, 07:07:36 am »
Wait for him to post.


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Offline RootRanger

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085174#msg1085174
« Reply #1 on: July 06, 2013, 12:19:15 pm »
Elements Mafia 32: Death Note Mafia

I had a few goals with this mafia. I wanted it to have new and exciting roles while being as balanced between the two sides as I could make it. I've tried to give the civilians a lot of bits of small information that they can piece together to uncover the mafia, rather than relying on the Seer to find them through luck. Lastly, I wanted my mafia to be themed around the Death Note anime.

   Light Yagami stared out of his classroom window and noticed a black book fall from the sky. Curious, he decided to examine the book. It was a supernatural object called a "Death Note," and it held power greater than anything found in the human world. As Light soon discovered, he could kill someone by merely writing down their name in his Death Note. Light was not a normal teenager. He possessed high intelligence, a strong sense of justice, and a maddening desire for power. With the Death Note, he planned to eliminate all of the world's criminals.
   As dozens of criminals died, the public realized that these deaths were no accident. The killings were attributed to a figure they called "Kira" who was trying to purge the world of its injustice by murdering the most dangerous criminals. Some supported Kira, joining his side. Far more opposed him for his twisted ideals of justice. The police force focused its efforts on catching Kira and eliminating him. Light decided to kill those who actively opposed him, murdering members of the police force.
   Light knew that he could not purge the world of its criminals by himself. He gained the assistance of four others, granting them the killing power of the Death Note. The police set up a task force of twenty policemen to catch and kill Kira.


Basic Rules and General Information
There are 5 Kiras in the game. They win by killing all of the policemen. At the start of the game, the 5 Kiras are all aware of each other's primary and secondary roles. Each night, they may kill one person. For the purposes of abilities, the Kira who sends the Nightkill PM is the one who has targeted the victim of the Nightkill. Each of the 5 Kiras has a unique primary role. 4 of the Kiras, with the exception of Light Yagami, also have a secondary role.

There are 20 Policemen in the game. They win by killing all of the Kiras. 4 Policemen have both a unique primary role and a secondary role, while the 16 Rookie Policemen only have a secondary role.

Each day, the town votes to lynch one person. Although abstaining (not voting) is allowed, players will be modkilled if they abstain two rounds in a row. Players may not vote for no lynch. The day phase lasts 48 hours. Following the day phase, there is a 24 hour night phase. Active abilities are used during the night phase. The game begins on a day phase.

In the event that multiple Kiras send a PM for a night kill, the most recent PM will be used unless it states otherwise. When a player dies in the night, the reason for the death will be specified (Kira, Rem, Higuchi, Bomber, Gunman, Revenger).

Any Secondary Role can potentially be matched with any Primary Role. All abilities may be used on oneself. Players are not required to use their abilities.

Players are free to PM whoever they want in both the day and night phases. However, quoting another player's PM is not allowed (unless you are sending it to the Host). You cannot ask another player about what the host PM'd them (you can ask them what their identity is, but nothing about the PM sent to them). When you are killed in the game (or in real life), you may no longer PM or post in the thread.

Primary Roles and Abilities
Active abilities require the player to send a PM to the host. Passive abilities take effect automatically. Some abilities may be used every round; others, every other round or only once.

Light Yagami (Kira): Light is an extremely clever and devious teenager. He has an incredible gift for deception, often pretending to be someone who he truly is not. Light does not intend to let anything stop him from purging the world of those he considers unworthy.
Active Ability (Every Round): Light targets one player to hide behind. All abilities that target Light function as if they instead had targeted the player Light is hiding behind, even if it causes that player to die. Abilities that target Light's target do not affect Light.
Passive Ability: Light has no secondary role, and there is no way for Light to acquire a secondary role.

Misa Amane (Kira): Misa is a young model who is completely infatuated with Light.
Passive Ability: If Misa's vote targets the same player as Light's vote, then Misa's voting power increases by 1 for that day.

Kyosuke Higuchi (Kira): Higuchi is a rich businessman who wants to use the Death Note to eliminate his competition. He feels no empathy for a human life and can kill with ease.
Active Ability (One Time Use): Higuchi targets one player, permanently marking him for death. Passive Ability: If Higuchi dies at any point in the game, his target also dies.

Teru Mikami (Kira): A loyal follower of Light, Mikami has sacrificed half of his remaining natural lifespan to a Shinigami, a god of death. In exchange, he has acquired Shinigami Eyes that give him the power to see someone's real name.
Active Ability (Every Other Round): Mikami targets one player. The following day, Mikami learns the target's primary role.

Kiyomi Takada (Kira): Takada is an influential television reporter. She has the resources and charisma to convince people to bend to her will.
Active Ability (One Time Use): Takada targets one player. That night, the target permanently loses its secondary role. The target is informed of this the following round.

L (Policeman): L is an incredibly intelligent and efficient detective. He likes to establish a close relationship with his suspects, learning as much about them as possible. His methods, however, endanger his own life. If L dies, the primary abilities of Near and Mello activate.
Active Ability (Every Round): L targets one player. The following day, L learns the target's primary and secondary roles. The target also learns the primary and secondary roles of L.

Rem (Policeman): Rem is a Shinigami, a god of death. As a Shinigami, Rem may save one person from being killed by Kira at the cost of her own life.
Active Ability (Every Round): Rem targets one player. If Kira attempts to night kill that player, Rem saves the target, killing the Kira who sent the PM as well as herself. All players will be informed of who was saved.

Near (Policeman): Near is the true successor to L. Yet unlike L, Near is very cautious, only confronting Kira when necessary.
Active Ability (Every Other Round): Near targets one player. The following day, Near learns the target's primary and secondary roles. The target does not receive any information. Near's primary ability does not activate until the second night after L dies.

Mello (Policeman): Mello cares only about catching Kira, proving himself to be a better detective than Near. Though he does not have the deductive skills of Near, he is willing to go to great lengths to defeat Kira.
Active Ability (Every Other Round): Mello targets one player to kidnap; both players are informed of the kidnapping. Kidnapped players cannot use active abilities, and their voting power is set to 0. A kidnapped player who is Kira may not commit a night kill. A kidnapped player may only be freed if Mello dies. Mello's primary ability does not activate until the night after L dies.
Passive Ability: Mello temporarily steals the voting power of each player he has kidnapped. If a kidnapped player dies, Mello no longer steals their voting power.

Rookie Policeman: There are 16 Rookie Policemen. They do not have a primary ability.

Secondary Roles and Abilities
Active abilities require the player to send a PM to the host. Passive abilities take effect automatically. Some abilities may be used every round; others, every other round or only once. The secondary ability does not interfere with the primary ability; you may use both in the same round. Each secondary role is held by two players.

Voting Roles

Deceiver: A shady character who is not even trusted by the people closest to him, the Deceiver does not always do what he says he will.
Active Ability (Every Round): The Deceiver targets one player. The following day, the Deceiver 's vote goes after his target regardless who the Deceiver appears to have voted for.

Rising Star: The new recruit everyone is beginning to love, the Rising Star is becoming quite an influence among the police.
Passive Ability: The Rising Star begins the game with a voting power of 0. After each night, his voting power increases by 0.5.

Thief: The Thief is not concerned with anyone but himself. He will not hesitate to steal what does not belong to him.
Active ability (Every Round): The Thief targets one player. The following day, the target's vote goes after who the Thief voted for.

Death Roles

Bomber: An expert in demolitions, the Bomber can kill from afar.
Active Ability (Every Other Round): The Bomber targets one player, placing a bomb on him. If the Bomber targets a player who already has a bomb on him, the bomb will detonate and kill the player. A Bomber may only detonate his own bombs, not those placed by another Bomber.

Gunman: Audacious and callous, the Gunman is willing to murder whoever he thinks should die.
Active Ability (One Time Use): The Gunman targets one player, killing him. This action, both the name of the Gunman and his target, is reported publicly the following day.

Revenger: Some say the fear of death is what drives people to kill. The Revenger is an excellent example of this.
Active Ability (Every Other Round): The Revenger targets one player. If the Revenger dies during the night or the following day, his target also dies at the same time.

Information Roles

Investigator: Talented and manipulative, the Investigator knows exactly how to get the information he is after.
Active Ability (Every Other Round): The Investigator targets one player. The following day, the Investigator learns the target's secondary role.

Observer: Shy and attentive, the observer prefers to watch others instead of making a move on his own.
Active Ability (Every Round): The Observer targets one player. The following day, the Observer learns the names of everyone else who also targeted that player.

Stalker: A shadow in the night, he watches you without being seen.
Active Ability (Every Round): The Stalker targets one player. The following day, the Stalker learns the names of everyone the player targeted.

Control Roles

Guard: The strong-willed protector of the police force, the Guard does not let anyone get in his way.
Active Ability (Every Other Round): The Guard targets one player. Any secondary abilities used on the target fail. Players whose abilities fail are informed. EoR abilities can be used the next round, and OTU abilities may be used again.

Mastermind: The  Mastermind realizes that the human mind is truly frail and easily manipulated.
Active Ability (Every Other Round): The Mastermind targets one player. That night, the target's secondary ability fails. The target is informed if their ability fails. EoR abilities can be used the next round, and OTU abilities may be used again.

Tradesman: Is one's identity truly concrete and unchanging? Or can it simply be...traded away?
Active Ability (Every Round): The Tradesman targets one player. That night, the target's secondary ability fails. The following day, the Tradesman and the target swap secondary roles. Both players are notified of their new roles. The player who was previously the Tradesman will be able to use his newly acquired ability immediately.

Role Priority
Role Priority is used for determining which roles precede others. Basically, each night phase, the roles with higher priority have their abilities activated first. For example, if the Mastermind and Guard both target player X, then Player X's secondary ability will fail. However, if the Guard and Tradesman both target Player Y, then the Tradesman's secondary ability will fail. If the Tradesman and Gunman both target each other, the Gunman's ability will fail and the players will swap roles.

Light > Mello > (Higuchi, Mikami, Takada, L, Rem, Near) > Mastermind > Guard > Tradesman > Gunman > Bomber > Deceiver > Thief > (Revenger, Investigator, Observer, Stalker) > Night Kill

Kira wins.
1.) Fippe94 (D4, Rookie/Observer)
2.) UnderneathTheLens (D6, Rookie/Mastermind)
3.) qwerter (Higuchi/Rising Star)
4.) Calindu (N3, Rem/Tradesman)
5.) 1world24 (D5, Rookie/Bomber)
6.) killsdazombies (D7, Light)
7.) majofa (D6, Rookie/Deceiver)
8.) 09113664593c (D4, Rookie/Stalker)
9.) Demagog (D2, Misa/Guard)
10.) mathman101 (D8, Mello/Revenger)
11.) ddevans96 (N7, Rookie/Revenger)
12.) PlayerOa (D7, Rookie/Guard)
13.) Laxadarap (N2, Rookie/Investigator)
14.) Annele (N7, Rookie/Gunman)
15.) Kuroaitou (N5, Rookie/Rising Star)
16.) Onizuka (N4, L/Bomber)
17.) Dm1321 (N6, Near/Investigator)
18.) ji412jo (N8, Rookie/Deceiver)
19.) russianspy1234 (N8, Rookie/Mastermind)
20.) Terroking (D3, Rookie/Thief)
21.) xsindomanx (D4, Takada/Observer)
22.) Legit (N3, Rookie/Thief)
23.) Nepycros (N1, Rookie/Gunman)
24.) THEACCUSO (D3, Rookie/Tradesman)
25.) justaburd (D1, Mikami/Stalker)

Questions may be posted in this thread. The rules are fairly long, so I won't really mind if you ask something that has already been answered.
« Last Edit: August 10, 2013, 03:42:37 am by RootRanger »
Somehow still around, somewhat

Offline Fippe94

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085179#msg1085179
« Reply #2 on: July 06, 2013, 12:56:12 pm »
Sounds interesting, I'm in. To clarify one thing that tricked me last mafia: Does Mafia (Kira) Nightkill counts as "targeting"? And if it does, does all Kiras count as having targeted or just the one who sent the PM?

EDIT: ALso, can the Guard target himself?
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Offline UnderneathTheLens

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085181#msg1085181
« Reply #3 on: July 06, 2013, 01:09:15 pm »
Ya.

Also, isn't Rem female?

Offline DoubleCapitals

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085184#msg1085184
« Reply #4 on: July 06, 2013, 01:25:52 pm »
In
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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085186#msg1085186
« Reply #5 on: July 06, 2013, 01:47:40 pm »
In.
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Offline 1world24

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085188#msg1085188
« Reply #6 on: July 06, 2013, 02:03:30 pm »
Count me in (Car explodes in backround)

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085202#msg1085202
« Reply #7 on: July 06, 2013, 03:11:33 pm »
I'm not sure I agree with role priority, but still, in.

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085204#msg1085204
« Reply #8 on: July 06, 2013, 03:24:57 pm »
In.

(...and can I be immune from dying before the game even starts?)

Offline 09113664593c

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085206#msg1085206
« Reply #9 on: July 06, 2013, 03:30:12 pm »
In. *goes to watch death note*
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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085208#msg1085208
« Reply #10 on: July 06, 2013, 03:47:30 pm »
K

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Re: Elements Mafia 32 - By RootRanger https://elementscommunity.org/forum/index.php?topic=50252.msg1085217#msg1085217
« Reply #11 on: July 06, 2013, 05:30:52 pm »
I'm in.
something....something....something.....

 

blarg: