Mafia 68: The Return of Kuroaitou
A hoe had left. A hoe has learned. A hoe is back.
General Rules for this Specific Mafia:- Players are allowed to talk during the night, but all discussion is restricted to the topic only. Players (aside from those on Intelligence or Mafia) may not communicate with each other through PM, chat, alternative sites, etc, and doing so will result in removal/modkill from the current mafia and other consequences as deemed necessary.
- Players may contact the host via PM (chat and forum) regarding any questions they have.
- You may use only one primary ability and one secondary ability per night.
- Any rules or roles may change up to the deadline of the game's beginning. The host will attempt to notify everyone of such changes, but the host reserves the right to balance and or fix any potential problems throughout the game to ensure quality and fairness.
- ADDED 3/4: Participants may choose to 'no vote', but they must post at least once every day/night phase (once during the day or night) to avoid inactivity modkills. Warning PMs will be sent out if a player has not posted yet when the day phase is over.
- ADDED 3/7: If there is a tie between top votes, no one will be killed. Given that there's no voting power in this game, this will ensure 'majority rule' always prevails.
- ADDED 3/7: No Lynch is a valid option for voting. Players are allowed to do this and state that as part of the voting tally. 'No Vote' simply means that you are not voting on anyone in particular, but are still active in discussion. If 'No Vote' has the majority of votes, it doesn't state anything, and instead will go to the actual participant with the largest number of votes. If 'No Lynch' has the majority of votes, it implies that the majority of players do not wish to lynch anyone on the current day, and thus no one is killed during the day vote.
Primary Roles:Townfolk: The civilians - the majority of the players with no abilities aside from their secondary roles.
To win, Townfolk must lynch or otherwise kill all other mafia players in the game.Criminals: The mafia - a group of players that are considered 'the bad guys'. The # of Criminals in this mafia game are equal to 20-25% of the total #of participants.
To win, Criminals must kill or otherwise remove enough Townfolk and Third Party players so that they gain a majority/equal rule (i.e. - if the number of Criminals equals or is greater than the total number of Townfolk/Third Party players, Criminals win).Criminals have the ability to
Nightkill (ER), a primary ability where one (or more, if the team so chooses) player of the Criminal team messages the host to determine who dies during the night. They are also notified of who is a Criminal before the game begins and may communicate through the use of a secret piratepad.
Intelligence: The third party - a group of players who have an alternative agenda in order to win. The # of Intelligence in this mafia game are equal to 10-20% of the total # of participants.
To win, at least one of the Intelligence players must survive to the end of the game, and at least one player must also send the host a list of all of the current secondary role names (not abilities) existing in the mafia game before the game ends.Intelligence have the ability to
Search (ER), a primary ability where one player of the Intelligence team learns the secondary role name of another
targeted player during the night phase, and learn if that player is an Intelligence player. They are NOT notified of who else is an Intelligence player at the beginning, but can find each other via the use of Search. Upon doing so, they may freely communicate with a host-provided piratepad.
Secondary Roles:
A SPECIAL NOTE: There are 10 secondary roles. While the roles below are simple, there is a single twist - all of the role names are completely different for each person, meaning that if there are two 'Doctors' in the game, they may instead be called 'Nurse', or it can be called 'Chef'. This makes it harder to determine who has what profession. Likewise, ability names may also differ, and it will be up to the players to figure out what they do...
KEY:
ER = Every Round
EoR = Every other Round
SU = Successful Use (if the ability 'fails', it cannot be used for the rest of the game).
#U = Limited Use (denoted number of uses for the ability, 1U = one use, etc.)
Doctor/"????":
Ability 1 (ER): Target player cannot be killed during the night. May not be used on self. The target player is notified of the ability name being used on them, but are unaware of its mechanic.
Ability 2 (2U): Prevent yourself from being killed by an ability for the current night. You are notified if someone attempted to kill you while using this ability.
Officer/"????":
Ability 1 (ER): Determine someone's secondary role and ability names. Targeting the same player with this ability again will reveal their primary role to you.
Ability 2 (2U): Determine someone's primary and secondary roles, but they also learn your roles as well.
Bodyguard/"????":
Ability 1 (EoR): Prevent someone from being targeted or nightkilled, but also prevent them from using any of their abilities. The target player is notified of the ability name being used on them and that their ability did not go through. You cannot target yourself with this ability.
Ability 2 (SU): Reflect all abilities targeted towards you this round back to their casters. This ability is lost if no one targets you.
Hitman/"????":
Ability 1 (1U): Kill a target player - they die during the current night.
Ability 2 (SU): Target a player - they die in 2 rounds during the night unless they are targeted anytime by a Doctor ability. This ability is lost if any player targeted by this ability doesn't die by this effect. Target player is notified of them being targeted by this ability name, but are unaware of its mechanic.
Observer/"????":
Ability 1 (ER): Target a player - see who they targeted during the current night. The target player is notified of the ability name being used on them, but are unaware of its mechanic.
Ability 2 (ER): Target a player - see who targeted them during the current night. The target player is notified of the ability name being used on them, but are unaware of its mechanic.
Refugee/"????":
Ability 1 (EoR): Avoid all targeting during the night, but be unable to vote for the next day.
Ability 2 (1U): If you are killed while using this ability during the current night or for the next day lynch, save yourself, and instead kill the mafia member that sent in the kill, or kill the civilian that voted on you first.
Merchant/"????":
Ability 1 (2U): Grant a target player an additional random secondary ability not from their original role. Cannot target self.
Ability 2 (ER): Refresh a target's secondary cooldowns to their original levels (EoR abilities can be used once more, #U abilities are reloaded to their original amounts, SU abilities that are lost are regained, ER abilities may be used TWICE on the next night [non-stacking]). May be used on self. Target player is notified of this ability being used on them and are alerted of their cooldowns.
Jailor/"????":
Ability 1 (EoR): Target player's abilities are cancelled this night, and their vote is considered 0 for the next round. The target player is notified of these mechanics and cannot cast a fake vote.
Ability 2 (EoR): Target player is notified that they may only post messages in the topic using the numbers and letters in their own name for the next round. Failure to do so will cause them to die by the end of the round.
Politician/"????":
Ability 1 (EoR): Redirect all abilities that target a player (not yourself) to another player (also not yourself).
Ability 2 (1U): Name one player (not yourself). For the rest of the game, any PM they send to the host is also copied and sent to you.
Student/"????":
Ability 1 (ER): You learn whether a player has used their Ability 1 or Ability 2 secondary abilities for the current night. Does not list any primary ability uses.
Ability 2 (SU): Target a player and guess whether they use their secondary Ability 1, secondary Ability 2, or no secondary ability at all. Guessing correctly will allow you to gain a copy of that ability for the next night only if they used an ability - if they did not use an ability and you guessed correctly, you'll learn their primary role instead. Guessing it wrong will cause you to lose this ability.
Precedence of Abilities:Refugee Ability 1 [Avoid all targeting]
Bodyguard Ability 2 [Reflect targeting]
Politician Ability 1 [Redirect targeting]
Jailor Ability 1 [Ability block]
Bodyguard Ability 1 [Ability block/negate targeting]
Doctor Ability 1/2-Refugee Ability 2 [Save Player]
NIGHTKILL/Hitman Ability 1/2 [Kill Player]
All other abilities...
Merchant Ability 2 [Refresh ability]
The game starts on Day 0, going into Night 1. There is no 'Night 0'.
Sign-Up List:dawn to dusk -- Criminal, Refugee [Cult Leader] Day 4Linkcat -- Town, Officer [Male Escort] Night 2fabian771 -- Criminal, Jailor [Elephant Tamer] Night 5worldwideweb3 -- Intelligence, Officer [Detective] Day 1- UTAlan
- killsdazombies
- godisnowonline
- Solaris
DoubleCapitals -- Town, Bodyguard [Electrician] Day 3- JonathanCrazyJ
ddevans96 -- Town, Hitman [Pharmacist] Night 3- rob77dp
iancudorinmarian -- Town, Merchant [Improv Teacher] Night 3Submachine -- Town, Observer [Highway Patrol] Night 5Lunaris -- Criminal, Student [Fortune Teller] Day 2Espithel -- Criminal, Observer [Anime Cosplayer] Night 1- Coffeeditto
mathman101 -- Intelligence, Hitman [Assassin] Night 4
Mafia 68 has now ended!Spoiler for Primary Roles/Secondary Roles and Names revealed!:
Team Name/Color
Player Name - Player Secondary Role (Secondary Role NAME for Intel) -- Ability Name 1/Name 2
Criminal Team:- dawn to dusk - Refugee (Cult Leader) -- Ritual Practices/Ceremony of Illusion
- Espithel - Observer (Anime Cosplayer) -- OVER 9000!!!/Sharigan
- fabian771 - Jailor (Elephant Tamer) -- Trapped/Tranquilizer Dart
- Lunaris - Student (Fortune Teller) -- Horoscope/Televised Prophecy
Intelligence Team:- killsdazombies - Doctor (Nurse) -- Rescue/Emergency Shift
- mathman101 - Hitman (Assassin) -- Headshot/(CH3)2HG
- worldwideweb3 - Officer (Detective) -- Investigate/Interrogate
Town Players:- Coffeeditto - Bodyguard (MMA Fighter) -- Headlock/Drunk Octopus Style
- ddevans96 - Hitman (Pharmacist) -- Midnight Medicine/Prescription
- DoubleCapitals - Bodyguard (Electrician) -- Short Circuit/Blackout
- godisnowonline - Jailor (Judge) -- Sentence/Gag Order
- iancudorinmarian - Merchant (Improv Teacher) -- Acting Gift/Invigorating Speech
- JonathanCrazyJ - Doctor (Massage Therapist) -- Acupressure/Mustard Oil
- Linkcat - Officer (Male Escort) -- Flirt/Overnight Stay
- rob77dp - Merchant (Fisherman) -- Angling/Ocean Feast
- Solaris - Politician (Sombra) -- Hacking in Spanish/BCC
- Submachine - Observer (Highway Patrol) -- Pursuit/Monitor
- UTAlan - Refugee (Celebrity Model) -- Rest and Relaxation/Idol Immunity
KEY:
Day/Night Shortcuts --- deadline remaining:
DAY 0 : IS OVER.NIGHT 1 : IS OVER.DAY 1 : IS OVER.NIGHT 2 : IS OVER.DAY 2 : IS OVER.NIGHT 3 : IS OVER.DAY 3 : IS OVER.NIGHT 4 : IS OVER.DAY 4 : IS OVER.NIGHT 5 : IS OVER.End of game post