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Turtle's Chat Mafia

Jan 6th, 2014
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  1. Turtle's Chat Mafia
  2.  
  3. Time:
  4.  
  5. Generally speaking, most days are going to be 15-20 minutes, with the option for a five- or ten-minute extension. Earlier days will be longer, to accomodate the larger number of living players.
  6.  
  7. If, at any point, all players have cast a vote, the time will immediately drop to 5 minutes (or stay unchanged if it's already less than 5) and extensions will be disabled.
  8.  
  9. Vote tallies are given at five minute intervals. The remaining time is also announced at this time. The vote tally or the remaining time can be given on request.
  10.  
  11. Each phase has four parts. Day, Dusk, Night, and Dawn. During Day, players make votes on who to lynch. At Dusk, the player with the most votes is lynched and their role and alignment are revealed. During Night, players with powers may send the host their actions. At Dawn, actions are put into effect, and any dead players are announced. Day then begins again.
  12.  
  13. Players are only allowed to speak aloud during Day.
  14.  
  15. Ruleset:
  16.  
  17. One person will be lynched each day. In the event of a tie, the lynched player will be randomly determined from the players with the most votes.
  18.  
  19. The "hammer"--that is, when the day immediately ends once one player has a majority of all votes--is not being enforced. The day will end when the clock runs out, and not a moment before.
  20.  
  21. If, by some mind-bogglingly stupid circumstance, the day ends with no votes cast, it will be treated as though all players are tied for the highest vote (which they are; everyone's tied at zero). In addition, the lynched player's role and alignment will not be revealed.
  22.  
  23. All players must make at least one post per day. If they fail to do this (and somehow survive the angry mob), they shall be quietly modkilled during the night.
  24.  
  25. To cast a vote, simply type [Vote: player], where player is the name, either full or common, of the player you'd like to vote for. To remove your vote, simply type [Unvote]. If you would like to change your vote to another player, you do not need to unvote beforehand. Just cast the new vote, and the change will be recorded.
  26.  
  27. If a player is lynched, their alignment and role will be revealed to all players. If a player is killed, however, only the killer shall know the deceased's alignment and role.
  28.  
  29. This seems to require mentioning: Unless your role dictates otherwise, do not whisper anyone other than the host.
  30.  
  31. Alignments:
  32.  
  33. Town: This is the side of the good guys. Usually. Town players have no outstanding abilities. All Town players, dead or alive, win when all threats to the Town have been eliminated.
  34.  
  35. Mafia: This is the side of the bad guys. Usually. Mafia players have two abilities. First, all Mafia players know and may whisper all other Mafia players at any point, dead or alive. Second, the mafia may choose one person each night to kill. The Mafia wins when nothing can stop them from being the sole living faction.
  36.  
  37. Secret Boss: The Secret Boss looks out for himself only. The Secret Boss has two abilities. First, the Secret Boss may choose one person each night to kill. Second, the Secret Boss is afforded one automatic protection against a nightkill. This protection will protect the Secret Boss from all nightkills and wears off at Day. The Secret Boss wins when he is the sole living player. Note: Despite this being an alignment, the Secret Boss will never have a role.
  38.  
  39. Roles:
  40.  
  41. There are three types of roles: Town roles, Neutral roles, and Mafia roles. Town and Mafia roles will only be given to players of their respective alignments, while Neutral roles may be given to either.
  42.  
  43. Town Roles:
  44.  
  45. 1) Doctor: The Doctor is tasked with protecting the Town from all threats. Each night, the Doctor may choose one person to protect from all nightkills. This protection wears off at Day.
  46.  
  47. There are three variants that may exist:
  48. -Normal - This Doctor may protect any person he likes on any given night.
  49. -Limited - This Doctor may protect any person he likes. However, whoever he protects cannot be chosen to be protected the following night.
  50. -Old - This Doctor may protect any person he likes. However, if his protection is used (that is, if a nightkill is stopped), the Doctor may not use his power the following night. He is informed if this occurs during dawn after his protection succeeds.
  51.  
  52. 2) Investigator: The investigator may look into someone's history to determine whether they are connected with the mafia. Each night, the Investigator may choose to investigate someone. Depending on their alignment and other influences, they will get the result of Town, Mafia, or Unknown. Unknown verdicts may happen for a variety of reasons, including being roleblocked, scanning the Secret Boss, and others.
  53.  
  54. 3) Vigilante: Sometimes, you have to take matters into your own hands. The Vigilante may choose one person each night to kill. However, after his first kill, the Investigator will no longer see him as Town.
  55.  
  56. 4) Tiebreaker: The Tiebreaker has a tiny bit of extra clout. If the Tiebreaker is tied for the most votes at the end of the day, he will not be considered for the lynch. As well, if there is a tie, and his vote is on one of the vote leaders, that person will be lynched. Neither of these effects will be announced if they occur.
  57.  
  58. 5) Child: This rambunctious little rascal seems to have a neverending supply of rocks. At any time during the day, the Child may whisper the host with a person's name. That person will then be struck by a rock during the next vote tally. This is announced publicly, though the Child's identity is not revealed. The Child knows the identity of the Imaginary Friend, if it exists.
  59.  
  60. 6) Traitor: Don't kill me, I'll do anything! The Traitor begins as a Town-aligned character, with a victory condition to match. However, if he is targeted by the mafia's nightkill, he may choose, instead of dying, to become a vanilla Mafia, immediately receiving all the powers and victory conditions associated with his new alignment. The Traitor does not know of his role until it comes into play. If a Traitor exists in the game, there will be one less standard Mafia than usual.
  61.  
  62. 7) Jailkeeper: I'm the sheriff 'round these parts. The Jailkeeper has the ability to lock someone up each night. He may not jail himself. This particular roleblock can stop alignment powers if the Godfather or Secret Boss is jailed. Also, all actions targeted toward the jailed player this night fail.
  63.  
  64. 8) Imaginary Friend: There's no one there, dweeb! The Imaginary Friend is a unique little fellow. While its power is in effect, it cannot be lynched. If it would be lynched at the end of the day, the lynch will instead pass on to the person in second place. In addition, while its power is in effect, the Imaginary Friend's vote has no power. This is not reflected in the vote count. At any point in the Day except for the last five minutes, the Imaginary Friend may privately message the host to discard its power. This action is irreversible. Once it happens, the Imaginary Friend is, for all intents and purposes, a Vanilla Town.
  65.  
  66. 9) Monk: I do not wish to harm you, but you leave me no choice! Once per game, at Night, the Monk may activate the fabled "Hamedo" ability, which lasts until Dawn. While this ability is activated, any player who targets the Monk will be killed before their action can be performed.
  67.  
  68. 10) Bomb: KABOOM! The Bomb is a very explosive individual. If the Bomb is lynched, the last person to vote for the Bomb dies. If the Bomb is nightkilled, the killer dies as well. (If the Mafia targets him, one member of the Mafia is randomly chosen to die.)
  69.  
  70. Neutral Roles:
  71.  
  72. 1) Doublevoter: The Doublevoter has ways of getting their opinions enforced. Any vote the Doublevoter makes is counted twice in determining the lynch. This extra vote is not displayed in official vote tallies.
  73.  
  74. 2) Witch/Warlock: Double, double, toil and trouble. The Witch has a variety of hexes that she may place on a person at night. She may only cast one hex per night. She also may only cast each hex once per game. In addition, she may only cast three hexes per game. Male players may elect to be called Warlock if they like.
  75.  
  76. The hexes are:
  77. -Hex of Silence - The hexed player may not speak during the following day. They are allowed to vote, but nothing else. If the player speaks, they are immediately killed. The hexed player is informed of this at Dawn.
  78. -Hex of Powerlessness - The hexed player's vote has no power during the following day. Their vote is still displayed in official vote tallies, but will not be used in determining who is lynched. The hexed player is not informed of this.
  79. -Hex of Telepathy - For the remainder of the game, the Witch and the hexed player may whisper each other at any time. The Witch is informed of the hexed player's alignment in much the same manner as the Investigator, but the hexed player does not know the Witch's alignment.
  80. -Hex of Charming - If the hexed player votes for the Witch on the following day, that vote has no power. Their vote is still displayed in official vote tallies. In addition, if the Witch is put up to lynch on the following day, the hexed player is lynched instead. The hexed player is not informed of this..
  81. -Hex of Death - Two nights after the Witch casts this hex, the hexed player dies. Once the target is hexed, this death may not be prevented by any means. The hexed player is not informed of this. The night after the hexed player dies, the Witch dies. This death may not be prevented by any means.
  82.  
  83. 3) Ghost: Spoooooooooky. The Ghost is unnaturally connected to its spirit. If the Ghost dies for any reason, it may still speak on subsequent days. However, it loses the power to vote and is treated as dead for determining victory conditions. The Ghost does not know it is the Ghost until it dies. The Ghost's affiliation is not revealed when it is lynched or killed.
  84.  
  85. 4) Oracle: A dire omen awaits us. The Oracle may investigate a dead player to discover their role and alignment. This investigation is given with perfect clarity--that is, she sees the dead as what they truly are. She may also choose to investigate a living player. However, all this will do is tell her if the player will become the Ghost or Zombie upon death.
  86.  
  87. 5) Redirector: Chaos is so much fun. The Redirector names two people at the beginning of each night. Any action targeting one of these players that night is redirected toward the other player. The Redirector is informed what powers were redirected and who they were originally intended for, but not who used the power.
  88.  
  89. 6) Sorcerer/Sorceress: Yer a wizard, Harry! Once per game, at any time during the Day, but not any other time, the Sorcerer may kill one target of his choice. The target dies instantly, and all votes by and for him are removed. The Sorcerer is revealed at this time, and probably has some explaining to do. Female players may elect to be called Sorceress if they like.
  90.  
  91. 7) Priest/Cleric: O holy Lord, protect us sinners! Once per game, at any time during the Day, but not any other time, the Priest may revive one target of his choice. The target is revived immediately, and may begin voting that Day. The Priest is revealed at this time, and probably has some explaining to do. The Priest may, if he so chooses, exorcise a Ghost or Zombie, removing their spirit or body from the game. This is also public and immediate. Female players may elect to be called Cleric if they like.
  92.  
  93. 8) Time Mage: Tick, tock, tick, tock. Once per game, the Time Mage may use his power at night to either hasten or slow the following Day. A hastened day ends ten minutes sooner, while a slowed day ends ten minutes later. This adjustment is not shown when the time is announced.
  94.  
  95. 9) Zombie: Braaaaaaaaaaaaaaaaaaaaaains. The Zombie has no powers until its death. Once it dies, it is given one nightkill to use whenever it likes. The Zombie does not know its role until it dies. If it is lynched, its role will flip as Vanilla. Its alignment will flip truthfully.
  96.  
  97. 10) Cupid: Love is in the air! Once per game, at Night, Cupid may pick two players. From that point onward, these two players are Lovers. This will overwrite those players' original roles.
  98.  
  99. 10x) The Lovers: These two lovebirds are absolutely inseparable. The two players who are Lovers may whisper each other at any time. Additionally, if one of the Lovers dies for any reason, the other Lover will die as well. If both Lovers are voting for the same person, their votes will count as three instead of two. This extra vote is not displayed in official vote tallies. A game will never start with Lovers, and the role will only come into play if Cupid turns two players into Lovers.
  100.  
  101. Mafia Roles:
  102.  
  103. 1) Godfather: Be careful, or you might be sleeping with the fishes. The Godfather is the leader of the Mafia. He's got pawns everywhere, so many that the Investigator cannot link him to the Mafia. He also has the final say-so in determining who gets nightkilled. Nightkills he sends in do not need to be confirmed by the other mafia, and nightkills the other mafia send in only need to be confirmed by him. Female players may elect to be called Godmothe--no. That is stupid. Forget that.
  104.  
  105. 2) Roleblocker: The Roleblocker choose one person each night. For the night and the following day, that person cannot use their role. This does not affect powers afforded by alignment, such as the Mafia nightkill or the Secret Boss's automatic protection. The target is informed that they are roleblocked, even if it would have no effect.
  106.  
  107. 3) Strongman: ME CRUSH YOU. The Strongman has the power, once per game, to strengthen the nightkill of the Mafia. A strengthened nightkill ignores all role and alignment effects, such as a Doctor's protection or a Bomb's explosion. Female players may elect to be called Strongwoman if they like. (Still stupid, but I can live with it.)
  108.  
  109. 4) Ninja: You are already dead. The Ninja has the power, once per game, to hasten the nightkill of the Mafia. A hastened nightkill is resolved before any other night action, including protections and other powers.
  110.  
  111. 5) Thief: I heard he'd slit his momma's throat for a nickel! The Thief is a conniving fellow. Once per game, at Night, he may steal the role of the player that the mafia nightkills. For the remainder of the game, the Thief will be treated as the role he stole. Even if he steals a role that is traditionally Town-only, he will remain as a Mafia.
  112.  
  113. 6) Forger: If you'll just take a look at this proof... Each night, the Forger may investigate one person. He is returned the result "Investigator" or "Not Investigator". Once he finds the Investigator, his powers change. From this point on (including the night he finds the investigator), he may learn of the Investigator's target that night. In addition, the Forger may decide whether the Investigator will find that person Town or Mafia.
  114.  
  115. Endgame:
  116.  
  117. There may come a time when the day begins with but two survivors of differing factions. This is called "Endgame." As the name suggests, the game ends, and victory is given to the Secret Boss if he is alive, or the Mafia if he is not. Even if it would be possible for a Town player to win due to their role, Town may never claim victory if Endgame occurs.
  118.  
  119. Miscellaneous notes:
  120.  
  121. At Dawn, the order of operations is as follows:
  122. Hastened nightkills > Redirection > Hamedo > Roleblocks > Jailkeeper > Hexes > Investigations > Protections > Theft > Day Effects > Exorcisms > Cupid's arrow > Nightkills
  123.  
  124. Actions within the same tier are executed simultaneously.
  125.  
  126. No role will be duplicated. (Multiple players can have no role, however.)
  127.  
  128. Vanilla players are assumed to only have the powers outlined by their alignment.
  129.  
  130. Due to role shenanigans, there may be times where the player who is lynched doesn't match up with the player who has the most votes. No, the host did not make a mistake. Stop crying about it.
  131.  
  132. In a similar vein to the above: What the host says, goes.
  133.  
  134. This ruleset is not necessarily a role madness setup. This list is just a reference of all the roles I will use and what they do, as well as my general rules.
  135.  
  136. If a role with a consumable power (Strongman, Ninja, Witch) is roleblocked on the night they use their power, that usage is consumed and will not be usable again for the remainder of the game.
  137.  
  138. If the Ninja hastens the Mafia nightkill used to kill the Bomb, the explosion will not be randomized, but will kill the Ninja. Also, if the Godfather is alive, he will not be taken into account in determining which Mafia member the Bomb explodes unless he is the only remaining member.
  139.  
  140. In the event that two players with nightkills target each other, and neither has any form of kill protection, the victor will be randomly determined.
  141.  
  142. If anything the host says ends with the sentence "Everything else remains unchanged," then all things immediately preceding that sentence are a joke and should not be taken seriously.
  143.  
  144. There will be as many players who are town vanilla as there are players who are non-town.
  145.  
  146. If the Thief targets a vanilla player, the Thief will still consume his power.
  147.  
  148. The Monk's Hamedo can be redirected with no harm to the Redirector. However, if this occurs, everyone who targets the Monk will still die, because while the Hamedo was redirected to the other player, so was every other action.
  149.  
  150. Redirections and roleblocks work out in a funny way. If the roleblock is aimed at the Redirector, then the Redirector cannot use his power that night. However, if the roleblock is targeted at another player, then it will be redirected by the Redirector's power, if applicable.
  151.  
  152. Heavy encryptions shall be disallowed. If it can't be reasonably solved by hand, it can't be used.
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