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willthegreat

REVERSE MAFIA

Sep 13th, 2013
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  1. WHAT HAPPENS WHEN THE BAD GUYS WIN?
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  3. The premise of this setup is simple: Having outnumbered the villagers and claimed Victory in the last game, the Mafia now control the streets unchallenged. For a while, business is good - until the Godfather turns up one day with a bullet in his head. With no clear successor to take the reins, several of the Godfather's former lieutenants declare themselves Boss and suddenly one large crime family becomes a collection of smaller families. Tensions are high. War is inevitable.
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  5. As if that weren't enough to worry about, the Feds are in town. A scuffle between the families might be just the distraction they need to take the bosses down and bring back the rule of law.
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  7. And, caught in the middle of it all as usual, the average Citizen is just looking to keep his head down and survive this mess - and he's willing to do whatever it takes to do it.
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  9. HOW TO PLAY REVERSE MAFIA
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  11. DECLARING YOUR ALLEGIANCE
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  13. Any player can publicly declare loyalty to one of the three families, by writing the name of the Don they pledge to in BLUE. Allegiance can be altered at any point during the day by striking through the previous post.
  14. Townsfolk win if the Don they are pledged to wins. Mafiosos and Feds may make public declarations of loyalty, but these are non-binding and serve only to obfuscate; Mafiosos win with their Don, and the Feds win according to their objective, regardless of who they've declared allegiance to. Townsfolk can't declare loyalty to The FBI, what the fuck is wrong with you.
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  16. THE LYNCHINGS
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  18. Work just like normal Mafia, except a 25% majority of all votes cast is required for a successful lynch - in other words, if fewer than 25% of the active players vote, there is no lynch. An explicit vote of Abstain is considered a cast vote.
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  20. BASIC ACTIONS
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  22. There's a basic set of things that everybody can attempt, although some specific roles are better at them than others. Except for announcing a hit, each player is limited to performing one action per day.
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  24. ANNOUNCE A HIT - Any player can issue a contract on another player's life, by designating that player's name in BOLD RED. Only one hit can be issued per day per player, but a player can call off any number of hits at any time.
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  26. STALK A SUSPECT - Follow someone and observe who they target during their action step. Always succeeds, but carries a 50% chance of being spotted.
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  28. COMMIT MURDER - In a world where crime is the only law, everyone owns a gun. Civilians trying to whack civilians have a 50% chance of failing outright, a 25% chance of getting themselves killed, and a 25% chance of killing their intended target. A target who survives learns the name of their attacker.
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  30. CREATE A DISTRACTION - Void another player's action step. Always succeeds, and always reveals yourself. Use on yourself for a 25% chance to void anyone who targets you instead.
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  32. GUARD SOMEONE - 50% chance to take a bullet for your target, 25% chance of failure, 25% chance you both survive.
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  34. THE CRIME FAMILIES
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  36. THE DON
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  38. The identity and role of each of the three Dons is public knowledge from the start of the game, but don't think this makes them easy to get to.
  39. The Don is immune to assassination as long as his Capo is alive, but forfeits the Capo's protection if he performs any action except to announce a hit. If desired, hits issued by a Don can be done anonymously through the Moderator. A hit cannot be issued on another Don. Lynching a Don requires a 2/3 majority of all votes<<possible change to each Don having a once-per-day veto>>.
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  41. THE CAPO
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  43. The Capo acts as bodyguard to the Don while alive; any attempt to assassinate his Don automatically fails with a 50% chance of the attacker being killed instead. The Capo may perform a Guard action without risking his own life, though doing so has a 50% chance of failure and the chance of revenge-killing a Don's attacker is reduced to zero for the turn.
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  45. THE CONSIGLIERE
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  47. The Consigliere may perform a special Investigation action, which returns the allegiance but not the role of a given player - Feds and Mafiosos return their actual loyalty regardless of what they've declared in public. Alternatively, Distracting another player does not reveal the Consigliere's identity.
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  50. THE TOWNSPEOPLE
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  52. A CITIZEN has no special abilities beyond the basic set of actions <<Maybe slightly more likely to detect being followed?>>
  53. A HIT MAN has a 100% chance to Assassinate any player with an outstanding contract against them, without the normal chance of reprisal. In addition to his loyalty requirement, a Hit Man has to have performed a minimum number of assassinations to win.
  54. A SLEUTH can perform a Stalk action without risking detection.
  55. A LAWYER can designate one person to be immune to lynching for a day. The Lawyer's client is not made known unless a lynch vote against them succeeds, in which case nothing happens.
  56. A CON MAN can make any player(including himself) appear to be any combination of role/allegiance if investigated that day.
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  58. SPECIAL OBJECTIVES
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  60. Can be randomly assigned(or not) to any townsfolk.
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  62. An INFORMANT is considered to be allied with the Feds, and wins with them. Allegiance returns as Feds if checked.
  63. VIGILANTE requires a specific player be lynched. If that person is killed by another means, the Vigilante is given a new target.
  64. GUARDIAN requires a specific player be alive by game's end. If that person dies, the Guardian becomes a Lunatic.
  65. A LUNATIC wants to be lynched. If successfully lynched, one random person who voted to lynch him is killed at the end of the next day. The Lunatic loses if he survives the game.
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  68. If a Don is arrested or killed, his surviving Mafiosos retain their abilities but otherwise become Townsfolk(they can switch their allegiance around) and are given an objective from this list.
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  71. THE FEDS
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  73. The law in this town consists of two guys and I'm not entirely sure what they should be able to do.
  74. THE DETECTIVE can Investigate a player and learn their role, but not their allegiance.
  75. THE CORONER can examine a dead player and determine the loyalty of the person who killed them.
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  77. Either of the Feds can perform a Guard action, with only a 25% chance of dying instead of the subject.
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  79. The feds may elect to DETAIN someone for questioning once each day. A detained player cannot participate in lynch votes, perform any actions or post in the game thread(and given the flavor of the game we'll assume that someone brought in for questioning by the feds always elects not to cooperate). While detained, a player is considered to be Guarded by both of the feds.
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  81. Attempting to detain a Don simply fails. However if all the Mafiosos of a given family have been previously detained, the feds can ARREST the Don of that family, removing him from the game. Since the feds have no direct way to investigate allegiance, this requires a bit of actual detective work to set up.
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  83. ON WINNING
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  85. The game formally ends when either a Don or the Feds win.
  86. A Don wins if the Feds are dead and he is the last surviving Don. The Feds win if at least one Don has been Arrested, and the rest are dead/Arrested.
  87. Mafiosos win if their Don wins.
  88. Townsfolk win with whatever family they've pledged to, provided their special objectives (if any) are met.
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