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Rules ~
1 -
* Every day, each player will cast a vote for who they want to evict. In order to vote, they must have it in bold; i.e. - Vote:Player. In the event that they change their vote, they must put Unvote.
* Innocents want to try to lynch the mafia. It is the only way most of them can strike at them. Mafia's job is to convey the votes away from them. All is fair in love and war.
* At the end of the day, the majority of votes - saved for certain circumstances - will be killed. If there is a tie, no one is killed.
* There is no tolerance for No Lynching.
2 -
* At night, no votes will be cast, and powers take effect. In order to use powers, players must send their actions to the host.
* The mafia perform a kill called "night kills" where they kill an innocent of their choice. They shall send in a list of three people, the first player unaffected gets killed. If all are affected, no one dies.
* At the end of the night, all powers will be taken effect through NHaVGMRRCDKO (Necromancer, Hidden ability, Vigilante, Granny, Martyr, Roleblocker, Redirector, Cop Doctor, Kill, Other). The order determines certain events and can influence the kill.
3 -
* Each player has an alignment. The alignment determines what side each player is on. This is the key factor that determines the trigger factor of the game. Only one side can win.
* The innocents are the most plentiful of all alignments. They have no knowledge of each other and can only kill via lynching. They have powers at night as well. They can only win if they defeat all the mafia.
* The mafia are [roughly] a fourth of the innocent population. They know each other, influences the day kill, and get a night kill every night. The win - under normal circumstances - when they equal or outnumber the innocents.
* The independents are the neutral side. They neither benefit nor consequently affect the other side. They win when they make it to the end or clear a specific requirement given.
4 -
* Each player has a role - also known as power. Roles play the factor of influencing how the game will play out. It what adds the variety that gives the game a unique-Esque detail.
* Some roles can be used to affect other players. They affect how the other player use their role on another player, positively or negatively.
* Some roles can be used to gain information. This allows them to get the upper hand and help their alignment. Note: Some information might be false.
* Some roles can be used to protect players. They can prevent a player from dying. Note: These can be used on themselves as well; roles automatically used on the player fit this category as well.
* Some roles can be used to kill players. Depending on the input, the output will lead to another player dying. These powers usually have top priority over roles and come first.
* There are other roles as well. Some that affect their alignment, how they vote, even how they win.
5 -
* Each player - minus a few exceptions - have Hidden Abilities. These are a second role that are activated throughout the game. Note: Even activated, they cannot be checked by regular cops.
* Some hidden abilities are triggered by a certain day or night. As soon as it reaches that time period, they will have it at will. They usually are powers used every night.
* Some hidden abilities are triggered by certain events. Bump into another player or kill someone and you will unlock it. They are usually powerful roles.
* Some hidden abilities are triggered by death. Once a player dies, they can use it at death. These usually are one-time roles.
* Hidden abilities that can be used more than once will allow the player to use it and their normal power. They can be used simultaneously; doesn't have to be one or the other.
1 -
* Every day, each player will cast a vote for who they want to evict. In order to vote, they must have it in bold; i.e. - Vote:Player. In the event that they change their vote, they must put Unvote.
* Innocents want to try to lynch the mafia. It is the only way most of them can strike at them. Mafia's job is to convey the votes away from them. All is fair in love and war.
* At the end of the day, the majority of votes - saved for certain circumstances - will be killed. If there is a tie, no one is killed.
* There is no tolerance for No Lynching.
2 -
* At night, no votes will be cast, and powers take effect. In order to use powers, players must send their actions to the host.
* The mafia perform a kill called "night kills" where they kill an innocent of their choice. They shall send in a list of three people, the first player unaffected gets killed. If all are affected, no one dies.
* At the end of the night, all powers will be taken effect through NHaVGMRRCDKO (Necromancer, Hidden ability, Vigilante, Granny, Martyr, Roleblocker, Redirector, Cop Doctor, Kill, Other). The order determines certain events and can influence the kill.
3 -
* Each player has an alignment. The alignment determines what side each player is on. This is the key factor that determines the trigger factor of the game. Only one side can win.
* The innocents are the most plentiful of all alignments. They have no knowledge of each other and can only kill via lynching. They have powers at night as well. They can only win if they defeat all the mafia.
* The mafia are [roughly] a fourth of the innocent population. They know each other, influences the day kill, and get a night kill every night. The win - under normal circumstances - when they equal or outnumber the innocents.
* The independents are the neutral side. They neither benefit nor consequently affect the other side. They win when they make it to the end or clear a specific requirement given.
4 -
* Each player has a role - also known as power. Roles play the factor of influencing how the game will play out. It what adds the variety that gives the game a unique-Esque detail.
* Some roles can be used to affect other players. They affect how the other player use their role on another player, positively or negatively.
* Some roles can be used to gain information. This allows them to get the upper hand and help their alignment. Note: Some information might be false.
* Some roles can be used to protect players. They can prevent a player from dying. Note: These can be used on themselves as well; roles automatically used on the player fit this category as well.
* Some roles can be used to kill players. Depending on the input, the output will lead to another player dying. These powers usually have top priority over roles and come first.
* There are other roles as well. Some that affect their alignment, how they vote, even how they win.
5 -
* Each player - minus a few exceptions - have Hidden Abilities. These are a second role that are activated throughout the game. Note: Even activated, they cannot be checked by regular cops.
* Some hidden abilities are triggered by a certain day or night. As soon as it reaches that time period, they will have it at will. They usually are powers used every night.
* Some hidden abilities are triggered by certain events. Bump into another player or kill someone and you will unlock it. They are usually powerful roles.
* Some hidden abilities are triggered by death. Once a player dies, they can use it at death. These usually are one-time roles.
* Hidden abilities that can be used more than once will allow the player to use it and their normal power. They can be used simultaneously; doesn't have to be one or the other.
Players ~
1. FireEevee (SexyEspeon) - Impa (Present) - Granny/Oracle - Won
2. Bop1996 (Magus) - Ghirahim - Cop/Bodyguard/Yakuza - Day 3 - Revived Night 15 - Night 19
3. Pokemon Trainer Red - Beedle - Peddler/Rage - Night 4
4. New Super Mario - Kikwi - Copycat/Unwatchable - Night 11
5. Smasher - Fi - Cop/Fairy - Night 4 - Revived Night 4 - Night 8 - Revived Night 12 - Day 18
6. Nabber - Pipit - Jailer/Actor - Night 2
7. Marioguy1 - Triforce - Vigilante/Wish Granter - Night 10
8. LuigiNo.1 (Shoop da Whoop) - Koloktos - Jinx/Phantom - Day 4
9. QuizmoManiac
10. Epic Nitwit - Lanayru - Terra/Medium - Night 10
* Dragonfreak - Modkilled Day 19
11. Smasher - Faron - Cryo/Teacher - Day 20
12. Ralphfan (Sharks Territory) - Groose - Roleblocker/Gallis - Day 11
13. Crackin (Natsu "Salamander" Dragneel) - Fledge - Inspired/Pitiful - Night 12
14. Lily - Zelda - Necromancer/Purity - Night 16
* New Super Yoshi - Modkilled Day 20
15. Nabber - Clawshots - Unlynchable/Vanilla - Won
16. Gamefreak75 - Link - Seer/Ability-blocker - Night 17
17. Crash (apocalypseArisen) - Scaldera - Sturdy/Randomizer - Day 6
18. Goomba's Shoe (Matlock) - Tentalus - Transparent/Tattle-tell - Day 13
19. Yoshi8984 (Timmy) - Parella - Watcher/Con-artist - Night 6
* Propeller Toad - Modkilled Night 12
20. Nabber - Goron - Redirector/Tracker - Night 14
21. Mijzelffan - Karane - Silencer/Actress - Night 18
22. Villain11 - Impa (Past) - Doctor/Time-traveler - Night 5 - Revived Night 7 - Night 8
23. Toad85 (Peter Sam) - Moldarach - Double-Trouble/Substitute - Day 8
24. MrConcreteDonkey (Godot) - Demise - Godfather/Auto-reviver - Night 7 - Revived Night 7 - Hidden Day 16 - Revived Night 16 - Day 18 - Revived Night 18 - Day 19
* Pyro - Modkilled Day 15
25. Nabber - Eldin - Pyro/Lantern Holder - Day 15
26. UltraMario - Batreaux - Fool/Drunk - Day 1 - Revived Night 1 - Lost
27. MarioBros777 - Ancient Robot - Tick/Tock - Day 5
28. Yoshiwaker (Yoshiwalker) - Moldarach - Double-Trouble/Substitute - Day 10
* Soulmaster - Modkilled Day 6
29. Nabber - Mogma - Bomber/Whisperer - Pseudo-Day (Night) 9
30. Mario4Ever - Dodoh - Disciplined/Insane Cop - Night 1 - Day 7
* PokemonMaster (Dex Holder) - Modkilled Day 6
31. Dry-Petey (Gallade) - Hylia - Hydro/Martyr - Pseudo-Day (Night) 9
32. Yoshidude99 - Levias - Atmo/Miller - Night 13
Innocent
Mafia
Independent
Revived
Modkilled
Converted to Mafia
Converted to Innocent