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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 11:53 am
Gentlemen, I have an interesting use of the cult:
M# - The Sun and Moon
Notes: Cardflip, normal voting, Sun Church knows all their allies, all Moon Church know the Moonknight only, All townspeople know the Mayor only.
Church of the Sun Sunlord: As a Priest of the Sun Church, each night, you may either heal an ally, or make their vote count twice the next day, lynch votes count twice.
Seer of Flame: As Lighter of the Sun's candles, you may shine the light upon a player to learn their color each night.
Shining Defender: May protect a player from death, if that person is visited, the ability used will deflect onto the Defender, with the exception of fellow Sun Church members being defended, in which case the ability used will reflect on its user instead.
The Town Mayor: Lynch votes count as two.
Sheriff: Can inspect someone to learn their color each night.
Bodyguard: Can protect someone each night, and will have all ability attempts on the protected deflect onto the defender.
Villager X8: Have no special ability.
Miller: If inspected by a church, they will have the color of the opposite Churchmen, but will show as green if inspected by town. Thinks they're normal.
Church of the Moon Moonknight: Knows all Moon Church members, can kill someone each night, lynch votes count twice.
Werewolf: Can bite a user every night, if the bitten are attacked, they will turn into a Werewolf for the rest of the game, this ability does not work on fellow Moon Church members.
Moon Churchmen X2: Can ask someone to join the Moon Church each night, which will turn the asked, into a Churchmen if Villager, a Moonknight if Mayor, a Churchmen if Sheriff, and a Werewolf if Bodyguard, this ability does not work on Sun Church members.
Winning objectives:
Town: Survive until the end of the game, the town victory is individual, not collective.
Moon Church: Kill all Sun Church members or convert all the living town.
Sun Church: Kill all Moon Church members or convert all the living town.
Whatcha think of this?
Last edited by Moonknight702 on Tue Jul 28, 2015 6:43 pm, edited 2 times in total.
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underFlo
- Wart

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Postby underFlo » Tue Jul 28, 2015 11:56 am
Looks neat, but if all Moon Church members know the Moonknight, couldn't the Moonknight just tell all of them who the other members are? Same for the Mayor and the Town.
Also, knowing the Mafia subforum's declining activity, I kinda doubt we'd get 20 players together tbh.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 12:11 pm
Spinda wrote:Looks neat, but if all Moon Church members know the Moonknight, couldn't the Moonknight just tell all of them who the other members are? Same for the Mayor and the Town.
Also, knowing the Mafia subforum's declining activity, I kinda doubt we'd get 20 players together tbh.
First, any ideas on how I could make the Moon Church and Town have a semi-trustable role without making it all buddy-buddy like the Sun Church?
Second, anything I should do to cut down on player count?
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Hyperme
- Monty Mole

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Postby Hyperme » Tue Jul 28, 2015 12:29 pm
Not giving the cults all their power roles straight-up would shrink the game dramatically. And also stop them from getting a majority night one.
A more pressing issue is that the town probably can't win. Cults are tricky, since the town has to hit a cultist everyday just to keep up until they kill the leader. Two leaders make this problem much worse. If recruited Churchmen enable conversion, the cult is pretty much unstoppable.
Having two cults can also be a problem, since if the town is only lynching one, the other wines easily.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 12:58 pm
Hyperme wrote:Not giving the cults all their power roles straight-up would shrink the game dramatically. And also stop them from getting a majority night one.
A more pressing issue is that the town probably can't win. Cults are tricky, since the town has to hit a cultist everyday just to keep up until they kill the leader. Two leaders make this problem much worse. If recruited Churchmen enable conversion, the cult is pretty much unstoppable.
Having two cults can also be a problem, since if the town is only lynching one, the other wines easily.
Here's the thing with the Town: They win with either cult, so they can be converted, and if they started as town and end as either cult, they still get the town win. And secondly, the cults are trying to kill each other ON TOP of trying to convert the town. So, the focus is more the two cults than the town.
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Shadow Yoshi
- Dark Knight

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Postby Shadow Yoshi » Tue Jul 28, 2015 1:35 pm
So the Town wins with either cult but is, at the same time, trying to destroy them; this dichotomy is what would cause the town to not have any desire to play and leave the rest of the game to be determined by who can recruit the most town players.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 2:00 pm
Joey wrote:So the Town wins with either cult but is, at the same time, trying to destroy them; this dichotomy is what would cause the town to not have any desire to play and leave the rest of the game to be determined by who can recruit the most town players.
Can anyone give me some ideas on how to make this work better?
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Shadow Yoshi
- Dark Knight

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- Joined: Sun Dec 01, 2013 12:56 pm
Postby Shadow Yoshi » Tue Jul 28, 2015 2:38 pm
The only thing I can think of is having the Sun Church not recruit people.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 3:51 pm
Joey wrote:The only thing I can think of is having the Sun Church not recruit people.
I'm not seeing how'd that be good, all it'd do would be placing the Sun Church at a disadvantage where the Moon Church just recruits the whole town and mauls the Sun Church.
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Shadow Yoshi
- Dark Knight

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Postby Shadow Yoshi » Tue Jul 28, 2015 4:39 pm
But that gives the town two legitimate goals since they wouldn't win with the Sun Church or the cult. They can then use their powers to get rid of both parties. You'd probably have to add a few more humans. Also, as Spinda said, I'm not sure we'd be able to sustain a large game.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 4:40 pm
So, just cut out the Churchmen for the Sun Church, and remove like a power role for the moon church?
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Shadow Yoshi
- Dark Knight

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- Joined: Sun Dec 01, 2013 12:56 pm
Postby Shadow Yoshi » Tue Jul 28, 2015 4:50 pm
Yes, and add one or two more normal townies.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 6:30 pm
Moonknight702 wrote:M# - The Sun and Moon
Notes: Cardflip, normal voting, Sun Church knows all their allies, all Moon Church know the Moonknight only, All townspeople know the Mayor only.
Church of the Sun Sunlord: As a Priest of the Sun Church, each night, you may either heal an ally, or make their vote count twice the next day, lynch votes count twice.
Seer of Flame: As Lighter of the Sun's candles, you may shine the light upon a player to learn their color each night.
Shining Defender: May protect a player from death, if that person is visited, the ability used will deflect onto the Defender, with the exception of fellow Sun Church members being defended, in which case the ability used will reflect on its user instead.
The Town Mayor: Lynch votes count as two.
Sheriff: Can inspect someone to learn their color each night.
Bodyguard: Can protect someone each night, and will have all ability attempts on the protected deflect onto the defender.
Villager X8: Have no special ability.
Miller: If inspected by a church, they will have the color of the opposite Churchmen, but will show as green if inspected by town. Thinks they're normal.
Church of the Moon Moonknight: Knows all Moon Church members, can kill someone each night, lynch votes count twice.
Werewolf: Can bite a user every night, if the bitten are attacked, they will turn into a Werewolf for the rest of the game, this ability does not work on fellow Moon Church members.
Moon Churchmen X2: Can ask someone to join the Moon Church each night, which will turn the asked, into a Churchmen if Villager, a Moonknight if Mayor, a Churchmen if Sheriff, and a Werewolf if Bodyguard, this ability does not work on Sun Church members.
Winning objectives:
Town: Survive until the end of the game, the town victory is individual, not collective.
Moon Church: Kill all Sun Church members or convert all the living town.
Sun Church: Kill all Moon Church members or convert all the living town.
Edited the main post, and quoted it here, submit your new thoughts!
Last edited by Moonknight702 on Tue Jul 28, 2015 6:43 pm, edited 2 times in total.
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RoundPiplup
- Dolphin

- Posts: 1141
- Joined: Sun Jun 15, 2014 12:03 pm
Postby RoundPiplup » Tue Jul 28, 2015 6:34 pm
The Sun Church looks underpowered compared to the Moon Church. The Moon Church will easily overwhelm the Sun Church since they start more and have cult-like powers.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 6:42 pm
RoundPiplup wrote:The Sun Church looks underpowered compared to the Moon Church. The Moon Church will easily overwhelm the Sun Church since they start more and have cult-like powers.
Yes, but having the two churches have equivalents was apparently not a good idea, so we got a slightly stronger town and semi-nerfed Churches.
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RoundPiplup
- Dolphin

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Postby RoundPiplup » Tue Jul 28, 2015 7:34 pm
Moonknight702 wrote:RoundPiplup wrote:The Sun Church looks underpowered compared to the Moon Church. The Moon Church will easily overwhelm the Sun Church since they start more and have cult-like powers.
Yes, but having the two churches have equivalents was apparently not a good idea, so we got a slightly stronger town and semi-nerfed Churches.
But how would you expect the Sun Church to win? The Moon church is overpowered based on the updated version. The town is still at a disadvantage against the Moon church. Also, the Sun Church can't kill or grow, unlike the Moon Church.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 7:43 pm
RoundPiplup wrote:Moonknight702 wrote:RoundPiplup wrote:The Sun Church looks underpowered compared to the Moon Church. The Moon Church will easily overwhelm the Sun Church since they start more and have cult-like powers.
Yes, but having the two churches have equivalents was apparently not a good idea, so we got a slightly stronger town and semi-nerfed Churches.
But how would you expect the Sun Church to win? The Moon church is overpowered based on the updated version. The town is still at a disadvantage against the Moon church. Also, the Sun Church can't kill or grow, unlike the Moon Church.
See, my original intent was that Moon Church was to try and kill anyone who seemed Sun Churchy, while expanding their numbers, and Sun Church was meant to protect itself from Moon Church assault as it expanded its numbers, so what do you guys think?
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RoundPiplup
- Dolphin

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Postby RoundPiplup » Tue Jul 28, 2015 7:53 pm
But since it's Mafia, everyday someone will get lynched by voting on the day. The Moon Church easily wins if the cult-like people spreads without dying too much.
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Moonknight702
- Guest
Postby Moonknight702 » Tue Jul 28, 2015 9:44 pm
RoundPiplup wrote:But since it's Mafia, everyday someone will get lynched by voting on the day. The Moon Church easily wins if the cult-like people spreads without dying too much.
I was just going off suggestions I got, maybe this works better, I have no idea.
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RoundPiplup
- Dolphin

- Posts: 1141
- Joined: Sun Jun 15, 2014 12:03 pm
Postby RoundPiplup » Wed Jul 29, 2015 10:31 am
I don't really get what I made up. Give some feedback if possible.
TOWN OF HOUSES
Background story: Welcome to the new town! Here is where you can enjoy pleasant houses that are peaceful! However, some rumors came up about someone wanting this town down! Just so you know, to stay in this town, you must own a house to stay in this town! By the meantime, we'll bring up some searchers and house kickers to those that have been hated enough to no longer be a part of this town. Until then, good luck!
15 players
Card flip game(was going to reveal role but most of the games played here are cardflip games)
Lynch Majority(insta lynch can occur)
The "Bad" House owners(MAFIA)
Disguised House Owner(GodFather): Cardflips green... This person is rich though... Is immune to night kills.
The Painter's House: Paints any house, which effects last for that night only. Can't paint its own house. Cardflips red.
The Dancer's House: Blocks someone's role during the night. Cardflips red.
The Revenge's House: A regular mafioso. Upon losing his/her house, gets to destroy someone's house during the night.
The townspeople(TOWN)
The Sheriff's House: Checks someone's color during the night. Cardflips blue.
The Insurance Employee's House(Doctor): Gets to save someone's house during the night from destroyers. Cardflips blue.
Destroyer of Houses(Vig): Destroys someone's house... Upon destroying a town's house, loses its permit for a day. Cardflips blue.
The Mailer's House(Penguin): Give someone a anonymous message once per night. (PM me on what you want to say and to who say) Cardflips green.
Regular House(Townsperson) x3: Cardflips green.
The Sign Replacer's House: Likes to toy around with signs. Swaps 2 players positions with each other during the night, redirecting actions to the other person. Cardflips green.
The Suspicious' House(Miller): Vote counts as 2, but Cardflips red. Thinks that this person is a Townsperson.
Other Houses(Third Party)
Joker's House(Jester): Wants to get lynched on the day. If lynched, is able to bring inevitable nightmares to a targetted person that guiltied and caused the Jester to get lynched. That person will then leave the town. Penetrates night immunity.
SERIAL HOUSE DESTROYER(Serial Killer): Cardflips green. Doesn't have a house in the town(so it's immune to night kills). Cardflips green.
GOALS:
Town: Kick out the Mafia and the Serial Killer.
Mafia: Outnumber the town and kick the Serial Killer out.
Serial Killer: Defeat everyone except the Third Party.
Jester: Get lynched on the day.
Last edited by RoundPiplup on Wed Jul 29, 2015 2:35 pm, edited 6 times in total.
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