The popular forum game that separates the good from the bad, the strong from the weak, and the loose-cannon cops from the slightly schizophrenic. That's all after we figure out who's who, of course.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
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Postby PixelPest » Mon May 15, 2017 9:05 pm
MosaicMario wrote:PixelPest wrote:Also TP won't always have the same intel as Mafia members so having two kills could really cause problems
Cedur wrote:The key difference between 2 mafia kills and mafia+SK kill is still that the SK will also kill mafia members every now and then (see M39.  )
If you have 2 mafia kills, you need some quite strong blue abilities in return. It looks better now; I'd also suggest adding an NK-immune townie like in ZM's game (flipping green and not knowing that they're enhanced).
I put a cooldown on the killing ability in that scenario, how's it now?
Still really just an over-complication for something unnecessary to begin with.
MosaicMario wrote:EDIT:
Btw you two, how's the remake of my Mario themed mafia game?
It's been shoved too deep down my throat too many a time; couldn't tell you :/
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kr4k1n
- Reznor

- Posts: 2927
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Postby kr4k1n » Mon May 15, 2017 10:59 pm
MosaicMario wrote:M??:Bowser’s Mafia Attacks the Mushroom Kingdom
This game seems like a fun one to me, but Bowser might be a little too OP, there's already the Potion Bro. who can paint players black, and having two roles that can do this might be a bit unbalanced.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Mon May 15, 2017 11:01 pm
practicalshorty014 wrote:MosaicMario wrote:M??:Bowser’s Mafia Attacks the Mushroom Kingdom
This game seems like a fun one to me, but Bowser might be a little too OP, there's already the Potion Bro. who can paint players black, and having two roles that can do this might be a bit unbalanced.
Umm, the potion bro can't paint people black.
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kr4k1n
- Reznor

- Posts: 2927
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Contact:
Postby kr4k1n » Tue May 16, 2017 12:28 am
MosaicMario wrote:practicalshorty014 wrote:MosaicMario wrote:M??:Bowser’s Mafia Attacks the Mushroom Kingdom
This game seems like a fun one to me, but Bowser might be a little too OP, there's already the Potion Bro. who can paint players black, and having two roles that can do this might be a bit unbalanced.
Umm, the potion bro can't paint people black.
But it can paint people a certain color, that should be the only role that can do that.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Tue May 16, 2017 9:27 am
practicalshorty014 wrote:MosaicMario wrote:practicalshorty014 wrote:
This game seems like a fun one to me, but Bowser might be a little too OP, there's already the Potion Bro. who can paint players black, and having two roles that can do this might be a bit unbalanced.
Umm, the potion bro can't paint people black.
But it can paint people a certain color, that should be the only role that can do that.
Look at M28: Bomb Squad there was two different mafia roles that could do that on there.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Tue May 16, 2017 10:12 pm
Guys help, i think i have an addiction:
M??: The Occultists and The Scientist
19 Players
Role Usage is Optional
Occultists
When the occultists are collaborating on who to kill, they’ll need to decide who will visit that player to kill them.
Necromancer: can switch their color with another’s color each night, colors are returned to normal next night phase. They can also inspect someone on even number nights to learn their color, however, that player will also be alerted.
Witch: Can cast a spell on a player each night and select a word atleast 6 letters long, if that player says that word, they die.
Evil Spirit: Can take someone hostage, roleblocking and painting them black at the same time, the painting wears off after the day phase.
Warlock: They can send a fake action message to a player via host, such as "you were roleblocked" or have nothing be sent to the player to make them think that nothing happened to them.
The Town
Sheriff: Can find out someone’s color each night
Doctor: Can protect a player from a nightkill each night
Jailer: Can keep someone in jail overnight protecting them from all abilities, including killing, but the target won’t be able to do anything that night.
Biologist: They can watch a player each night to learn who visted them, because of them being so fascinated with a peculiar human-sized Mantis, they are in contact with them.
Mantis: A human-sized Mantis, with intelligence on par with a human. due to being this way due to a scientific accident, the others are unsure of it. Thanks to keeping it’s survival instincts, they will survive one nightkill. They are in contact with the biologist. They can kill someone each night, but depending on if the person was innocent or not. Their trust meter will be affected. When inspected, they'll come up their current color.
Bartender: Flips blue but has no abilities.
Double Voter: Lynch votes count for two
Townsperson: Regular Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Moron: Their vote doesn’t count, thinks their a townsperson.
Ghost: The others don’t exactly trust it as it’s a ghost, they know their the ghost. If they are targeted by the occultists, they’ll be recruited to their side. They can’t be killed at night.
Third Party
Mad Scientist:
They can kill someone each night and are immune to nightkills, along with killing someone, they can paint someone besides their kill target orange for the next day phase.
Trust Meter Explanation
The Mantis has a thing called a trust meter which can go up or down, basically, depending on if they kill occultists or innocents, their cardflip color changes.
Their color starts orange
But will change depending on what they do, for example, if they killed someone innocent, their color would become purple, but if they killed one of the occultists, it's color would become green, so the bottom line is, they have a "reputation" which goes up or down depending on what they do, the best color they can be to the worst, in order is: Blue, Green, Orange, Purple
The Warlock can send the following messages:
"You were Roleblocked last night"
"A Certain Necromancer inspected you last night"
"You were jailed last night"
Last edited by PersonNamedUser on Wed May 17, 2017 6:11 pm, edited 10 times in total.
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Wed May 17, 2017 10:56 am
MosaicMario wrote:Evil Spirt
proofread please.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed May 17, 2017 1:01 pm
Sanct wrote:MosaicMario wrote:Evil Spirt
proofread please.
K
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Wed May 17, 2017 2:51 pm
MAFIA GAME:
M##: NAME OF MAFIA GAME
The Evil Cult
Can choose a person to kill each night collectively, also have to choose who goes out to do it.
Dark Shaman: Can target somebody and if they have an ability he'll obtain the ability for the next 2 phases but lose the ability to take other people's abilities. if he targets a townie the spell backfires and makes the townie a doublevoter instead for two days, he only loses his spell if it doesn't backfire. (it also backfires on millers who become green)
Sniper: Can shoot an arrow at the center of town once in the game to make himself a triple-voter for that day.
Assassin: Can see if a person visited someone.
Swordsmaster: Immune to nightkills.
The Town
Get rid of the mafia and the dragon.
Dancer: During day she can dance for someone, making them able to use an ability twice in a row next night.
Guardian: Immune to nightkills if idle. He can target a player and protect them from death, if the person he's protecting gets attacked he dies instead and also takes down the person who attacked them, this goes through all nightkill immunity except the transformed dragon's nightkill immunity, can't target two people if targeted by the dancer.
Mercenary: Can kill someone every night, if he kills a town he'll cardflip red for the next night.
Archmage: Can see a player's color every night, twice in the game he can see a dead person's role. the second ability has a cooldown of 1 night, it also can't be used at the same time as the first ability.
Apprentice: Can post a message after death during the next day if they're nightkilled, he can't lynch vote in this post.
Sage: Can protect a person from any abilities every night except nightkills.
Townsperson: has no abilities, can lynch somebody every day.
Townsperson: has no abilities, can lynch somebody every day.
Townsperson: has no abilities, can lynch somebody every day.
Townsperson: has no abilities, can lynch somebody every day.
Townsperson: has no abilities, can lynch somebody every day.
Townsperson: has no abilities, can lynch somebody every day.
Miller: Same as a regular townie, doesn't know he's the miller.
The Dragon
Be the last being alive.
Dragonkin: can kill somebody every night and is immune to nightkills
fuckyouOn Day 2 he can transform into:
fuckyou Incomplete Dragon: in addition to his previous abilities he won't be killed by the guardian if he attacks his client. If he transforms into the incomplete dragon he can't transform into the complete dragon later.
fuckyouOn Day 4 he can transform into:
fuckyou Complete Dragon: In addition to all of the above abilities, now when he dies he'll roleflip. Also whenever somebody attacks him they will die and cardlip black, while the dragon learns their color.
NOTES:
*The shaman targetting killing roles will not result in multiple kills
*The dragon's transformation will be publicly announced and his picture will be altered in the initial post.
Last edited by Valentine on Wed May 17, 2017 3:37 pm, edited 3 times in total.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed May 17, 2017 3:04 pm
I'd say that the game does look pretty good, and I don't see any major flaws in it.
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Thehelmetguy1
- Boom Boom

- Posts: 2372
- Joined: Sat Dec 19, 2015 9:33 am
- Flair: certified idiot
Postby Thehelmetguy1 » Wed May 17, 2017 3:13 pm
That is a pretty cool and neat concept!
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Wed May 17, 2017 3:17 pm
thanks for being positive, but I'd still like somebody to point out if some of the balance is out of whack or something.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed May 17, 2017 3:29 pm
thehelmetguy1 wrote:That is a pretty cool and neat concept!
Well how about mine? Sorry if this sounds demanding.
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Wed May 17, 2017 3:37 pm
I've not clarified a couple of things initially and I've done it now, I recommend looking at the game again.
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ShadowStarX
- Bronze Yoshi Egg

- Posts: 1752
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Contact:
Postby ShadowStarX » Wed May 17, 2017 3:49 pm
If the archmage is targeted by the dancer, will they use the same ability twice or both abilities at once?
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Wed May 17, 2017 4:10 pm
ShadowStarX wrote:If the archmage is targeted by the dancer, will they use the same ability twice or both abilities at once?
He'll be able to do either
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed May 17, 2017 5:21 pm
There's a change I made to a specific role in my game, how does it look?
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Wed May 17, 2017 5:27 pm
MosaicMario wrote:Guys help, i think i have an addiction:
M??: The Occultists and The Scientist
18 Players
Role Usage is Optional
Occultists
When the occultists are collaborating on who to kill, they’ll need to decide who will visit that player to kill them.
Necromancer: can switch their color with another’s color each night, colors are returned to normal next night phase.
Witch: Can cast a spell on a player each night and select a word atleast 6 letters long, if that player says that word or makes a grammer error, they die.
Evil Spirit: Can take someone hostage, roleblocking and painting them black at the same time, the painting wears off after the day phase.
The Town
Sheriff: Can find out someone’s color each night
Doctor: Can protect a player from a nightkill each night
Jailer: Can keep someone in jail overnight protecting them from all abilities, including killing, but the target won’t be able to do anything that night.
Biologist: They can watch a player each night to learn who visted them, because of them being so fascinated with a peculiar human-sized Mantis, they are in contact with them.
Mantis: A human-sized Mantis, with intelligence on par with a human. due to being this way due to a scientific accident, the others are unsure of it. Thanks to keeping it’s survival instincts, they will survive one nightkill. They are in contact with the biologist. They can kill someone each night, but depending on if the person was innocent or not? Their trust meter will be affected.
Bartender: Flips blue but has no abilities.
Double Voter: Lynch votes count for two
Townsperson: Regular Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Moron: Their vote doesn’t count, thinks their a townsperson.
Ghost: The others don’t exactly trust it as it’s a ghost, they know their the ghost. If they are targeted by the occultists, they’ll be recruited to their side. They can’t be killed at night.
Third Party
Mad Scientist:
They can kill someone each night and are immune to nightkills, along with killing someone, they can paint someone besides their kill target orange for the next day phase.
Trust Meter Explanation
The Mantis has a thing called a trust meter which can go up or down, basically, depending on if they kill occultists or innocents, their cardflip color changes.
Their color starts orange
But will change depending on what they do, for example, if they killed someone innocent, their color would become purple, but if they killed one of the occultists, it's color would become green, so the bottom line is, they have a "reputation" which goes up or down depending on what they do, the best color they can be to the worst, in order is: Blue, Green, Orange, Purple
It feels like it's a bit too easy to start an alliance in this game. This puts the mafia at a disadvantage and considering there's only 3 of them you'd definitely need to buff them up a bit.
Also grammar roles are awful because they put people who aren't native english speakers or just plain don't feel like correcting their mistakes at a major disadvantage.
That mafia needs a serious buth though.
The mantis' color system is interesting but at the same time won't really be of much use as they're probably not gonna kill in the early game, the part that is actually the most dependent on colors.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Wed May 17, 2017 5:32 pm
Sanct wrote:MosaicMario wrote:Guys help, i think i have an addiction:
M??: The Occultists and The Scientist
18 Players
Role Usage is Optional
Occultists
When the occultists are collaborating on who to kill, they’ll need to decide who will visit that player to kill them.
Necromancer: can switch their color with another’s color each night, colors are returned to normal next night phase.
Witch: Can cast a spell on a player each night and select a word atleast 6 letters long, if that player says that word or makes a grammer error, they die.
Evil Spirit: Can take someone hostage, roleblocking and painting them black at the same time, the painting wears off after the day phase.
The Town
Sheriff: Can find out someone’s color each night
Doctor: Can protect a player from a nightkill each night
Jailer: Can keep someone in jail overnight protecting them from all abilities, including killing, but the target won’t be able to do anything that night.
Biologist: They can watch a player each night to learn who visted them, because of them being so fascinated with a peculiar human-sized Mantis, they are in contact with them.
Mantis: A human-sized Mantis, with intelligence on par with a human. due to being this way due to a scientific accident, the others are unsure of it. Thanks to keeping it’s survival instincts, they will survive one nightkill. They are in contact with the biologist. They can kill someone each night, but depending on if the person was innocent or not? Their trust meter will be affected.
Bartender: Flips blue but has no abilities.
Double Voter: Lynch votes count for two
Townsperson: Regular Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Moron: Their vote doesn’t count, thinks their a townsperson.
Ghost: The others don’t exactly trust it as it’s a ghost, they know their the ghost. If they are targeted by the occultists, they’ll be recruited to their side. They can’t be killed at night.
Third Party
Mad Scientist:
They can kill someone each night and are immune to nightkills, along with killing someone, they can paint someone besides their kill target orange for the next day phase.
Trust Meter Explanation
The Mantis has a thing called a trust meter which can go up or down, basically, depending on if they kill occultists or innocents, their cardflip color changes.
Their color starts orange
But will change depending on what they do, for example, if they killed someone innocent, their color would become purple, but if they killed one of the occultists, it's color would become green, so the bottom line is, they have a "reputation" which goes up or down depending on what they do, the best color they can be to the worst, in order is: Blue, Green, Orange, Purple
It feels like it's a bit too easy to start an alliance in this game. This puts the mafia at a disadvantage and considering there's only 3 of them you'd definitely need to buff them up a bit.
Also grammar roles are awful because they put people who aren't native english speakers or just plain don't feel like correcting their mistakes at a major disadvantage.
That mafia needs a serious buth though.
The mantis' color system is interesting but at the same time won't really be of much use as they're probably not gonna kill in the early game, the part that is actually the most dependent on colors.
I'll probably add another occultist in and buff the others
I'll probably get rid of the grammer errors thing.
Sure, I make sure to buff them
I hadn't really thought about the thing with the Mantis, I may change that or remove it completely.
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Thu May 18, 2017 1:40 am
Alright guys, let's improve my game. What are some inbalances that we may see and what are some things that may need clarification?
-16 players, 4 teams
-Open-Ballot Voting
-Day/Night Cycle, starts at Night
-Full roles are flipped (and their icon will show for aesthetic purposes  )
-Last team standing wins
Team 1: Government
Detective - Visits a player to learn their color.
Rogue - Kills a player every night. If they kill someone of their own team, the Rogue's role and alignment is revealed to the public.
Jailer - Jails a player each night. Their target cannot use their role and no one else can use their power on the target.
Jury - Can override a lynch vote once per game. Doing this they choose one person to force the lynch against. can't be reversed by the Paralyzer.
Team 2: Gang
Spy - Visits a player to learn their type of role.
Hitman - Kills a player every night. If it is someone of their own alignment, they lose their power for a night.
Executor - Roleblocks a player every night. They get the chance once throughout the game to kill their target.
Paralyzer - Has the ability once per game to stop everyone from voting. Cannot be reversed by the Jury.
Team 3: Weirdos
Stalker - Watches a player to learn everyone that visited them or who they visited.
Clockmaker - Clock starts at 9. If they kill someone on another team, it goes up an hour. If they kill someone of their own team, it goes down two hours. If it goes to 6, they die. If it reaches 12 or above, they receive immunity from nightkilling.
Creepy Girl - Has a doll, which they give to a random player on night 1. The person with the doll is roleblocked until they give it away to someone else (which counts as a visit/action). If they hold onto it for two phases, they die. If the player dies, the doll cycle resets.
Mad Scientist - Has the power to save one person from their team from a lynch vote every game.
team 4: Monsters
Cyborg - Using the identity checker, the Cyborg will learn the role and team of anyone who visits their team. Their power will be gone after 3 turns.
Werewolf - Can kill a player every night, but has to guess their alignment. If they guess correctly, it goes through, if it doesn't, it doesn't go through.
Cthulu - Immune to nightkills. Anyone who inspects them will be silenced for the day and roleblocked for the next night.
Zombie - The zombie chooses to swarm its horde through the town for one day phase. For this day phase, the lynching is closed ballot box.
Role icons provided by EpicMafia.com
4 types of roles: Investigating, Killing, Blocking, Voting
Investigating - Involves learning someone's role type, alignment, or what they did.
Killing - Player kills every night or every other night, but doesn't know what alignment they have and the rest of their team doesn't know either.
Blocking - Player has the chance to roleblock someone of their choice each night.
Voting - This role involved the power of voting, whether adding, removing, or preventing votes.
Clarification tab:
-Between the Paralyzer and the Jury - if they happen to use it on the same day, whoever calls it first has their power go through. For the person who was too late, their power is nullified and for compensation they can use it another day.
-The Clockmaker's clock goes from 9 to 7 if they kill someone on their own team
-If someone's death is prevented, there will not be an announcement.
-On the zombie's hording day, people can still talk, public lynch votes will not count.
-When you receive the doll, you have two phases to rid yourself of it, if you have it longer, you die. You can give it away every phase.
Last edited by TLtimelord on Wed May 24, 2017 12:59 pm, edited 2 times in total.
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