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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ShadowStarX
- Bronze Yoshi Egg

- Posts: 1751
- Joined: Mon Jan 27, 2014 7:21 am
- Pronouns: he/him
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Contact:
Postby ShadowStarX » Fri Jun 02, 2017 10:12 am
TheDinoKing wrote:Just something I thought up.
M99: Might is Right
Cardflip
15 players
Obligatory plot: In some town somewhere, a secret society had enough with the idiocracy of the town.
The secret society of enlightenment:
Group leader: Can place his vote privately. He's the good guy so obviously he will card flips green.
Successful psychic: Can make an anonymous post each night either in the thread, or as a PM.
Cheating Friend: Knows 2 other friends.
Wins: Same as usual.
The almost unsuspecting town:
Incompetent Detective: Find out the colour of whoever he investigates.
Competent Detective: Find out the colour of whoever he investigates, but gets the opposite colour. Thinks he’s the incompetent detective.
Jailer: Save someone from getting killed at night and also blocks their ability.
Persuader: Can prevent a person from getting lynched, by announcing it publicly. If he tries to do to do it again, everyone else will get pissed off and he will get lynched automatically instead.
Kid with a gun: Can kill someone. From Night 4 if he doesn’t try to kill someone, he loses the ability to vote for the following day.
Explosive amateur: Can kill someone as well if they get lynched.
Double voter: Has 2 votes. Doesn’t know his ability. Card flips orange.
Unsuccessful psychic: Can make an anonymous post each night either in the thread, or as a PM. Card flips red.
Friend: Knows 2 other friends, but doesn’t know their roles.
Friend: Knows 2 other friends, but doesn’t know their roles.
Townie: Nothing.
Townie: Nothing.
Wins: Same as usual.
The orange group:
Painter: Can paint someone each night. This effect only works the following day. Cannot be night killed in Night 1.
Colour effects:
Red, Blue, Green, Orange – Same as usual.
Yellow – Negative vote.
Purple – Double voter.
White – If the person dies, their death is not announced.
Black – Card flips black.
Grey – Cannot talk but still vote.
Wins: Survive until another team gets their supposed win condition, and steal the win.
You aren't a fan of townies, are you?
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Fri Jun 02, 2017 10:40 am
ShadowStarX wrote:You aren't a fan of townies, are you?
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Fri Jun 02, 2017 11:18 am
Which blue role should I remove?
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Fri Jun 02, 2017 11:20 am
Perhaps the Explosive amateur and the Compentent detective? Also just add more townies to game instead
of replacing other roles with townies.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Fri Jun 02, 2017 11:22 am
Replaced some roles with townies.
M99: Might is Right
Cardflip
15 players
Obligatory plot: In some town somewhere, a secret society had enough with the idiocracy of the town.
The secret society of enlightenment:
Group leader: Can place his vote privately. He's the good guy so obviously he will card flips green.
Successful psychic: Can make an anonymous post each night either in the thread, or as a PM.
Cheating Friend: Knows 2 other friends.
Wins: Same as usual.
The almost unsuspecting town:
Incompetent Detective: Find out the colour of whoever he investigates.
Competent Detective: Find out the colour of whoever he investigates, but gets the opposite colour. Thinks he’s the incompetent detective.
Jailer: Save someone from getting killed at night and also blocks their ability.
Kid with a gun: Can kill someone. From Night 4 if he doesn’t try to kill someone, he loses the ability to vote for the following day.
Double voter: Has 2 votes. Doesn’t know his ability. Card flips orange.
Unsuccessful psychic: Can make an anonymous post each night either in the thread, or as a PM. Card flips red.
Friend: Knows 2 other friends, but doesn’t know their roles.
Friend: Knows 2 other friends, but doesn’t know their roles.
Townie: Nothing.
Townie: Nothing.
Townie: Nothing.
Townie: Nothing.
Wins: Same as usual.
The orange group:
Painter: Can paint someone each night. This effect only works the following day. Cannot be night killed in Night 1.
Colour effects:
Red, Blue, Green, Orange – Same as usual.
Yellow – Negative vote.
Purple – Double voter.
White – If the person dies, their death is not announced.
Black – Card flips black.
Grey – Cannot talk but still vote.
Wins: Survive until another team gets their supposed win condition, and steal the win.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Fri Jun 02, 2017 12:16 pm
TheDinoKing wrote:Replaced some roles with townies.
M99: Might is Right
Cardflip
15 players
Obligatory plot: In some town somewhere, a secret society had enough with the idiocracy of the town.
The secret society of enlightenment:
Group leader: Can place his vote privately. He's the good guy so obviously he will card flips green.
Successful psychic: Can make an anonymous post each night either in the thread, or as a PM.
Cheating Friend: Knows 2 other friends.
Wins: Same as usual.
The almost unsuspecting town:
Incompetent Detective: Find out the colour of whoever he investigates.
Competent Detective: Find out the colour of whoever he investigates, but gets the opposite colour. Thinks he’s the incompetent detective.
Jailer: Save someone from getting killed at night and also blocks their ability.
Kid with a gun: Can kill someone. From Night 4 if he doesn’t try to kill someone, he loses the ability to vote for the following day.
Double voter: Has 2 votes. Doesn’t know his ability. Card flips orange.
Unsuccessful psychic: Can make an anonymous post each night either in the thread, or as a PM. Card flips red.
Friend: Knows 2 other friends, but doesn’t know their roles.
Friend: Knows 2 other friends, but doesn’t know their roles.
Townie: Nothing.
Townie: Nothing.
Townie: Nothing.
Townie: Nothing.
Wins: Same as usual.
The orange group:
Painter: Can paint someone each night. This effect only works the following day. Cannot be night killed in Night 1.
Colour effects:
Red, Blue, Green, Orange – Same as usual.
Yellow – Negative vote.
Purple – Double voter.
White – If the person dies, their death is not announced.
Black – Card flips black.
Grey – Cannot talk but still vote.
Wins: Survive until another team gets their supposed win condition, and steal the win.
Danny wrote:Here's some constructive criticism: What the hell.
Like seriously, what the fuck.
Most of these roles are either inherently broken or bog-standard. I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him. The third party is also pretty stupid. I mean, a painter, really? The game's biggest flaw is that the town can't properly identify cardflip colours. And you decide to make the third party a role that messes with cardflip colours. I mean, I like the general idea behind it (some colours having certain effects attached) but it simply doesn't work here. Having 9 different cardflip colours is already too many to begin with, especially since two of them are nearly illegible (white and yellow) and two others are the exact same (grey and black). The friends are also broken as fuck. All three of them know each other but one is mafia, this means you are indirecly giving the mafia access to two confirmed townies as they know which one of the friends is mafia. Honestly, there is nothing I like about this game because it is so incredibly broken. Whenever you add a new role to a mafia game, always try to think of a way to break that role. If you find one, make a restriction against it. If you have to make too many restrictions just drop the role altogether. I appreciate the creativity you are showing, just try to be creative without making the game a mess.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Fri Jun 02, 2017 12:33 pm
Witchking666 wrote:
Like seriously, what the fuck.
Most of these roles are either inherently broken or bog-standard. I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him. The third party is also pretty stupid. I mean, a painter, really? The game's biggest flaw is that the town can't properly identify cardflip colours. And you decide to make the third party a role that messes with cardflip colours. I mean, I like the general idea behind it (some colours having certain effects attached) but it simply doesn't work here. Having 9 different cardflip colours is already too many to begin with, especially since two of them are nearly illegible (white and yellow) and two others are the exact same (grey and black). The friends are also broken as fuck. All three of them know each other but one is mafia, this means you are indirecly giving the mafia access to two confirmed townies as they know which one of the friends is mafia. Honestly, there is nothing I like about this game because it is so incredibly broken. Whenever you add a new role to a mafia game, always try to think of a way to break that role. If you find one, make a restriction against it. If you have to make too many restrictions just drop the role altogether. I appreciate the creativity you are showing, just try to be creative without making the game a mess.
Thanks for the feedback. Honestly, I just thought of random ideas. I'll try to think of a more balance game.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Fri Jun 02, 2017 12:39 pm
TheDinoKing wrote:Witchking666 wrote:
Like seriously, what the fuck.
Most of these roles are either inherently broken or bog-standard. I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him. The third party is also pretty stupid. I mean, a painter, really? The game's biggest flaw is that the town can't properly identify cardflip colours. And you decide to make the third party a role that messes with cardflip colours. I mean, I like the general idea behind it (some colours having certain effects attached) but it simply doesn't work here. Having 9 different cardflip colours is already too many to begin with, especially since two of them are nearly illegible (white and yellow) and two others are the exact same (grey and black). The friends are also broken as fuck. All three of them know each other but one is mafia, this means you are indirecly giving the mafia access to two confirmed townies as they know which one of the friends is mafia. Honestly, there is nothing I like about this game because it is so incredibly broken. Whenever you add a new role to a mafia game, always try to think of a way to break that role. If you find one, make a restriction against it. If you have to make too many restrictions just drop the role altogether. I appreciate the creativity you are showing, just try to be creative without making the game a mess.
Thanks for the feedback. Honestly, I just thought of random ideas. I'll try to think of a more balance game.
And I appreciate that. I myself made over 30 games myself before I finally started to get decent at it. It just takes some practice.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Fri Jun 02, 2017 12:42 pm
Witchking666 wrote:TheDinoKing wrote:Witchking666 wrote:
Like seriously, what the fuck.
Most of these roles are either inherently broken or bog-standard. I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him. The third party is also pretty stupid. I mean, a painter, really? The game's biggest flaw is that the town can't properly identify cardflip colours. And you decide to make the third party a role that messes with cardflip colours. I mean, I like the general idea behind it (some colours having certain effects attached) but it simply doesn't work here. Having 9 different cardflip colours is already too many to begin with, especially since two of them are nearly illegible (white and yellow) and two others are the exact same (grey and black). The friends are also broken as fuck. All three of them know each other but one is mafia, this means you are indirecly giving the mafia access to two confirmed townies as they know which one of the friends is mafia. Honestly, there is nothing I like about this game because it is so incredibly broken. Whenever you add a new role to a mafia game, always try to think of a way to break that role. If you find one, make a restriction against it. If you have to make too many restrictions just drop the role altogether. I appreciate the creativity you are showing, just try to be creative without making the game a mess.
Thanks for the feedback. Honestly, I just thought of random ideas. I'll try to think of a more balance game.
And I appreciate that. I myself made over 30 games myself before I finally started to get decent at it. It just takes some practice.
Yeah, I'm just testing the water, see what works and what doesn't.
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Danny
- Wart

- Posts: 4001
- Joined: Fri Dec 20, 2013 1:12 pm
- Flair: aka LMNtals
- Pronouns: he/they
Postby Danny » Fri Jun 02, 2017 4:26 pm
Only got notified here because of ping.
TheDinoKing wrote:Cheating Friend: Knows 2 other friends.
Friend: Knows 2 other friends, but doesn’t know their roles.
Friend: Knows 2 other friends, but doesn’t know their roles.
How is this handled? Do "friends" refer to 2 other random players, or literally the other Friend and Cheating Friend roles?
TheDinoKing wrote:Incompetent Detective: Find out the colour of whoever he investigates.
Competent Detective: Find out the colour of whoever he investigates, but gets the opposite colour. Thinks he’s the incompetent detective.
witchking666 wrote:I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him.
This incompetent/competent detective gimmick is a fair one, and it has been used in other games before. While it may not fit in this game particularly, it's definitely a good thing some one brought this up, because I haven't seen any games here pull it off.
TheDinoKing wrote:Painter: Can paint someone each night. This effect only works the following day. Cannot be night killed in Night 1.
Colour effects:
Red, Blue, Green, Orange – Same as usual.
Yellow – Negative vote.
Purple – Double voter.
White – If the person dies, their death is not announced.
Black – Card flips black.
Grey – Cannot talk but still vote.
This is an extremely unorthodox and really bizarre painter. Not only are some of the colors annoying and impossible to read, but painting doesn't and probably shouldn't give additional effects.
witchking666 wrote:Most of these roles are either inherently broken or bog-standard.
Could you define "bog-standard"?
witchking666 wrote:Honestly, there is nothing I like about this game because it is so incredibly broken.
The thing is, though, is that none of it (Painter aside maybe) is broken. It just doesn't flow well. I'd remove the Painter role and add in a 4th Mafioso, as well as replace the Friend gimmick with something else entirely. The sheriff mechanic works perfectly fine, except the names need to be swapped around (competent detective is the one that gets proper investigations, incompetent detective is the one that gets inverse investigations, green/blue turn to red, and red turns to green.
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ElectriKong
- Bowser

- Posts: 4652
- Joined: Mon Jun 06, 2016 4:32 pm
- Pronouns: he/him
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Contact:
Postby ElectriKong » Fri Jun 02, 2017 4:52 pm
Sane and Insane Cops as well as Naive and Paranoid Cops are found in a type of Mafia Game called Dethy, which features 5 players (the 4 cops and a single Mafioso).
More about this game can be found here
They are usable in normal Mafia games and are official roles.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Fri Jun 02, 2017 5:11 pm
Danny wrote:Only got notified here because of ping.
TheDinoKing wrote:Cheating Friend: Knows 2 other friends.
Friend: Knows 2 other friends, but doesn’t know their roles.
Friend: Knows 2 other friends, but doesn’t know their roles.
How is this handled? Do "friends" refer to 2 other random players, or literally the other Friend and Cheating Friend roles?
TheDinoKing wrote:Incompetent Detective: Find out the colour of whoever he investigates.
Competent Detective: Find out the colour of whoever he investigates, but gets the opposite colour. Thinks he’s the incompetent detective.
witchking666 wrote:I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him.
This incompetent/competent detective gimmick is a fair one, and it has been used in other games before. While it may not fit in this game particularly, it's definitely a good thing some one brought this up, because I haven't seen any games here pull it off.
TheDinoKing wrote:Painter: Can paint someone each night. This effect only works the following day. Cannot be night killed in Night 1.
Colour effects:
Red, Blue, Green, Orange – Same as usual.
Yellow – Negative vote.
Purple – Double voter.
White – If the person dies, their death is not announced.
Black – Card flips black.
Grey – Cannot talk but still vote.
This is an extremely unorthodox and really bizarre painter. Not only are some of the colors annoying and impossible to read, but painting doesn't and probably shouldn't give additional effects.
witchking666 wrote:Most of these roles are either inherently broken or bog-standard.
Could you define "bog-standard"?
witchking666 wrote:Honestly, there is nothing I like about this game because it is so incredibly broken.
The thing is, though, is that none of it (Painter aside maybe) is broken. It just doesn't flow well. I'd remove the Painter role and add in a 4th Mafioso, as well as replace the Friend gimmick with something else entirely. The sheriff mechanic works perfectly fine, except the names need to be swapped around (competent detective is the one that gets proper investigations, incompetent detective is the one that gets inverse investigations, green/blue turn to red, and red turns to green.
Thanks for the feedback.
The friends just refer to the other Friend and Cheating Friend roles.
So should I nerf the painter so it can only paint red,blue,green,orange or should I remove the painter?
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Fri Jun 02, 2017 5:35 pm
Danny wrote:Only got notified here because of ping.
TheDinoKing wrote:Cheating Friend: Knows 2 other friends.
Friend: Knows 2 other friends, but doesn’t know their roles.
Friend: Knows 2 other friends, but doesn’t know their roles.
How is this handled? Do "friends" refer to 2 other random players, or literally the other Friend and Cheating Friend roles?
TheDinoKing wrote:Incompetent Detective: Find out the colour of whoever he investigates.
Competent Detective: Find out the colour of whoever he investigates, but gets the opposite colour. Thinks he’s the incompetent detective.
witchking666 wrote:I especially hate the sheriff gimmick. The fact that one doesn't know whether they are the competent or incompetent sheriff makes the entire sheriff obsolete. No one will be able to trust a scum inspection because there would be a 50% chance of them being innocent or even blue. The fact there is a godfather makes the sheriffs even more broken because they would be unable to be sucessfully inspect him.
This incompetent/competent detective gimmick is a fair one, and it has been used in other games before. While it may not fit in this game particularly, it's definitely a good thing some one brought this up, because I haven't seen any games here pull it off.
TheDinoKing wrote:Painter: Can paint someone each night. This effect only works the following day. Cannot be night killed in Night 1.
Colour effects:
Red, Blue, Green, Orange – Same as usual.
Yellow – Negative vote.
Purple – Double voter.
White – If the person dies, their death is not announced.
Black – Card flips black.
Grey – Cannot talk but still vote.
This is an extremely unorthodox and really bizarre painter. Not only are some of the colors annoying and impossible to read, but painting doesn't and probably shouldn't give additional effects.
witchking666 wrote:Most of these roles are either inherently broken or bog-standard.
Could you define "bog-standard"?
witchking666 wrote:Honestly, there is nothing I like about this game because it is so incredibly broken.
The thing is, though, is that none of it (Painter aside maybe) is broken. It just doesn't flow well. I'd remove the Painter role and add in a 4th Mafioso, as well as replace the Friend gimmick with something else entirely. The sheriff mechanic works perfectly fine, except the names need to be swapped around (competent detective is the one that gets proper investigations, incompetent detective is the one that gets inverse investigations, green/blue turn to red, and red turns to green.
Just because something exists doesnt mean it works. Sane and insane cops are fucking dumb. I believe they are even classified as bastard roles. Even so, most good games that used the insane cop had 4 or more sheriffs. Thus, making inspections 75% guaranteed. Here it's a 50% chance of a false inspection. The mechanic only works as a guaranteed loss for the town here. I mean, a fucking painter makes this all very near impossible.
Allright, the bog-standard wasn't meant negatively. I was just referring to the fact there are a lot of classic mafia roles. Which isn't bad at all. This was just bad wording from my side.
I dont know in what paralel universe this isnt broken though. The town can't properly inspect cardflip colours. The third party and godfather make inspecting damn near impossible. On top of this the mafia is also given the identity of two confirmed townies. Since this is a 15 player game, these two confirmed townies automatically exclude a third of the game as a possible town special. The mafia can easily perform a blue massacre here. I don't know how you can't see how inherently broken this game is.
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Fri Jun 02, 2017 8:59 pm
I need some help guys. Creating a batman themed game and I'm stuck on how to make this work out by decreasing townspeople but not necessarily increasing mafia/villains.
Villains:
Joker - Doses his target with laughing gas, making them unable to talk & vote for the next phase.
Two-Face - Every other cycle, switches from cardflipping red to blue.
Scarecrow - Terrifies his target every night, preventing him from using their role.
Bane - Cancels a lynch once per game.
Goods:
Batman - interrogates someone to learn their color. Knows who Commissioner Gordan is.
Gordon - Jails someone each night to roleblock them, simultaneously protects them from being nightkilled. Knows who Batman is.
Robin - Loses control of himself and can kill someone every other night.
Catwoman - Can watch someone and learn who they visited or who visited them. Cardflips red.
Citizen (xwhatever)
-Two-Face's cycle is random, it could start out red, could start out blue.
Last edited by TLtimelord on Sat Jun 03, 2017 3:33 am, edited 1 time in total.
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Danny
- Wart

- Posts: 4001
- Joined: Fri Dec 20, 2013 1:12 pm
- Flair: aka LMNtals
- Pronouns: he/they
Postby Danny » Fri Jun 02, 2017 11:05 pm
Witchking666 wrote:Just because something exists doesnt mean it works. Sane and insane cops are fucking dumb. I believe they are even classified as bastard roles. Even so, most good games that used the insane cop had 4 or more sheriffs. Thus, making inspections 75% guaranteed. Here it's a 50% chance of a false inspection. The mechanic only works as a guaranteed loss for the town here. I mean, a fucking painter makes this all very near impossible.
The painter really makes it hard, but it seriously isn't hard to figure out who is the incompetent detective and who is the competent detective. If people get in contact with the incompetent detective, they bring up a red cardflip, and that player gets lynched off and flips green, clearly that player is the incompetent detective. Yes, it makes inspections less reliable, and I've never seen games with more than one sheriff like this, but that's what the challenge is for the town. Not all Mafia games have to cater to the town and give them absolutely no drawbacks, especially if the Mafia are up against a stronger town (more members, more special roles like protectors/doctors, etc.), it does give the town a disadvantage, but the reason is to balance out the game. Once you've figured out who the incompetent detective is, you now have 2 reliable sheriff roles on your team, which is extremely valuable to the town.
tl;dr yes there are disadvantages with the gimmick, but it's extremely powerful if utilized properly.
witchking666 wrote:I dont know in what paralel universe this isnt broken though. The town can't properly inspect cardflip colours. The third party and godfather make inspecting damn near impossible. On top of this the mafia is also given the identity of two confirmed townies. Since this is a 15 player game, these two confirmed townies automatically exclude a third of the game as a possible town special. The mafia can easily perform a blue massacre here. I don't know how you can't see how inherently broken this game is.
But... nothing makes it broken. Sure, it's not particularly well-balanced and some roles may not belong, but that doesn't mean it's broken at all. Also, for the record, the actual purpose of the Godfather role in any game is to make inspections uncertain, because he always flips green. This doesn't make inspecting impossible whatsoever, it just makes it challenging. The painter role should be removed in favor of another Townie, and the player-count bumped up to 18 probably. I think the friend thing is a little dumb, but I can get where it's coming from, and I think there was a Heretic role that acted as part of the Masons, but was a third-party, and couldn't kill fellow Masons until a specific time. Now that we're talking about that Heretic role, I want to do it now.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Sun Jun 11, 2017 6:00 pm

-20 players-
It has happened before and soon it will happen again. Every time a Blood Moon rises they come back. They hide in the shadows of the night, waiting for their chance to cloak the world in eternal darkness. Throughout history our village has faced them many times, I myself fought them once before. And I can tell you with certainty that they are not human, or at the very least, not anymore. The Children of the Night, more commonly known as vampires, need human blood to avoid being burned by the sun. So, as soon as they creep out of their underground cities they will start killing us. We will have to stop them before it’s too late. The Blood Moon will also trigger the arrival of other supernatural entities. These can be anything from spirits to demons or even Death himself.
The dead:
The night’s king: May use black magic to block out the sun and erase a day phase from existence once throughout the game..
Wasteful Vampire: May cover someone in blood every night, making them cardflip red. They cannot do this to the mafia's kill target.
Hypnotizer: This vampire can hypnotize a player every night to redirect their vote to a target of their choice. The target’s actual vote will be nullified.
Shapeshifter: Can choose their cardflip colour at the beginning of the game.
*If they pick purple, they may kill someone independently once throughout the game. If they do this after night 2 the target will also cardflip Black.
*If they pick red they may stalk a player to find out their cardlfip colour every night.
*If they pick green their lynch vote counts double.
*If they pick blue their lynch vote doesn’t count.
The living:
Mage: May cast a spell on a player and a word every night. If this player says the word the day after their exact role will be exposed to the public. Restrictions on words are listed under “role specific information”.
Vampire slayer: May kill someone every night. If they kill an innocent they will lose their ability and cardflip red for a single night.
Seer: May inspect someone every night to learn their cardflip colour. If they inspect the same player twice in a row, they will learn their exact role.
Spiritual Healer: May protect someone from dying every night.
Guard: The guard of the village gates, their lynch vote counts double. Once throughout the game the Guard can make themselves a triplevoter for a single day, their vote will count as 1 after.
Graverobber: Like a normal townie, but purple. Upon the Seer’s, Healer’s or Vampire slayer’s death they automatically assume the role of the one who died the earliest in the game. His cardflip colour doesn't change however.
Townsperson: Nothing special, can cast a lynch vote.
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Butcher: Because they are covered in blood quite often they can easily be mistaken for something else entirely.
Undead Townsperson: a friendly spirit who sided with the living. Because he is a spirit, he cannot be nightkilled and people do not really like his presence.
Death
Grim Reaper of Souls: May kill a player and steal their soul every night. If this player had an ability, it will be preserved inside their soul. The reaper can use each of these abilities only once, even if the original player could use it more often. Death is allowed to use up to three soul-abilities at once. The reaper is unable to kill a nightkill immune just like everyone else. Being death and all that, the Reaper cannot be nightkilled himself either.
Additional information:: show *All ability usage is optional.
*Lynching is mandatory.
*The mafia's faction kill is mandatory
*If a kill attempt fails, the public will be notified.
*Cardflip
*limited roleflip.
Role-specific information:: show *The Night's king removes a day phase from existence in the most literal sense possible. If they use their ability on night 3 for example, it will become night 4 after.
*The Wasteful Vampire's painting last until the next night phase.
*If the hypnotizer's ability is used on the guard the vote will retain its original value.
*The Shapeshifter must pick their carflip colour and ability before the end of night 1. If they fail to choose in time, they automatically get dealt the green colour and ability.
*The Mage's words must be at least seven letters long. Player and role names aswell as In-game terminology are forbidden.
*If the Mage curses a word, all forms of that word are cursed aswell. For example, cursing "speaking" will also trigger "speak", "spoken" etc.
*The Spiritual Healer can self-protect indefinately.
*The Guard must announce their transformation to a triplevoter to the host during the night.
*If multiple of the graverobber's possible power-roles die at once, it is determined through a random number generator which power the graverobber recieves.
*Targetting a mafia member will only give the reaper it's individual ability, not the factional kill.
*Even though the reaper can only use three soul-abilities at once, he may stack up as many as he wants.
*One-time use abilities will only be passed on to the reaper in the case where original owner didn't use them yet.
*As stated before, the Reaper can only use his aquired abilities once. There are no exceptions to this rule.
*The Reaper can make multiple kills if they manage to kill another killing role. Keep in mind though, the mafia collective kill doesn't count.
*If the Reaper aquires a double or triple lynchvote they will have to announce their intention to use it to the host at night.
This game will be my entry to the M44 host signups, which explains why it is presented as M44. Feedback, as always, greatly appreciated.
Last edited by Witchking666 on Tue Jun 13, 2017 5:11 am, edited 8 times in total.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Sun Jun 11, 2017 6:41 pm
Witchking666 wrote:
-20 players-
It has happened before and soon it will happen again. Every time a Blood Moon rises they come back. They hide in the shadows of the night, waiting for their chance to cloak the world in eternal darkness. Throughout history our village has faced them many times, I myself fought them once before. And I can tell you with certainty that they are not human, or at the very least, not anymore. The Children of the Night, more commonly known as vampires, need human blood to avoid being burned by the sun. So, as soon as they creep out of their underground cities they will start killing us. We will have to stop them before it’s too late. The Blood Moon will also trigger the arrival of other supernatural entities. These can be anything from spirits to demons or even Death himself.
The dead:
The night’s king: May use black magic to block out the sun and erase a day phase from existence once throughout the game..
Wasteful Vampire: May cover someone in blood every night, making them cardflip red.
Hypnotizer: This vampire can hypnotize a player every night to redirect their vote to a target of their choice. The target’s vote in the thread will be nullified.
Shapeshifter: Can choose their cardflip colour at the beginning of the game.
*If they pick purple, they may kill someone independently once throughout the game. If they do this after night 2 the target will also cardflip Black.
*If they pick red they may stalk a player to find out their cardlfip colour every night.
*If they pick green their lynch vote counts double.
*If they pick blue their lynch vote doesn’t count.
The living:
Mage: May cast a spell on a player and a word every night. If this player says the word the day after their exact role will be exposed to the public. Restrictions on words are listed under “role specific information”.
Vampire slayer: May kill someone every night. If they kill an innocent they will lose their ability and cardflip red for a single night.
Seer: May inspect someone every night to learn their cardflip colour. If they inspect the same player twice in a row, they will learn their exact role.
Spiritual Healer: May protect someone from dying every night.
Guard: The guard of the village gates, their lynch vote counts double. Once throughout the game the Guard can make themselves a triplevoter for a single day, their vote will count as 1 after.
Graverobber: Like a normal townie, but purple. Upon the Seer’s, Healer’s or Vampire slayer’s death they automatically assume the role of the one who died the earliest in the game. His cardflip colour doesn't change however.
Townsperson: Nothing special, can cast a lynch vote.
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Butcher: Because they are covered in blood quite often they can easily be mistaken for something else entirely.
Undead Townsperson: a friendly spirit who sided with the living. Because he is a spirit, he cannot be nightkilled and people do not really like his presence.
Death
Grim Reaper of Souls: May kill a player and steal their soul every night. If this player had an ability, it will be preserved inside their soul. The reaper can use each of these abilities only once, even if the original player could use it more often. Death is allowed to use up to three soul-abilities at once but he cannot kill when he uses them. The reaper is unable to kill a nightkill immune just like everyone else. Being death and all that, the Reaper cannot be nightkilled himself either.
Additional information:: show *All ability usage is optional.
*Lynching is mandatory.
*The mafia's faction kill is mandatory
*If a kill attempt fails, the public will be notified.
*Cardflip
*limited roleflip.
Role-specific information:: show *The Night's king removes a day phase from existence in the most literal sense possible. If they use their ability on night 3 for example, it will become night 4 after.
*The Wasteful Vampire's painting last until the next night phase.
*If the hypnotizer's ability is used on the guard the vote will retain its original value.
*The Shapeshifter must pick their carflip colour and ability before the end of night 1. If they fail to choose in time, they automatically get dealt the green colour and ability.
*The Mage's words must be at least five letters long and they cannot be articles or pronouns. Player and role names aswell as In-game terminology is are forbidden.
*If the Mage curses a word, all forms of that word are cursed aswell. For example, cursing "speaking" will also trigger "speak", "spoken" etc.
*The Spiritual Healer can self-protect indefinately.
*If multiple of the graverobber's possible power-roles die at once, it is determined through a random number generator which power the graverobber recieves.
*Targetting a mafia member will only give the reaper it's individual ability, not the factional kill.
*Even though the reaper can only use three soul-abilities at once, he may stack up as many as he wants.
This game will be my entry to the M44 host signups, which explains why it is presented as M44. Feedback, as always, greatly appreciated.
Well, i'd say that this game looks pretty balanced aside from two townspeople with a millwright color. I want you to remember something though, speaking-based
roles are stronger than they may look, if you know how someone talks all the time, it'd be very easy to target them. Also, the fact that the Mage's ability reveals
the person's role to the public can actually cause the town more harm than good to come out of their ability. Like if they targeted the Seer or Spiritual Healer for example, that would be nothing but bad for the town for the most part. I feel it's a bit underpowered that Death isn't able to use an ability and their night kill
in the same night however. Overall, i'd say this game looks pretty good, but there's just a few things that may need changing.
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Mon Jun 12, 2017 12:30 am
Accomodating for 20 players.
Descending... Unrelenting... Beauty of Annihilation
M45: Beauty of Annihilation
-20 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.
Agent - Leaks a statement publicly at the beginning of each day (with the announcement). This will include something usually important but always accurate.
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.
Silencer - Chooses one person each night, they cannot speak a word anywhere for the day, but they can still ballot box vote through PM to the host.
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.
Voodoo Lady - Curses a player with a word (5 letters minimum). If they speak this word the next day, they will die at the end of the day.
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 results.
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.
Siren - Visits someone each night. If their target votes for them the next day they are killed at the end of the day.
Role icons provided by EpicMafia.com
5 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.
Speaking - This collection of roles involves anonymously speaking in announcements or tinkering with people's abilities to speak in the topic.
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.
-If one is silenced, they cannot speak anywhere. I cannot keep track of discord or DM's from any medium so just be a good sport.
-Voodoo Lady's power is harder to keep track of. Therefore, their power only applies to the thread.
-The Siren's target is notified through a mystic PM.
Last edited by TLtimelord on Mon Jun 12, 2017 5:58 pm, edited 1 time in total.
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Mon Jun 12, 2017 2:34 am
I'd nerf the Voodoo Lady a bit by increasing the minimum number of letters to 5 or 6. It's still a really strong role that way, that was able to do a ton of damage in the last game Nien used it in.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Mon Jun 12, 2017 3:31 am
MosaicMario wrote:Witchking666 wrote:
-20 players-
Well, i'd say that this game looks pretty balanced aside from two townspeople with a millwright color. I want you to remember something though, speaking-based
roles are stronger than they may look, if you know how someone talks all the time, it'd be very easy to target them. Also, the fact that the Mage's ability reveals
the person's role to the public can actually cause the town more harm than good to come out of their ability. Like if they targeted the Seer or Spiritual Healer for example, that would be nothing but bad for the town for the most part. I feel it's a bit underpowered that Death isn't able to use an ability and their night kill
in the same night however. Overall, i'd say this game looks pretty good, but there's just a few things that may need changing.
I made the reaper able to kill and use abilities at the same time. Also, about the mage. It is supposed to work like you said. If they target a blue, that sucks. But on the other hand they can give the town 100% proof of someone being scum. The role isn't all that useful in the first few phases but it becomes really strong mid-to endgame. Once a blue alliance has formed the mage will be able to give completely airtight evidence without the risk of targetting a blue. Also, the mage can give himself or other blues confirmed claims. Even though the critisism was meant towards TNT I am going to do what pseudo said and make the mage's words restricted to more letters, 7 will do.
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