Mafia Game: Those Darn States (Game Thread)

MIDDAY TWELVE

Some people were wondering what progress had been made to getting back to their normal lives, but otherwise the day went on, with votes counted up on a lynch and the items.

Tallies

Spoiler :
Lynch
Owen Glyndwr 5 - Diamondeye, landlubber, Love, SS-18 ICBM, Virote_Considon,

Feathered Headdress
Diamondeye 3 - Diamondeye, landlubber, RRaskolnikov
SS-18 ICBM 1 - SS-18 ICBM

Torch
Diamondeye 4 - Diamondeye, landlubber, RRaskolnikov, SS-18 ICBM

Stilts
Diamondeye 4 - Diamondeye, landlubber, RRaskolnikov, SS-18 ICBM

Tricornered Hat
Diamondeye 4 - Diamondeye, landlubber, RRaskolnikov, SS-18 ICBM
Love 1 - Love

Japanese Radio Set
Diamondeye 4 - Diamondeye, landlubber, RRaskolnikov, SS-18 ICBM

German Radio Set
Diamondeye 4 - Diamondeye, landlubber, RRaskolnikov, SS-18 ICBM

Umbrella
Diamondeye 4 - Diamondeye, landlubber, RRaskolnikov, SS-18 ICBM


Update: I will not be able to post an update tomorrow night on time, it will likely be a few hours later. Please try to get orders/post on time anyway.

Night in 24 hours
 
EVENING TWELVE

The town gathered to lynch Owen; everyone was against in and he was on his own. But as he sized up his options and knew he couldn't flee, he figured he'd do his best to fight back.

"Nazi science laughs at your insolence. We have been brought here on our mission to subvert history and better bring about Germany's rule over the world!"

But he was not strong enough to resist the entire town as they piled on. And so the last remaining Axis member was defeated.

Owen Glyndwr was dead.

Spoiler :
Herman Dietrich was a member of the German Axis


Spoiler :
The German Axis has been eliminated!


*****************************************

With this the town rejoiced, and prepared to hand out items, split up, and go on with their lives hopefully through the night.

But something new and interesting happened, that was not expected, as a portal opened up in thin air, and behind it the town glimpsed a man in a cage of energy and force...

Posting is now closed. Please do not post on the game thread right now
 
TWELFTH NIGHT

"Ooh, I have something to read" Perfection said aloud as the sun was setting and the newest challenge was to be faced.

"If music be the food of love, play on."

"Hey, you lazy rascal, stop plagiarizing for goodness' sake," someone responded.

"But it wasn't me all those other times! Really!" Washington Iriving protested.

But soon these petty distractions had to be abated, because something mysterious was happening. Clearly, the town had to investigate the portal, and suspected now was the time for action.

"It must be Captain America" somebody proclaimed. "Quick!"

But the town's aid was not to go unchallenged. From out of another portal, a great evil approached.

Cyrus stood before the town.

"All these villains from history turned out to be weaklings. Hrrumph! Well, you'll never stop the reign of Chaos anyway, it will be too late. And you can't even live with the murderers amongst yourselves!"

It was at this point that some of the people, honestly not all too surprised, turned on Love, whom they had long suspected was up to something behind the scenes.

"Yes, you must be a traitor. Explain yourself, you foul creature," they demanded.

But to everyone's great surprise, The Spy dropped his disguise as George Washington, simply turned invisible, and disappeared out of everyone's sight.

"Meh. An entertaining distraction. At least I have my theme song" Love thought to himself as he walked and secretly made his way through the interdimensional portal.

Spoiler :


THE ANCIENT MULTI-HUED SPYCRAB FACTION HAS ACHIEVED VICTORY

*****************************************

"Wait, but if it wasn't him, that must mean there is another monster allied with this terrible enemy?" This statement came from Virote_Considon, the remaining American officer and Captain of the USS Pennsylvania. A few other Innocents who had remained safe but quiet, and had to prove their status, stepped forward to also join the discussion.

"Sure, I promote excitement and adventure in life, but not the evil sort of Chaos" Mark Twain, known by one of his pen names as johnhughthom, stated.

"I'm fascinated by all of the universe's alternate possibilities but I, Harry Turtledove, am human, I swear!" the author RRRaskolnikov proclaimed.

So who was left? Slowly the town turned to CCRunner...

"What, I was hungry," he slowly hissed. Not like you are going to do anything about it, or maybe I should eat the little girl too?

But the town would have none of it, and while some stood in horror and awe of this threat, they held their ground.

"I am the strongest man left alive and I will defend the lives of the Innocent," proclaimed Duncan Idaho.

"You may think you have vanquished me, but never again shall you triumph" landlubber said as he stared down CCRunner.

"ROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"

And yet the humans were now united and would not flee, from the strongest warrior and the American patriots to SS-18 ICBM, the great Chief Joseph now avowed to peace.

"Well, then, have a nice day," said CCRunner as he unexpectedly withdrew, tipping Abraham Lincoln's worn out old tophat to the crowd with a quick motion of a fearsame claw.

"I'll go visit my cousins or something"

Spoiler link should be safe :


CCRUNNER (THE LIZARD) HAS WON A GOURMAND VICTORY


*****************************************

As these withdrew, all who were left turned to face the villain struggling to keep Captain America and the everybody else under control. Cyrus laughed cruelly, though with a sense of malaise.

"Very well, I will take you on."

Dropping all pretenses, Evil Hannah Montana stood facing the remaining people, ready to fight.

Spoiler :


"You cannot win. Our hearts are true and our spirits bold."

The remaining Innocents faced down the enemy, and her boldness left her as control over the situation was lost. "After her," was the simple last rallying cry before the action.

And they were victorious. The last villain was slain by fist and sword and pen and arrow and alien telekinetic projection, and Captain America was freed.

"You have done well, you have saved yourselves and many more, and earned all the honors you could ever receive," the great hero told the crowd.

And he led the people out of this strange reality, back to their proper places in the world, some with souvenirs of their times, particularly Diamondeye the Tralfamadorian with an overabundance of human artifacts to study as he could spend his days sipping not-tea and taking long walks on strange mineral plains.

But more importantly, the ordeal was over, and the survivors were the Good and Innocent.

Spoiler :


THE UNITED STATES INNOCENTS
&
NATIVE AMERICANS

HAVE ACHIEVED VICTORY!



This concludes the Those Darn States Mafia Game. Please stay tuned for post game writeups, and don't spam the thread yet ;)

Thanks to everyone for playing and I hope you enjoyed it! :goodjob:
 
AWARDS AND FINAL NOTIFICATIONS

First and foremost thanks again to everyone for participating and making the game great - it's all the players who really do everything. Congratulations to the Innocents and nice efforts all around to the Mafia and better luck next time.

Achievements of Players

DECISIVE VICTORY :trophy:

CCRunner/The Lizard for consuming exotic diet
Perfection/Washington Irving for proving the pen mightier than the sword (and survival)
taillesskangaru/Duncan Idaho for survival and leading Innocents to victory
landlubber/Duncan Idaho for survival and leading Innocents to victory
Kennigit/Duncan Idaho for survival and leading Innocents to victory
Renata/Duncan Idaho for survival and leading Innocents to victory
Virote_Considon/Captain of the USS Pennsylvania for outliving the Japanese faction
RRRaskolnikov/Harry Turtledove for surviving through the end of the game

VICTORY :trophy2nd:

Love/The Spy (obtain 3 hats)
Diamondeye/The Tralfamadorian (10 players survive)
Sommerswerd/Uncle Sam (Lady Liberty survives)
pevergreen/Lady Liberty (all hostiles eliminated)
Zack/Tennessee Williams (use ability against enemies)
Camikaze/Virginia Woolf (English person survives)
Winston Hughes/Georgia O'Keefe (use paintings to prevent lynch)
Niklas/Robert Shaftoe (Lizard defeated)
Beefy187/Texan (outlive Germans)
civplayah/Indiana Jones (important American leaders survive)
Capt Blackadder/Benedict Arnold (survive till the end)
Diana Abnoba/Captain of the USS Nevada (outlive Japanese)
Arakhor/Daniel Webster (lynch Calhoun/Methos)
Methos/John C. Calhoun (lynch Webster/Arakhor)
askthepizzaguy/Abraham Lincoln (swing/lead lynch vote against Mafia)
johnhughthom/Mark Twain (survived...but didn't get any new items/artifacts)
Double A/Woo-ka-nay (vig-kill an American)
SS-18 ICBM/Chief Joseph (save from lynch an Innocent/Native American)
LightFang/Tenskwatawa (unite Native American faction)
Nictel/King Kamehameha (protect Innocents though didn't lose his Artifact to evil)
TheForestAuro/Yossarian (Innocent Victory but didn't survive)
CivGeneral/Tom Clancy (Innocent Victory but didn't survive)

MARGINAL VICTORY :trophy3rd:

Nobody here
(Given the overall success of Innocent victory some were bumped up a collective Victory, even if they didn't achieve further victories of their own.)

DEFEAT :(

Owen Glyndwr/Herman Dietrich for German faction defeated
Krill/Carl Gauss for German faction defeated
Csargo/Ernst Blofeld for German faction defeated
TheLastOne36/Manfred von Richthofen for German faction defeated
Autolycus/Professor Moriarty for failing to survive
Takhisis/Tokugawa Ieyasu for Japanese faction defeated
choxorn/Naraku for Japanese faction defeated
DrumStudent/Isoruku Yamamoto for Japanese faction defeated
remake20/Colonel Saito for Japanese faction defeated

CRUSHING DEFEAT :cry:

Thankfully nobody again

*****************************************

I'm not looking to single out with any ill will any players and of course I know you all have so many things you'll want to say to each other. But I did want to congratulate/commend certain players for things others may not have been aware of and general good play. I really want to say you all were great to have as players though and this is not to disparage others, just a congrats to your fellow forum members, and let me know of any crazy stories I've missed (I did receive rather few PMs from anyone but mafia...)

Best Roleplaying: Beefy187 as the Texan for commitment and dedication to his Innocent cause; Diamondeye as the Tralfamadorian for handling the crazy role; CCRunner as the Lizard for being funny, entertaining, and an entirely fearless destroyer; the Japanese for most active Mafia.

Most Devious: Love, the Spy, for his novel "Scanner-Vigilante" play.

Best Tragic Hero: Zack, Tennessee Williams, for having the extremely rough role known/equivalent to "the miller" and handling it well.

Bravest Townie: askthepizzaguy, Abraham Lincoln, for his early leadership and awesome fight to the death.

Luckiest Player: Undoubtedly Perfection, who with no strength to speak of and a simple Innocent role survived with hardly a hair on his head being touched.

Best Sleuths: Some players may have figured out more than they let on, however some great work to publicly and continually keep up with clues while they were alive were Kennigit and SS-18 ICBM, especially both being new Mafia players.

Best Cube: Autolycus, for convoluted plans within plans and twisted schemes, not just in his background but game actions and communicating with other players (especially three way with Love and the Japanese Mafia) too ;)
 
Three defeats straight... :sigh:
Anyway, ve can now raise the true flag:
communist-american-flag.jpg
 
ok, I guess these reserved posts are not needed anymore, or won't be needed, but thanks to getting me space on the front page, that's where the role PMs will be.
 
You know, placing "Evil" before "Hannah Montana" is somewhat redundant.
 
this one can be deleted, no need to reserve space here anymore
 
deleted/unused
 
Stormtrooper says "move along, move along, nothing to see here, Star Wars game time"
 
GAME MECHANICS AND HAPPENINGS DISCUSSION

A few things referenced/designed by me are not laid out in the role PMs and elsewhere, so here is some of that info and some of my thoughts on how the game went.

Best/Favorite Mechanics

I liked all the serial killer/loner roles and how they worked out; the players were active and had fun. Special thanks to those who were dead and impersonated by the spy for going along with it and helping out.

I also liked the Duncans, I personally was hoping it would be a great way to implement a "mason group" and it was in the end it seems.

Clues/Hints
Cover roles were not talked about or had as much use as they could have, really just threw a couple scanner roles like Diamondeye off another time, but I liked the various cover roles. They also had various flaws:
-William Penn wasn't supposed to vote for people due to being a Pacifist, and there was another player representing the USS Pennsylvania
-Andrew Jackson didn't really have any Presidential abilities and his dislike of Native Americans was questionable; he was really a Lizard.
-George Washington was supposed to be good cover as I already mentioned with the Spy's PM - he even had false teeth to help him tell his lies ;)
-Having the German supervillain with a cover of Duncan Idaho was just crazy, but he never brought it up/tried to use that to defend himself.
-James Madison had a falsely named ability - he didn't write the Declaration of Independence and wasn't a signer of it I think so that was purposefully off with regards to history. Also, again, his actual lack of other role characterizations related to Colonial America may have tripped him up. Someone actually was sent info by Mark Twain about him but didn't realize/didn't think it was cover or something, and DrumStudent died during a night attack rather than fighting a lynch anyway.

The write-ups and radio messages also had some clues, when players didn't tell me what to encode and so on. One quote was modified from Futurama leaving out Moriarty and Evil Lincoln, but Moriarty had subverted Lincoln's vote. All the Lizard messages were meant to be kind of obvious about the Lizard. The one "Wizard" message even referenced the fake "Amulet of Yandor" a real doozy there I know, that was the German initial artifact.

Also, the teaser at the start, where you all killed Charlie (who gave hints about the Lizard/timespace skipping and all too) could have gone other ways as I'm sure you know. The Italian (Mario) would have loudly and obviously complained that the real Axis villains were Germans and Japanese; I may have quoted Catch-22 about Italy as well. The Russian would have been Count Bezukov from War and Peace and he would have been as a "portly Russian gentlemen meant to warn the town about a traitor amongst them but had been stabbed in the back" as a reference to the spy.


Worst/Failed Mechanics


A few things didn't go great- either they were confusing or not much fun, so things to improve on in the future. For one, the lynch system I think ultimately did not go where it could have. Some players actually had GREAT ideas early I wouldn't have thought of - like trying to search people for items and set up a "security system" - I would have let some of these things pull through. Part of it was that not everybody was voting, and I maybe should have made voting mandatory, and explicitly had no form of "abstain/no lynch." Don't know if it would have been rough on new players and inactive players anyway just voting "abstain" every time wasn't what I wanted. But ultimately there were a few failed lynches - those were you all's fault for not having enough votes in a way, but the system could have been better.

Next thing then - I'm sorry to various players that the radios were so disappointing. Players with radios were often inactive or didn't use them to do anything, and on a whole the mechanic just didn't seem to add any fun. Stuff that could have happened, but didn't:

-Japanese and German contact. The German with the radio never decoded any of your stuff and you never found like the only one message he sent. If things were done over again, this could have been quite useful - for instance not knowing who the Germans are, and them not knowing you, but sending messages like "kill x player tonight" could have been interesting

-Two Innocent players were American officers, who were kinda supposed to contact each other with their radios, but never did. Also, though you all didn't know this, as time went on/they got enough messages the Americans would have had a chance to "break" the Axis radio codes ;)

-the only player who sent messages consistently did so automatically; it was part of his role that he didn't specifically know about (though could have guessed, had he not been fully inactive). Shaftoe (kill fire/Niklas) sent those messages at face value (no codes) to warn everyone of the Lizard; I would still say the town and/or most people as a whole were/are stupidly oblivious about the Lizard threat, so whatever. Shaftoe also had a night ability to search for the Lizard that he never used until Niklas joined, and then the Germans killed Niklas. (I lol'd)

-more creative uses - in fact I guess you all don't know this, but Diamondeye, the alien, is not allowed to send PMs/use private messages. So if he needed a way to communicate secretly and effectively, outside of the game thread, the town could have given him a radio or something. Anyway a lot more could have happened with the radios than everyone just sending "hello, anyone else have a radio? Please contact me?"

Locations/Setting

The last thing - while I never particularly had a full explanation of all the mysteries - there were conflicting hints to the alien, Moriarty, and a couple of other roles about alternate dimensions and so on, what WAS clear was that the town was moving around. Different items and effects would have been found at different places. Ultimately, I had these locations

-Midwestern Town: A slice of Americana, just an average town in every way, except for a few things. You all found the shield day one; searching the town would have found in an abandoned auditorium a giant wheel a la O Fortuna. The town could have turned this ominous device to determine where they would go next (I would describe pictures like a smokestack, or a palm tree, or a crescent, etc... that you should have been able to figure out/associate with locations). In short if you searched the town one day you would have been able to control where you went after that each time you were back in the town. There was increased chance (2/10, plus 1/10 any day to stay in the same place) to go to the town.

-TF2 Industries - the "Industrial Complex" was RED/BLU industries. A more thorough search would have found things like Mann Co. marked crates and another item to be voted on - the Golden Pocketwatch/Dead Ringer It would fake a person's death and save them once - everyone but the spy would only know it was a golden pocketwatch unless they guessed its real purpose; he would know its function right away. If the Russian had been killed, this location would have been visited first before Hawaii/Pianosa

Hawaii - Nothing too complicated really; gave a strength bonus to the Hawaii-related Innocents (ship captains and Kamehameha) for being there. Went here first cause Charlie from LOST was killed.

Pianosa - fictional island with airbase from Catch-22. The planes could have been piloted if certain characters went out to investigate one at night (or the whole town tried during the day I guess). Mafia could maybe have led a crazy attack run; a couple of Innocents could have simply escaped altogether and survived. Would have went to this location first if the Italian was voted for.

Houston space center - Had a rocket for Wyoming (see unused role PMs) and perhaps if you all had gone there a second time would have had another item to vote on, America-themed.

Volcanic Island - a mess of jungle in the Pacific, good for nothing except that the Lizard felt right at home. Might have had an Artifact/item pop up if the town was sent there again/searched it. Also would have been rough on regular folk if the "supply/food" mechanic wasn't cut.

The Village - from the awesome 1960s Prisoner. Attempts to escape would have been met with much danger, though a hidden rocket base could have been found. The double-lynch was a feature (Vote, Vote, Six, Six) and also the Umbrella would have granted additional vote weight. The town only got sent here late in the game though.

The Moon - wouldn't have been a location, I originally would have thrown in one more American setting like the Grand Canyon or something cool, but with Wyoming Knott cut there was all that potential wasted, and I could have an NPC or two. Never came up though and wasn't fully fleshed out; the town might have found a laptop computer (since America Shaftoe also cut) and might have been warned about Moriarty if he was still around. Also night actions/attacks in general may have been hampered due to low gravity.

Anyway I'm not sure this system worked out perfectly, certainly there wasn't all too much pressing over where the town ended up. I think perhaps I should have had more obvious effects or something. But then again the setting was mostly flavor and justifying just a bit more general confusion/chaos with alternate realities and so on. Again more investigating the central Midwestern Town "hub" and perhaps something that challenged Hannah Montana earlier could have been exciting for the town I guess. If a few more characters/roles with a vested interest in a location were around (I was thinking of making the Lizard have to be on the jungle island/Hawaii to leave the town/escape) there may have been more interest here.

That about sums up various loose ends I think though. Again I welcome questions on anything else. And as mentioned before, I have most PMs saved and could maybe have one more post as a writeup for interesting things like three way attacks/roleblocks. (Arnold/Moriarty/Yamamoto was one. The Spy was involved in a few; with Uncle Sam being killed at the end that was crazy, another incident involved Kamehameha and Yamamoto).
 
ROLE PMS

39 Players had roles in this game; 11 roles are cut but those PMs will also be posted at the end. Each role with have intracicies/quirks pointed out if I can, so without further adieu, we'll begin.

Autolycus/Professor Moriarty
Spoiler :
Welcome, Autolycus, to THOSE DARN STATES

This is your ROLE PM

You are Jack London, Western Pioneer and American Author of fiction of great commercial success..

Faction: United States (Innocent)
Strength: 1 (1)
Items: None
Abilities: Call of the Wild: You’re made of the sturdy stuff of hardy and independent cowboys, able to survive under the harshest of conditions. If it ever becomes necessary, you can survive entirely on your own without shelter from the town, and also will suffer no dangers from the wilderness.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-You achieve DECISIVE VICTORY if, one top of Innocent Victory, you survive until the end of the game.
-If none of your victory conditions are fulfilled, you suffer DEFEAT.

*********************************************
However, the above is actually a FALSE ROLE. You don’t know what’s going on and suspect you’d face real trouble if it ever got out that you’re really

William Pitt the Elder, distinguished Prime Minister of Great Britain

Faction: England (Neutral)
Strength: 1 (2)
Items: None
Abilities: None

Victories and Goals: Rule the Waves (English Victory)
-You achieve VICTORY if at least one Innocent or Neutral player survives and a balance of power is restored amongst the survivors. Essentially, an all-American faction victory at the end does not count as a victory for you, though you have nothing against Innocent Colonists surviving and falling back into line.
-If you manage to survive until the end of the game, you achieve DECISIVE VICTORY if your regular VICTORY condition is achieved, and manage a MINOR VICTORY otherwise.

***************************************************

Believable, right? Yes, quite so. Few will see through your perfidious schemes because the above is a COVER ROLE and in the end you’re

Professor Moriarty, criminal mastermind, out to rule the world!

Faction: Supervillain (Chaos)
Strength: 1 (2)
Artifact: Shimmering Aurb: a hyperdimensional artifact of unknown origins, whose serendipitous siren song led you to a breakthrough here and you’d expect to more triumphs. You can feel it’s power just by being around it. Grants +1 Strength.

Abilities: Inevitable Subversion: Like the spider manipulating a vast and boundless web you will spread your influence until your will cannot be denied. The nigh magical effects of your Artifact are a boon too. Every other NIGHT Phase, but beginning Night One (Night Three next then) you may target one player. You will secretly gain control of this player’s Daytime vote, for lynches and other purposes, from then on so long as you maintain control of the Aurb. You’re unsure of the consequences of attempting this mind-bending assault on the same person more than once but it never hurt to experiment – it’s your call.

Special: BOTH of the above roles are false cover roles. You do not truly possess any of the specific attributes of those persons, however, it may be convenient to appear as such to others as you in fact do in a variety of ways.

Also, Note that your subversion of other player’s votes may be readily apparent to other players, so be careful!

Victories and Goals: Outwit the Nitwits (Supervillain Victory)
-Your primary goal is first and foremost your own survival. If you do not survive, you suffer DEFEAT.
-You achieve VICTORY if you survive to the end of the game.
-If you manage to have collected Three (3) Artifacts (the Aurb counts as one) with your survival at the end you achieve DECISIVE VICTORY.
-Oh, and you know well that the Universe is fickle. Be on the lookout for new opportunities that could yet net you a MINOR VICTORY regardless of the above.

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.


Moriarty had a ton of stuff going on. He had TWO "cover" roles - and one would look like his real role underneath the cover, while he was really hidden deeper than that. His strength was a low, but he would actually get a free defense of himself at night, due to his air-rifle (hidden gun within his cane. Didn't list as an item though, decided against at balancing time). Moriarty may have seen some minor changes but mostly the role was intact; the biggest thing against him as opposed to the full 50 role game was other characters had better chances to resist his Aurb's influence. The Aurb was an Artifact would take control over someone's vote; he could do it every other night and actually had he survived just a bit longer would have been able to do so every night. Another player who got ahold of the Aurb could unlock it's powers but at a risk of backlash (take STR damage, happened to Diamondeye due to unlucky coin flips).

Arakhor/Daniel Webster
Spoiler :
Welcome, Arakhor, to THOSE DARN STATES

This is your ROLE PM

You are Daniel Webster, prominent antebellum United States Senator.

Faction: United States (Innocent)
Strength 1 (1)
Items: None
Abilities: Statesman: Your votes count double for the purpose of lynches. This is a passive ability. However, please note that your vote counting double will be noticed in the total vote tally – so for example if just you voted alone for something it would read as “2 Votes” so exercise caution with your position.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, you manage to get lynced a man you know would lead the United States down the wrong path – the misguided John C. Calhoun. You might hope to recognize him trying to exert his influence among the Innocents in public as well.


Webster had a more straightfoward double vote, and wanted to get Calhoun lynched. Unfortunately killed before it had much effect; after Calhoun died survival became the Decisive Victory condition.

askthepizzaguy/Abraham Lincoln

Spoiler :
Welcome, askthepizzaguy to THOSE DARN STATES
This is your ROLE PM

You are Abraham Lincoln, famous President of the United States and Great Emancipator

Faction: United States (Innocent)
Strength: 3 (3)
Items: Stovepipe Hat: Ever classy, and grants +1 Charisma to your compelling speeches
Abilities: Orator: Your votes count triple, in every public vote (ie. lynching). This is not evident to other players when tallied, however it could still be obvious when the results of a vote are announced. Use your influence and talents wisely.
House Divided: As a heroic American and world famous leader you might be expected to provide some leadership in this strange situation. If you fail, and are lynched, needless to say Innocent morale may suffer a significant blow.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, you contributed by swinging a vote onto a Mafia.


Lincoln had three votes, secretly (other players wouldn't see the tally with weird counts). On top of that he had his tophat, granting +1 Charisma. Suppose here's the first time to explain Charisma publicly so here goes:

Charisma was a stat known only to a few players, essentially determined by "you had it or you didn't" and it was kinda like STR but better. Charisma would make a situation turn out one step better than it would otherwise - going from being killed to injured or something. All hats granted +1 Charisma, Webster, Calhoun, Lincoln, the Spy, and all supervillains had one inherent. It also helped resist Moriarty/the Aurb and other similar effects.

But perhaps more importantly, it was the metagame aspect that had a lot of potential. Anyone talking about "Charisma" would be viewed with suspicion and the public in general wouldn't know what it was about. The hats all belonged to important Innocents/Native American so could either be an indication to unite them or make them Mafia targets. Plus, of course, the Spy wanted all the hats for himself so could have gone out of his way to seek this out; likewise if Supervillains ever ended fighting/using abilities on each other (didn't really happen) it would have had some effect.

Lincoln was killed by an all-out aggressive attack by the Germans - see TLO's role PM, though the Captain America shield bumped him up to 5 total strength and his charisma helped too, preventing the German from escaping with maybe only injury.

Beefy187/The Texan
Spoiler :
Welcome, Beefy187, to THOSE DARN STATES

This is your ROLE PM

You are the Texan, an overbearingly good-natured son of the Republic and one of the fightin’est pilots to serve your country.

Faction: United States (Innocent)
Strength 3 (2)
Items: none
Abilities: Don’t Mess with Texas: One thing you’re sure of – after a glance around it’s certain no others here hail from the great Lone Star State. You are the only Texan present.

Washington Irving: A habit developed of boredom, you’ve grown rather used to adding witty sayings to correspondences that cross your path. Each night you may choose whether you’d like to append any special meaning to the messages read in public in the morning. Effectively, you may choose to add a specific phrase into each Night update.
Special: You may only detail to me the contents of this message in advance. The message must be “in character,” a historical phrase, or something similar, it cannot be “I think X player is Y” or anything of that nature. You are FORBIDDEN from telling other players you are using this ability to send or have sent in the past any specific message. After all, you don’t want to get caught.

Ill: before you showed up here you were rather under the weather and still recovering. You’re not quite back in combat shape and your strength is decreased by one. (-1 STR)

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You will achieve DECISIVE VICTORY on top of Innocent Victory if you personally outlive the German Axis faction.



See Catch-22 for background on this character, as with Yossarian and Orr as well. Mostly a little mish-mash of various stuff, he was clearly Innocent, and perhaps could help people sort out cover roles. At first he and Yossarian were prevented from talking about their ability; had the real Washington Irving died/they lived a little longer that could have changed. Some of the most low-power Innocent roles amongst players so sorry if things were boring/confusing but Beefy did rather well as I've said.

Camikaze/Virginia Woolf
Spoiler :
Welcome Camikaze to THOSE DARN STATES

This is your ROLE PM

You are Virginia Woolf, English novelist. From just across the pond you’re a tad more aloof, some would say refined, but harbor no ill-will to your fellow Anglophones.

Faction: England (Innocent)
Strength: 1 (1)
Items: None
Abilities: Who’s Afraid Now: Yours is a cruel fate, through whatever twisted occurrence brought you all here, you know something special is acting on you. You randomly reach out through force of will and prevent one hostile player from acting each Night. Furthermore, if you are voted to be lynched during any day, all those actions of violent men will cease for one night. This does not apply if you killed by anything other than a lynch, so balance your stakes in life or death carefully

Victories and Goals: Rule the Waves (Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-It does get lonely among all these Americans, but nonetheless, you feel there may be some of your countrymen about. You achieve DECISIVE VICTORY if any player English in origin or alignment (this can include yourself) survives till the end of the game along with an Innocent Victory.


Camikaze had warned me he would be away starting in early/mid April and might need a replacement; I unfortunately could never get enough replacements. Anyway this role already existed, but was purposefully assigned to him (overwrote random assignment) for that purpose of game balance. He did randomly roleblock a couple of Mafia rather successfully, notably once on choxorn when he was attacking Autolycus; other times he hit Mafia who weren't active at night. I do thank Camikaze for playing/hopefully enjoying his time in the game

Capt Blackadder/Benedict Arnold
Spoiler :
Welcome Capt Blackadder to THOSE DARN STATES

This is your ROLE PM

You are Benedict Arnold, American Revolutionary General and hero of Saratoga.

Faction: United States (Innocent)
Strength 3 (3)
Items: Tricornered hat: grants you a +1 bonus to Charisma
Abilities: Whites of Their Eyes: You are a Vigilante killer. Each NIGHT Phase, you may PM me orders regarding attempting a kill. However, there is a special ability to note: You are able to spend additional nights in preparation for a showdown against another player, for each additional Night, you add your base Strength to the effectiveness of your attack again. There is no limit on how long you may do this, however preparation against one person must be scrapped if you choose another target. Alternatively, on the other end, you could attack a different a player every Night. Be careful in your choices and striking a balance.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)-Taking down an enemy of your country and its people is a noble first goal, and doing so will earn you a MINOR VICTORY.
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-You achieve DECISIVE VICTORY if, one top of Innocent Victory, you survive until the end of the game.
-If none of your victory conditions are fulfilled, you suffer DEFEAT


A crucial vigilante role. However, perhaps I wasn't clear or Blackadder missed a few nights of orders, because the "preparation" was never really used. It could have been rather essential to actually having enough strength to kill a Mafia, rather than just injure/failed attack. He did kill LightFang who was just a Native American early on.

Contrary to popular belief/expectations Benedict Arnold was Innocent; he was like the "1776 version" and a fully loyal American. Though actually if the game had a full 50 players there would perhaps have been circumstances where he could be betrayed by the Americans and become an entire loner role/just his own survival.

Also had a Tricornered Hat.

CCRunner/The Lizard
Spoiler :
Welcome CCRunner to THOSE DARN STATES

This is your ROLE PM

You are Andrew Jackson, American President and everyman.
Faction: United States (Innocent)
Strength: 2 (2)
Items: None
Abilities: Old Hickory: Your toughness and strength of will is intimidating; each night PM me to roleblock one other player.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
If Innocent Victory is achieved, and the United States is only dominant remaining faction, you will earn DECISIVE VICTORY.

******************************************

But actually this is just the COVER you’ve somehow managed to put up, since instead you are

The LIZARD-a beast of near-cryptozoological status from a remote Pacific island.

Faction: Non-Human (Neutral)
Strength: 10(10) – power unparalleled by all the tasty apes around you.
Items: None
Abilities: KILL: You must send in kill orders – one player of your choice - every night. If you fail to send in orders, you will still attempt to randomly kill someone – it is of course to your benefit to make a reasoned choice.

Victories and Goals: Devour all Humans- You achieve VICTORY if you survive to the end of the game. This does not entail eliminating all other players or any other specific goals; if you are too strong to be defeated or can slink back to the jungles unnoticed you survive.
-Even better, you achieve DECISIVE VICTORY if you whet your tremendous appetite with a variety of victims, exotic flavors from 5 or more Geographic backgrounds or origins.
-You achieve MARGINAL VICTORY if you’ve survived long enough with your role played well within reasonable discretion; otherwise it’s DEFEAT


He lived up to all possibilities of the unstoppable killer. Injured in a couple of early battles, but he was never targeted by other players again and recovered. After having eaten enough people to bump up his strength a little more, to 12 and then 13, he was basically invincible by the end of the game. Purposefully was killing the people who got voted Lincoln's hat for a few days, which was very funny.

The reference by the way is the novel Cryptonomicon, just like the Shaftoes. And I've said in various places and not at any one particular person but the town/public as a whole were rather pathetically oblivious to these clues, part of it was the unfortunate aspect of Shaftoe's inactivity/getting killed.
 
UNUSED ROLES

11 roles were cut from an original 50 available. Roles with cut with an eye to game balance and hopefully potential excitement and fun for the players.

The first thing to be noticed is that none of these roles were Mafia; I did not cut any Mafia roles. This turned out well but perhaps it could have gone worse, as the primary worry was the number of kills per night - losing 4 or 5 out of 50 is not so bad, but with fewer players if kills kept getting through/not getting blocked or protected that could be a lot of death. Then again, some Innocents had abilities bumped up/things made more straightforward - like the alien who got a really nice set of abilities, and investigators were generally made pretty straightforward and knew what they could do.

Additional balances against Mafia were:
-Moriarty lost Strength and his actual "air-rifle" item. Wouldn't have really mattered much how things worked out though, and he didn't even get scanned/have his cover roles come into play.
-As already mentioned, the Japanese/Germans had less solidarity. Gauss was weaker and replaced Bismarck; Naraku had his own greedy personal victory if the Japanese were in the endgame. Not huge nerfs, just small adjustments
-Benedict Arnold on the other hand did get turned into a full townie - while he would have been anyway, he could have had a way to turn into a full loner/survivalist if he was lynched/betrayed by the Americans.

So among the roles missing, you'll note a few different types like investigator, and some characters/people who obviously complemented others/were recognizable, like Henry Clay as another Senator, and Orr to go along with Yossarian and the Texan.

I most regretted cutting Wyoming Knott; actually I was even going to put her in as an NPC with a location of "the Moon" (the town could be warned by the supercomputer about Moriarty and being on the moon/low gravity would alter attacks and stuff. But the random rolls never got that location for you all - also, see the end write-ups, but you never figured out a way to control where you were going either or something like that).

These are the (mostly) complete role PMs for the 11 roles:

America Shaftoe
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are America Shaftoe, cyber punk from the near future

Faction: United States (Innocent)
Strength: 2 (2)
Items: Laptop Computer: A gift from a friend, before the confusion that led to you winding up here. You expect you could put it to use though and are on the lookout for other technology to integrate.
Abilities: None

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-You achieve DECISIVE VICTORY if you manage to expose a hostile character via some method or action of your own…


America was clearly from the same stock as Bobby, and in fact the Laptop could be used to analyze any radio message. She'd recognize her grandfather, otherwise would be a pretty simple Innocent. My favorite part of this role is that she's from the "near future" specifically while you'll note the Duncan Idahos are from the "far future."

Sequoyah
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Sequoyah, Cherokee scholar and linguist.

Faction: Native Americans (Neutral)
Strength: 1 (1)
Items: None
Abilities: Comprehend Languages: Your mastery of tongues and history of promoting peaceful relations amongst all tribes may well be of great use here among all the confusion. Each DAY PHASE, you may PM a player, asking to speak with them privately, or to assist them with communicating in some matter. They are free to decline, however, if the player chooses to respond, you may be able to help them with a task or find out something about them yourself just by their accent.

Victories and Goals: New World Order (Native American Victory)
-You are part of the Native American faction. All of you share similar victory conditions for a faction victory, though you do not currently know which other players are in the faction
-If you survive until the end of the game and the United States achieve Innocent Victory, you share in a MARGINAL VICTORY
-On the other hand, if the Native Americans are a dominant faction at the end of the game or are on amicable terms with the United States in an Innocent Victory, even if you do not survive, you attain a well-earned VICTORY
-If a Native American Victory is achieved and you have used your personal ability to beneficial effect in uniting nonviolent Innocents, you will have a well-earned DECISIVE VICTORY.


Mostly interesting in being a fifth Native American. He could have recognized accents/perhaps outed Mafia if people consented to his ability, and also could have been able to speak with Diamondeye, and maybe do something cool with the radio; if he'd been in the game I guess we would have seen what happened.

Wyoming Knott
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Wyoming Knott, lunar Revolutionary.

Faction: Loonie (Neutral)
Strength 1 (1)
Items: None
Abilities: Adaptative: You’ve naturally managed to pick up all sorts of skills with handling and technology and sundry other skills, which may be put to use – PM me during either DAY or NIGHT when you think you have a reason to attempt something. (By your choice, at most one action attempted per Phase).

Victories and Goals: Slip the Surly Bonds (Loonie Victory)
-Your only priority is to return home to your free life on Luna. You achieve DECISIVE VICTORY if you survive to the end of the game or otherwise find a way back.
-That said, as you’ve always been willing to lay down your life for a cause anyway, there is something undeniably wrong about the situation you’re in. Not that you’d normally care all too much about Earthworm affairs, but still…if all aggressive factions and players are eliminated then even if you perish it may not be in a vain, as with a MINOR VICTORY you help to avert greater conflict.
 


A pure survival victory. Would have been able to "escape" during the game at certain locations, like the Houston space base, or from the Village which also had a hidden rocket. Also could adapt to using technology/artifacts well like a few other characters could. Mostly nice because of the name clearly after another US state and the overall roleplaying imo.

Dan Brown
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Dan Brown, American author of high-octane thrillers.

Faction: United States (Neutral)
Strength 1 (1)
Items: High Powered Rifle: Ah, the advantages of modern technology. Grants a constant +2 Strength.
Abilities: Recognition: You immediately recognized two of your fellow present day authors brought here along with yourself. Clearly this is some alternate reality of the worst and most annoying kind, and as such your chief concern is your own survival, over fleeting relics of non-past. You have mason partners: Tom Clancy – (player) and Harry Turtledove – (player)

Victories and Goals: Living the Story (Arrogance Victory)
-Your goal is to survive until the end of the game; you achieve a VICTORY if so.
-However, you can’t deny the megalomania that fuels your literary flames. There is glory to be had in these moments and a tale worth every word in gold, and it will be yours! If on top of yourself and/or your own mason group’s survival any other wannabe authors out there perish then you will stand alone in complete and DECISIVE VICTORY.
-If not a single one of the you authors survives, however, you fear your legends in the making will go unsung and suffer CRUSHING DEFEAT


The third modern-day author and would have been a mason with CivGeneral and RRRaskolnikov. Wanted to get people like Washington Irving, Tennessee Williams etc... lynched for his own goals. I apparently even forgot until just now, I made a note that he was "irrationally popular" and had an increased ability to survive a lynch. (the player wouldn't know this) Oh and I just noticed that Turtledove also could have surrendered/survived with an alternate-history, non-American victory - though that didn't apply.

Roger Williams
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Roger Williams, American theologian and Founder of Rhode Island.

Faction: United States (Innocent)
Strength 2 (2)
Items: None
Abilities: Tolerance: You truly live life with a charitable spirit and espouse freedom and peaceable living wherever you can. Here, amidst this confusion, you would lend a hand to help others – anyone who needs it. Each NIGHT Phase, PM me a player of your choice to heal/give aid and support to.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-In keeping with your philosophies, you achieve DECISIVE VICTORY if, on top of Innocent Victory, you help see to the survival of other harmless Innocent or Neutral factions besides the United States. (you yourself do not have to survive)
 


Could have healed injuries, also another Colonial American. I guess I should mention here since I forgot that I originally intended to have the Colonial period be a bit of a heavier focus. Moriarty actually began as an idea to have an "English King" who opposed American colonists but then (due to Wyoh/HOLMES) I recalled Moriarty would be a good villain. I didn't even remember the holo-cube thing until a few Days into this game and from then on was watching Autolycus even closer/waiting to see if that would actually play out, I loved that lynch. Anyway that's digressing - Roger Williams was a real Innocent/good guy and perhaps would have helped make some Mafia cover roles like Andrew Jackson/William Penn get exposed.

Henry Clay
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Henry Clay, prominent antebellum United States Senator.

Faction: United States (Innocent)
Strength 1 (1)
Items: None
Abilities: Statesman: Your votes count double for the purpose of lynches. This is a passive ability. However, please note that your vote counting double will be noticed in the total vote tally – so for example if just you voted alone for something it would read as “2 Votes” so exercise caution with your position.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You know as well as anyone the spirits of all Americans strive for the great nation’s Manifest Destiny, and would love to see it through. If any Neutral factions who might oppose the United States are eliminated along with an Innocent Victory, you achieve DECISIVE VICTORY.


Would have actively opposed Native Americans, also had two votes. Overall didn't lose too much by cutting him I think. The Lolz part would have been that Calhoun and Webster (Methos and Arakhor) might try to get Henry Clay lynched, thinking he was the one they had to lynch.

Thomas Jefferson
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Thomas Jefferson, author of the Declaration of Independence and United States President.

Faction: United States (Innocent)
Strength 2 (2)
Items: None
Abilities: Deist: Once per NIGHT, PM me to investigate a player. You will determine if this person is a proper inhabitant of the universe you know or not – essentially, if the character is “real” or “fictional.”

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, a US President (could include yourself) survives to lead the Innocents at the end.
 


Last state capital-named player, but had to be cut simply cause I didn't have enough players for every role. The real/fictional investigation I thought would be *very* interesting, probably would have had Jefferson in the game as player number 40/41 as he was one of the last cuts.

Christopher Columbus
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Christopher Columbus, Explorer of the New World

Faction: United States (Innocent)
Strength 1 (1)
Items: None
Abilities: West Indies: Once per NIGHT, you may investigate a player to determine if they are native to the Americas. PM me to use this ability.

Victories and Goals: You’ll go down in History (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, the Native Americans are not eliminated.

GM Note: Japanese characters will falsely scan as from the Americas/”West Indies.” This actually supercedes cover roles – though it is also obviously false.


Pretty straightforward really, I included my note though but not else much to say. Didn't need his investigatory powers so much and in the end I even had Twain's investigation have a similar effect once or twice I think.

Lord Baltimore
Spoiler :
Welcome (player) to THOSE DARN STATES

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You are Cecilius Calvert, also known as Lord Baltimore and colonial Governor of Maryland.

Faction: United States (Innocent)
Strength 1 (1)
Items: None
Abilities: Piety: Your righteous morals and faith may protect you from the taint of evil (Passive).

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, at least two other Colonial Americans survive at the end of this ordeal.

GM Note: Immune to many non-physical abilities
 


Another colonial American and more simple "townie." Would have been immune to Moriarty/similar abilities iirc. I do admit some of the cut roles were simpler/less exciting which is why I tried to keep action packed ones. Any feedback on whether having fewer "regular townies" (as almost every player of the 39 were ones with abilities) is welcome.

George Washington Carver
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are George Washington Carver, famous African American botanist and humanitarian.

Faction: United States (Innocent)
Strength 1 (1)
Items: None
Abilities: Inventive Spirit: Ever striving to ways to make life better for all, you have a clear goal in mind here – you’ve taken responsibility for managing what supplies and goods this disorganized group of people can muster. This is a passive ability; without you others may suffer from a lack of supplies.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, you survive until the end of the game.


There was a cut game mechanic where the town had to have supplies/food or else they would starve/weaken. Some of the locations didn't have such readily available; Carver helped the Americans with that, but otherwise a pretty simple role.

Orr
Spoiler :
Welcome (player) to THOSE DARN STATES

This is your ROLE PM

You are Orr, an introverted airman with a deliberative personality and the skills and fortune to survive various catastrophes

Faction: United States (Innocent)
Strength 2 (2)
Items: Crab Apples, Scraps and Supplies: you never know what may come in handy
Abilities: Into the Wild Blue Yonder: Once during the game, under suitable conditions, you may attempt to escape by flying away an aircraft. You may take one other player with you by mutual agreement.
Washington Irving: A habit developed of boredom, you’ve grown rather used to adding witty sayings to correspondences that cross your path. Each night you may choose whether you’d like to append any special meaning to the messages read in public in the morning. Effectively, you may choose to add a specific phrase into each Night update.
Special: You may only detail to me the contents of this message in advance. The message must be “in character,” a historical phrase, or something similar, it cannot be “I think X player is Y” or anything of that nature. You are FORBIDDEN from telling other players you are using this ability to send or have sent in the past any specific message. After all, you don’t want to get caught.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You will achieve DECISIVE VICTORY on top of Innocent Victory if you’re personally around to see the demise of a certain enemy who in some ways is a polar opposite of yourself.


Mostly for the chaos of another "Washington Irving" but he could also pilot aircraft (Pianosa, perhaps another location) and "escape." He wanted to see the Kamikaze pilot and Red Baron perish I think; originally his goal might have been to help Yossarian escape but I changed that - and if he'd been in the game I'm sure he might have helped out his fellow Catch-22ers anyway.

Think that concludes all of the roles then.
 
choxorn/Naraku

Spoiler :
Welcome choxorn to THOSE DARN STATES

This is your ROLE PM

You are Naraku, ruthless supervillain seeking to transcend his own humanity with dark powers, and ally of the Japanese Axis.

You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Supervillain (Japanese Axis)
Strength: 6 (6)
Items: None
Abilities: Kill Deliberation: Whenever you are chosen to carry out the Mafia kill by your team at Night, you may choose to kill Aggressively or Cautiously. If you choose to attempt a kill Cautiously, you may get to break off from fighting an opponent who you observe could overpower or otherwise harm you. If you choose to attack Aggressively, your attack may have a chance to overcome obstacles against you or otherwise do more harm to your victim. This is not specifically a bonus or malus to your Strength stat but is related.

Team Abilities: Each NIGHT PHASE, the Japanese faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Greater Multiverse Co-Prosperity Sphere (Japanese Victory)
-If the Japanese is the sole dominant faction in the end game, you will have achieved VICTORY.
This can be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious.
-While a Japanese Victory is certainly enough, you certainly do NOT want to die like a blindly loyal soldier. If you survive to the end of the game and see the antiquated and foolish Yamamoto die, you may become your faction’s leader and rule with an iron fist, achieving DECISIVE VICTORY.

Defeat:
-You are DEFEATED if you die.

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your Japanese teammates are: DrumStudent, SuperSonic, and Takhisis


Japanese Supervillain, pretty self-explanatory. The "betraying faction leader" part wouldn't have existed had there been a full 50 players/more Innocents and then the Japanese would have been more united. As it was though it only would have mattered in the endgame and didn't this game.

CivGeneral/Tom Clancy
Spoiler :
Welcome CivGeneral to THOSE DARN STATES

This is your ROLE PM

You are Tom Clancy, American author of action and military fiction.

Faction: United States (Neutral)
Strength 1 (3)
Items: High Powered Rifle: Ah, the advantages of modern technology. Grants a constant +2 Strength.
Abilities: Recognition: You immediately recognized one of your fellow present day authors brought here along with yourself. Clearly this is some alternate reality of the worst and most annoying kind, and as such your chief concern is your own survival, over fleeting relics of non-past. You have mason partner: Harry Turtledove – RRRaskolnikov

Victories and Goals: Living the Story (Action Hero Victory)
-Your goal is to survive until the end of the game; you achieve a VICTORY if so.
-However, you can’t help but feel the plight of others here too, and most of them appear just as confused and Innocent as you are, wherever they came from. If at least one other Innocent player survives and hostile factions are eliminated, then you’ll achieve DECISIVE VICTORY on top of your survival Victory.


A mason with RRRaskolnikov (Turtledove). Would have had a third mason, Dan Brown, if more players, and also Dan Brown would have been somewhat anti-town/certain Innocents. CivGeneral was a bit busy/inactive and I'm not sure how the mason thing worked out, never really got messages much from the two, and after being voted the Energy weapon he didn't use it. Survival really was the key aspect of these two roles and the idea was Innocent victory was secondary; RRRaskolnikov made it at least and nice work in general.

RRRaskolnikov/Harry Turtledove
Spoiler :
Welcome RRRaskolnikov to THOSE DARN STATES

This is your ROLE PM

You are Harry Turtledove, American author of alternate history and science fiction.

Faction: United States (Neutral)
Strength 1 (1)
Items: None
Abilities: Recognition: You immediately recognized one of your fellow present day authors brought here along with yourself. Clearly this is some alternate reality of the worst and most annoying kind, and as such your chief concern is your own survival, over fleeting relics of non-past. You have mason partner: Tom Clancy - Civgeneral

Victories and Goals: Living the Story (Scholar’s Victory)
-Your goal is to survive until the end of the game; you achieve a VICTORY if so.
-However, your search for ever more exciting and nuanced tales compels you to want to strike a balance here, the amazing opportunity to experience some semblance of history like none before. You would prefer to see at least Two (2) other factions besides yourselves and the United States Innocents have survivors at the end, for a DECISIVE VICTORY.


Succeeded in surviving, and the Native Americans lived to boot. Role was rather similar to Clancy's though didn't have any items/strength bonus to start. Hope the game was enjoyed by RRRaskolnikov as well.

civplayah/Indiana Jones
Spoiler :
Welcome civplayah to THOSE DARN STATES

This is your ROLE PM

You are Indiana Jones, bold and heroic adventurer who seeks out the archeological treasures of the world.

Faction: United States (Innocent)
Strength 3 (3)
Items: Fedora: Adds to your trademark Charisma (+1 CHA)
Abilities: Whip Disarm: You are skilled and quick in physical confrontation and intend to use this advantage against any hostile foes acting against others. Every night, you may choose to PM me a player to physically disarm, effectively an attempt to roleblock attacks or other abilities.
Genre Savvy: Even less likely than getting yourself into a trap is being caught off guard by an assault; you gain a situational +2 STR if you are ever attacked when you are waiting around and resting (perform no other action at Night).

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-Always understanding the nature of sacrifice and ever brave for journeys ahead, you do not fear for yourself and work for the greater good of all your countrymen in these mysterious circumstances. You will achieve DECISIVE VICTORY on top of Innocent Victory if you succeed in saving a more important personage than yourself from death to survive until the end of the game


A rather important Innocent role; a key roleblocker who could have found out a lot of info with roleblocks. Unfortunate he died so early, injured his Japanese attacker in the process for a couple of nights though. The Fedora was another hat, but he never got a chance to mess around with artifacts/engage any Germans/other anti-mafia stuff in general.

Owen Glyndwr/Ernst Blofeld
Spoiler :
Welcome Owen Glyndwr to THOSE DARN STATES

This is your ROLE PM

You are William Penn, Founder of the Province of Pennsylvania and an all around good man.
Your faith as a pious Quaker protects you from various unnatural effects, though at the same time, you oppose the zealousness and witch hunts that once overtook your Puritan neighbors.
Instead, you are a Pacifist – You do not want to see anyone killed, and are not allowed to accuse anyone in lynchings or otherwise commit violence (It’s not that your vote isn’t counted, you are specifically disallowed to vote an accusation. You may abstain or cast support votes).


Faction: United States (Innocent)
Strength: 1 (1)
Items: None
Abilities: Pacifist restriction; Passive protection on yourself from some effects

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
If Innocent Victory is achieved, and you personally save another Innocent from being lynched, via your own vote or evidence of your own stopping of a bandwagon among other players, then you will have achieved DECISIVE VICTORY

*******************************************

But Not Really…

The above is only your COVER ROLE. You are actually

Oberst Herman Dietrich, German Nazi, Raider of the Lost Ark, and Kommandant of the German Faction!
You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Germany (German Axis)
Strength: 7 (8)
Items: The Amulet of Yandor: From mysterious origins, discovered whenever you were first transported to wherever it is you are. One thing is clear – it possesses great magic. The item provides an inherent bonus of +1 STR and has a 50% chance of blocking other magical effects (including divination) on the bearer.

Abilities: You have no personal abilities
Team Abilities: Each NIGHT PHASE, the German faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Triumph of the Reich (German Victory)
-If the German faction is a dominant faction in the end game, you will have achieved VICTORY. This can firstly be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious. Victory may also be achieved without this total strength criterion satisfied if members of your faction survive at the end of the game alongside parties without mutually exclusive Victory Conditions.
-While a German Victory is certainly enough, you have been given a greater mission – none other than the collection of occult Artifacts. If you can ensure at least 3 artifacts (your Amulet counts as one) are in German hands with German Victory achieved, you will attain a DECISIVE VICTORY.

Defeat:
-You are DEFEATED if the German faction is eliminated
-But, you will also suffer CRUSHING DEFEAT if you are personally bested by your great nemesis, Indiana Jones.

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your German teammates are: Krill, OwenGlyndwr, and TheLastOne36


Owen and Csargo had their assigned roles swapped due to some inactivity confusion early on; perhaps I acted too soon but hope it worked out ok, and the Germans needed all their players/their faction leader. He was one of the few Mafia with cover roles so perhaps I'll explain that a little more now:

Cover Roles essentially resulted in most scans/abilities appearing to act on the cover role. Thus, an "official cover role" was a valuable asset and Mafia without one were at much risk of scans etc... They also gave some ideas/information about Innocent victories and goals (know VC names and such). There were false clues though; for instance if he had been actively voting this "Pacifist" part could have played out oddly.

Though on top of all this the Amulet of Yandor would have protected against scans, had he held onto it; losing that with the attack on Lincoln was perhaps hard on the Germans, and they never got voted other items.

Krill/Carl Gauss
Spoiler :
Welcome Krill to THOSE DARN STATES

This is your ROLE PM

You are Carl Friedrich Gauss, German mathematical and scientific prodigy, and ally of the German Axis! Though, working with egotistical murderers is not at all your first choice, but what options are left, in this wicked and warped chaos with no one else to ally with?

So you and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Germany (German Axis)
Strength: 4 (4)
Items: Heliotrope: a surveying instrument making use of reflected sunlight.
Radio Set: a futuristic device provided to you by your German allies
Abilities: Covert Communications: during each DAY PHASE you may choose to air an encrypted radio signal with a brief, one sentence message. You will compose this message; anyone else with the ability to hear this radio signal will receive the encrypted message.
You believe it is possible to establish contact with other Axis allies and this is your primary goal with this ability; feel free to consult your German Allies as well, and remember, the order to send a radio signal must be made during DAY.
Each NIGHT PHASE, if there are radio messages that have been received, you may choose to attempt to decode ONE message for its hidden meaning, if any.

Example:
Message to send (encoded): “We Germans think (player) is (character role) – what do you think?”
Message that airs on the radio: “An apple a day keeps the doctor away.”

Heliotrope Communication: You have no way of knowing if anyone is ever listening, but left to your own devices you’d rather have a more elegant method of communication – you’ve got your own codes and everything. During each DAY Phase, you may additionally send a message via reflected light to the entire town if you so choose. You can only hope someone may figure it out and in turn help you figure out what is going on and avoid undue bloodshed.

Team Abilities: Each NIGHT PHASE, the German faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Triumph of the Reich (German Victory)
-If the German faction is a dominant faction in the end game, you will have achieved VICTORY. This can firstly be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious. Victory may also be achieved without this total strength criterion satisfied if members of your faction survive at the end of the game alongside parties without mutually exclusive Victory Conditions.
-While a German Victory is certainly enough, you’ve never been fully onboard with the violence you’re now forced into. If the other Germans are eliminated, you could surrender to the Innocents and achieve VICTORY that way as well.

Defeat:
-You are DEFEATED if the German faction is eliminated


Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your German teammates are: Csargo, TheLastOne36, and OwenGlyndwr


Gauss was just a scientist after all :p. He replaced the role of Otto Von Bismarck who would have been the fourth German, for a slight nerfing of the German faction in game balance. The Heliotrope perhaps wasn't my best idea and it wasn't used often and nobody else tried to investigate. Radios of course will be discussed later...see the endgame post, but he had and could use one. Lower Strength so wasn't suited to be a killer. As with the other Germans nice effort and almost made it through to the end; the Innocents have CCRunner to thank for eating another Mafia.

Csargo/Ernst Blofeld
Spoiler :
Welcome Owen Glyndwr to THOSE DARN STATES

This is your ROLE PM

You are Duncan Idaho, loyal bodyguard and warrior from the far future!

Faction: United States (Innocent)
Strength: 2 (2)
Items: None
Abilities: None, for now…

Victories and Goals: Swordmaster’s Quest (Innocent Victory)
You can already sense there is great evil among those gathered here across space and time. You would dedicate yourself to help eliminate it. As time goes on, you hope to refine and rediscover talents and abilities that make you stronger and more able to fight back.
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-You achieve DECISIVE VICTORY if you have survived to discover more about what disasters have befallen this town and their greater consequences, and unlock the potential within yourself.


******************************************

But Not Really…

The above is only your COVER ROLE. You are actually

Ernst Stavro Blofeld, notorious supervillain, head of the SPECTRE organization, and ally of the German Axis!
You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Supervillain (German Axis)
Strength: 5 (5)
Items: none
Abilities: You have no personal abilities
Team Abilities: Each NIGHT PHASE, the German faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Triumph of the Reich (German Victory)
-If the German faction is a dominant faction in the end game, you will have achieved VICTORY. This can firstly be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious. Victory may also be achieved without this total strength criterion satisfied if members of your faction survive at the end of the game alongside parties without mutually exclusive Victory Conditions.
-While a German Victory is certainly enough, you no doubt want to consolidate your position of power – for a DECISIVE VICTORY you must ensure that any potential Heroes out there, among the Innocent townies gathered here or elsewhere, do not survive to the end of the game to challenge your villainous reign.

Defeat:
-You are DEFEATED if the German faction is eliminated

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your German teammates are: Csargo, Krill, and TheLastOne36


An interesting cover role :lol:...never really was spread or came into play though. Mr. Bond wasn't actually around in this game but he tried to be a good villain anyway.

TheLastOne36/The Red Baron
Spoiler :
Welcome TheLastOne36 to THOSE DARN STATES

This is your ROLE PM

You are Manfred von Richthofen, fighter pilot Ace better known as the Red Baron, and member of the German Axis!
You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Germany (German Axis)
Strength: 6 (6)
Items: None
Abilities: Kill Deliberation: Whenever you are chosen to carry out the Mafia kill by your team at Night, you may choose to kill Aggressively or Cautiously. If you choose to attempt a kill Cautiously, you may get to break off from fighting an opponent who you observe could overpower or otherwise harm you. If you choose to attack Aggressively, your attack may have a chance to overcome obstacles against you or otherwise do more harm to your victim. This is not specifically a bonus or malus to your Strength stat but is related.

Team Abilities: Each NIGHT PHASE, the German faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Triumph of the Reich (German Victory)
-If the German faction is a dominant faction in the end game, you will have achieved VICTORY. This can firstly be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious. Victory may also be achieved without this total strength criterion satisfied if members of your faction survive at the end of the game alongside parties without mutually exclusive Victory Conditions.
-While a German Victory is certainly enough, your penchant for violence drives specific success in carrying out your missions. If you succeed in Twice being chosen to carry out your team’s kill and your Deliberation in how to attack benefits the German faction, you achieve DECISIVE VICTORY on top of a German Victory.

Defeat:
-You are DEFEATED if the German faction is eliminated

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your German teammates are: Owen Glyndwr, Csargo, and Krill


The last German player, rounding out the faction. Could have done more damage if not for an early fight to the death. Also, could have piloted a plane in certain locations or otherwise some interesting interactions with the settings, as a few characters had. Though much of the "escape" and other aspects were cut from 50 players/never really developed.

Diamondeye/The Tralfamadorian
Spoiler :
Welcome Diamondeye to THOSE DARN STATES

This is your ROLE PM

You are The Tralfamadorian, a being from the far reaches of the universe with a unique mastery of spacetime.

Faction: Alien (Innocent)
Strength: 15 (15)
Items: None
Abilities: Indistinguishable from Magic: Your advanced technology and insight allow you to perform many actions that may help get you out of this unusual situation you’re all trapped in. Each Night, you may choose to do 2 different actions among the following
a)Investigation – you may discover the what Items a player has in their possession, XOR the standard fare of a player’s faction and alignment.
b)Protection: You may protect another player from attack, adding your strength to theirs
c)Roleblocking: You may magically thwart the efforts of another player from performing any action

Unstuck in Time: This dizzying trip through alternate realities is exceptionally devastating on you and your perceptions – your Strength decreases by one per day

Alien Communication: YOU CANNOT SEND PRIVATE COMMUNICATIONS OF ANY KIND. That’s right, take very careful note, you can only talk to others about this game on the public game thread. While you can receive PMs and attempt to decipher the human tongues on your own, you may not respond or otherwise communicate via PMs, chat services, etc… Standard rules about quoting the GM also apply – you’ll just have to figure out a way to work with all these other mysterious people.

Victories and Goals: Earthling Music Sucks (GM Loss)
-What’s fated to happen is fated to happen, though it would be nice if that involved little bloodshed and destruction.
-If you can ensure 10 or more players of any alignment survive to the end of the game, you will have achieved a DECISIVE VICTORY.
-If the above is not achieved but United States (Innocent) Victory is achieved, you share in that VICTORY
-If you just survive until the end of the game, you may just find a way to leave for your home planet with the comfort of a MARGINAL VICTORY
-If you meet none of the above victories, you suffer DEFEAT
-If you are lynched and Innocent Victory is lost, you will have sunk to the lows of a CRUSHING DEFEAT

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. And especially since there will be consequences possibly detrimental to other players’ experience if rules on your role are violated. If absolutely necessary, it may be possible to exchange or modify your role or replace you with a reserve player or some other compromise.


So Diamondeye prides himself on his humor and wit, and he did play well to help out the Innocents, but what about all the clues on the threats out there? No, he wasn't the real cause of the time distortion and reality jumping, though he was an alien. Still hate humanity's musical and artistic talents?

The Innocents did well to end up supporting him and voting him items in the end, of course. The Paintings could have actually been used to outright prevent a lynch and reveal info on the lynchee but Diamondeye's reveal had mostly the same effect when he received and used them. And yes, he really could not talk/message in private and did excellently despite that, though perhaps the overall player activity had a little to say about that. Anyway, his strength was weakening and he had several key abilities; he even got an extra action at night when he got Pele's Stone. Not taking him out somehow was a major blow to the mafia and he and the Innocents earned their success.

Interestingly he survived (auto-protection via strength/force fields) an attack by CCRunner the first night, who never targeted him again, though he could have killed him by the end.
 
Diana Abnoba/Captain of the USS Nevada
Spoiler :
Welcome Diana Abnoba to THOSE DARN STATES

This is your ROLE PM

You are the Captain of the USS Nevada, officer of the United States Navy whose loyalty and service remains true.

Faction: United States (Innocent)
Strength 3 (3)
Items: Radio Set
Abilities: Crypto-Communications: During each DAY Phase, you may send a secure message on the airwaves while in possession of your radio set. PM me with the intended message which must be a short (about one sentence) message; an encrypted message will be heard on the radio and you’d only hope to contact other United States military members with similar authority and access to communications.
Each NIGHT Phase, if there are radio messages that have been received, you may choose to attempt to decode ONE message for its hidden meaning, if any.

Example:
Your message to send (encoded): “I think (player) is (character role) – anyone else know?”
Message that airs on the radio: “An apple a day keeps the doctor away.”

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, you personally live to see vengeance for Pearl Harbor in the defeat of the Japanese Axis for all the evils they’ve inflicted in this war.


Sounds a little lame but it was one of the most history-sensitive roles and really didn't want to cause trouble that way. As can be seen with the Germans/Japanese I wasn't trying to choose really controversial/historical figures, lots of fictional villains and all, and for the Innocents this was a generic character in a way (though the role of course had some stuff to it).

Like Virote, Diana was an Innocent with a radio; they were almost like a semi-mason group too if they had found each other as the roles were obviously complementary. Longer explanation of radios again can see the other final writeup, but they didn't work out the best and I'm sorry for confusion/unfun. Anyway, moderate strength and the ability to send and listen to radios, and if circumstances had worked out to "crack" Axis radio codes, were the perks of this role.

Virote_Considon/Captain of the USS Pennsylvania
Spoiler :
Welcome Virote Considon to THOSE DARN STATES

This is your ROLE PM

You are the Captain of the USS Pennsylvania, officer of the United States Navy whose loyalty and service remains true.

Faction: United States (Innocent)
Strength 3 (3)
Items: Radio Set
Abilities: Crypto-Communications: During each DAY Phase, you may send a secure message on the airwaves while in possession of your radio set. PM me with the intended message which must be a short (about one sentence) message; an encrypted message will be heard on the radio and you’d only hope to contact other United States military members with similar authority and access to communications.
Each NIGHT Phase, if there are radio messages that have been received, you may choose to attempt to decode ONE message for its hidden meaning, if any.

Example:
Your message to send (encoded): “I think (player) is (character role) – anyone else know?”
Message that airs on the radio: “An apple a day keeps the doctor away.”

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You achieve DECISIVE VICTORY if, on top of Innocent Victory, you personally live to see vengeance for Pearl Harbor in the defeat of the Japanese Axis for all the evils they’ve inflicted in this war.


Did nice work by surviving through the end, and outliving the Japanese as his victory required. One more interesting thing - for those really looking at the "50 states" aspect of stuff he represented Pennsylvania, conflicting a little with Owen's cover role as a German...

Double A/Woo-ka-nay
Spoiler :
Welcome Double A to THOSE DARN STATES

This is your ROLE PM

You are Woo-ka-nay, also known as Roman Nose, a fearsome Cheyenne Indian War Chief. You have led your people in countless battles against the white man’s encroachment and are not going to back down now.

Faction: Native Americans (Neutral)
Strength: 4 (4)
Items: War Bonnet – crafted in the tradition of your people and denoting your great skill and fortune in battle, even in this strange place it brings out your strengths. You are granted a +1 Charisma bonus.
Abilities: Raider: the long history of conflict between your people and encroaching settlers isn’t over, if you have anything to say about it. You don’t know where you stand now but one thing is clear – you will resist your enemies. Three (3) times during the game you may choose to attempt to attack and kill another player.

Victories and Goals: New World Order (Native American Victory)
-You are part of the Native American faction. All of you share similar victory conditions for a faction victory, though you do not currently know which other players are in the faction
-If the Native Americans are a dominant faction at the end of the game or are on amicable terms with the United States Innocents by out-muscling the military, you attain a well-earned VICTORY.
-If the above victory is achieved and you succeed in personally enacting vengeance on a member of the United States military via your vigilante kill, you achieve DECISIVE VICTORY. If the conditions for Native American Victory are not met, yet you survive and achieved a kill, you may survive with a MARGINAL VICTORY.


A Native American and vigilante. Never used up all his kill attempts, at the end was involved in the Sommerswerd mess iirc but that's it. Early losses of Native Americans made their faction a little weak, but one pulled through. Double A at least didn't kill any other Innocents trying to get revenge on Americans. Also had one of the hats; the Feathered Headdress.

johnhughthom/Mark Twain
Spoiler :
Welcome johnhughthom to THOSE DARN STATES

This is your ROLE PM

You are Mark Twain, brilliant and celebrated American author

Faction: United States (Chaos)
Strength 1 (1)
Items: None
Abilities: Pen Names: Once per NIGHT, PM me to use this ability. You must name two players, one to whom information is being sent, and a player to be investigated. Via tricky manipulations and a talent for picking up rumors you will send information on the first player, to the second player. You may not involve any of the same two players, two nights in a row; the next night must be two entirely different players, you can’t just keep sending the info to the same player. You are not a valid target to either send or receive information.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated, otherwise, it’s DEFEAT.
-You wouldn’t dare to stifle your vigorous curiosity about the world, and already approach the current situation with more of a sense of wonder than anyone. You would love to get your hands on some sort of future technology and expect good things to happen – if you do so, then on top of Innocent Victory, you could achieve DECISIVE VICTORY.



A seemingly simple but also very interesting role if I may say so. He certainly tried to put it to good use; he tried to send info to the same key Innocents as often as he could I think, so nice work by johnhughthom. The Chaos alignment was a little wrench in things but Mark Twain is awesome in general. I probably should have used a couple more Twain quotes as radio codes and/or hoping the Washington Irving ability would do so. But he also survived to the end so that was great work, however puzzlingly never just asked for an item to fulfill his decisive victory. Anyway hope I haven't forever scarred an orger with regards to CFC, I know my style/GMing may have been rather different than other CFC GMs anyway, and thanks for playing.

For all those who never figured it out, which may be everyone, "H.M." was Hank Morgan, the character in Twain's "Connecticut Yankee in King Arthur's Court" and fitting to the whole situation of the game.

DrumStudent/Yamamoto
Spoiler :
Welcome Drum Student to THOSE DARN STATES

This is your ROLE PM

You are James Madison, American politician, Founding Father, and President.

Faction: United States (Innocent)
Strength: 1 (1)
Items: None
Abilities: Lives, Fortune, and Sacred Honor: Your loyalty to these great United States is unwavering, and even if you disagree with some of your colleagues, you’d know how to recognize another true Patriot immediately. Each NIGHT PHASE, you may scan one player to see if they are from Colonial America. PM me to use this ability.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-On top of a United States Victory, you personally desire to see any traitors to the United States hang for their crimes. If you can ensure Aaron Burr does not survive, you achieve DECISIVE VICTORY on top of Innocent Victory, and a MINOR VICTORY regardless.

************************************************

But Not Really…

The above is only your COVER ROLE. You are actually

Isoruku Yamamato, daring Japanese General and Naval Strategist, and leader of the Japanese Axis!
You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Japan (Japanese Axis)
Strength: 7 (7)
Items: Ceremonial Katana: On its own no better a weapon than any other perhaps, but it embodies your dedication to and love of the fatherland. It grants a random Strength bonus whenever you or another attacks one of your enemies.
Abilities: You have no personal abilities
Team Abilities: Each NIGHT PHASE, the Japanese faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Greater Multiverse Co-Prosperity Sphere (Japanese Victory)
-If the Japanese is the sole dominant faction in the end game, you will have achieved VICTORY.
This can be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious.
-As the leader of the Japanese faction you no doubt intend to serve well in life and death. But you would prefer to avoid the most senseless of bloodshed, and lead not just Imperial Japan but the World to a promising future. If you can survive until the end or ensure survivors from a non-hostile faction, with Japanese Victory still achieved, you earn a DECISIVE VICTORY.

Defeat:
-You are DEFEATED if the Japanese faction is eliminated

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your Japanese teammates are: choxorn, SuperSonic, and Takhisis


The Japanese faction leader, strong and dangerous. Raw strength/power was a Japanese theme; they wouldn't have gotten along with other Mafia in the end (also they would not have been able to be neutral to the Lizard; either them or the Lizard would have had to kill each other, as per the Lizard's history). His Katana granted a Strength bonus of 1-4 on attacks, randomly. As I think I've mentioned to them in various discussion ordering around minions/coordinating didn't quite work perfectly but things were still well played. He refrained from danger when injured and worked well with his team; cover role even seemed to hold up for a while. Forgetting about the Energy Weapon was a deadly mistake though.

Takhisis/Tokugawa
Spoiler :
Welcome Takhisis to THOSE DARN STATES

This is your ROLE PM

You are Tokugawa Ieyasu, warrior, Shogun, and member of the Japanese Axis!
You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Japan (Japanese Axis)
Strength: 6 (6)
Items: None
Abilities: Kamikaze: warrior tradition and your own bad nature combine to make it a VERY bad idea for anyone to try to lynch you. If it does come down to that, you face any lynch with the knowledge you may take a lot of people down with you.

Team Abilities: Each NIGHT PHASE, the Japanese faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Greater Multiverse Co-Prosperity Sphere (Japanese Victory)
-If the Japanese is the sole dominant faction in the end game, you will have achieved VICTORY.
This can be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious.

-While a Japanese Victory is certainly enough, your penchant for violence drives specific success in carrying out your missions. If you succeed in attaining at least 6 kills to satisfy your aggression, by regular Mafia kills and/or being lynched, you would achieve DECISIVE VICTORY. If you die without this goal accomplished, even if the other Japanese achieve VICTORY, you earn only a MINOR VICTORY

Defeat:
-You are DEFEATED if the Japanese faction is eliminated

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your Japanese teammates are: choxorn, DrumStudent, and SuperSonic


A true civ leader and rotten egg all around. Not quite the "brute" on the Japanese team but strong enough of course and his Kamikaze ability could have been very deadly. He was injured at 2 Strength critically though, saving a massacre. Otherwise he would attack a number of people equal to his Strength when a lynch was attempted, and deal 1+1d8 damage. By strange coincidence - I am completely serious about this - when he was lynched and had two people to attack the rolls came up for Love and CCRunner, who were also killers and only took a little injury. Anyway had a nice run while he could and did good work staying around with his team of course too.

remake20/Colonel Saito
Spoiler :
Welcome remake20 to THOSE DARN STATES

This is your ROLE PM

You are Colonel Saito, loyal Japanese officer and autocratic prison camp commander

You and your allies will destroy the backwards Americans and other enemies and return with great wealth and power to rule the world!

Faction: Japan (Japanese Axis)
Strength: 4 (4)
Items: Radio set
Abilities: Covert Communications: during each DAY PHASE you may choose to air an encrypted radio signal with a brief, one sentence message. You will compose this message; anyone else with the ability to hear this radio signal will receive the encrypted message.
You believe it is possible to establish contact with other Axis allies and this is your primary goal with this ability; feel free to consult your Japanese Allies as well, and remember, the order to send a radio signal must be made during DAY.
Each NIGHT PHASE, if there are radio messages that have been received, you may choose to attempt to decode one (1) message for its hidden meaning, if any.

Example:
Message to send (encoded): “We Japanese think (player) is (character role) – what do you think?”
Message that airs on the radio: “An apple a day keeps the doctor away.”

Team Abilities: Each NIGHT PHASE, the Japanese faction may attempt to attack and kill one other player. One member of your team is sent to carry out the attack; this action prevents that player from taking any other actions, and the strength or other characteristics involved in an attack on a player will have an effect, so keep this in mind and choose carefully.

Victories and Goals: Greater Multiverse Co-Prosperity Sphere (Japanese Victory)
-If the Japanese is the sole dominant faction in the end game, you will have achieved VICTORY.
This can be accomplished if your team’s combined strength is at any point higher than the strength of all other remaining players, in which case your faction will kill all those opposing and stand victorious.
-While a Japanese Victory is certainly enough, you have a personal hatred for the British extending beyond the average Innocents you expect to conquer otherwise. If you manage to contribute to a decisive vote to lynch someone from an Innocent faction other than the United States, on top of your regular victory, you achieve DECISIVE VICTORY

Defeat:
-You are DEFEATED if the Japanese faction is eliminated
-You suffer CRUSHING DEFEAT if you yourself are out-manoeuvred and eliminated by non-American, non-hostile role.

Special: While warnings were given out beforehand, if you have any concerns over playing this role, please inform me IMMEDIATELY. It may be possible to exchange your role with another player on your faction, a reserve, or work out another compromise.

Your Japanese teammates are: choxorn, Drum Student, and Takhisis


See the movie Bridge over the River Kwai for this Japanese villain. The radio technician on the Japanese team, with radio abilities. Likewise with the Germans though the radio never really came into play or benefitted the Japanese in making contact with anyone. remake20 replaced SuperSonic and I really commend him for handling things when he had to jump into the game like that and in general good effort.

Niklas/Robert Shafote
Spoiler :
Welcome Niklas to THOSE DARN STATES

This is your ROLE PM

You are Robert Shaftoe, United States Marine Corps Raider

Faction: United States (Innocent)
Strength: 2 (2)
Items: Radio Set
Abilities: Paranoia: You can only relive the moment forever in your mind, over and over again. Watching helplessly as you were saved not by grace but a monstrosity, the man-eating lizard that could rip men apart like dolls. And now, cursed fate, you KNOW it’s somehow here. Each NIGHT Phase, PM me a player to investigate; I will tell you whether they are the Lizard or not.

Victories and Goals: Stars and Stripes Forever (United States Innocent Victory)
-You achieve VICTORY if at least one Innocent survives and factions opposed to the United States are eliminated.
-You achieve DECISIVE VICTORY if Innocent Victory is achieved and the Lizard destroyed once and for all.
-If you do not achieve Victory, you suffer DEFEAT – and worse, if the Lizard claims your life in the end, you suffer CRUSHING DEFEAT.



He sent all the Lizard-related messages automatically; he didn't know it was him overcome with that paranoia, but he did know he had a radio. The ability to search for the Lizard (would have found out if someone was human or not, regardless of cover role, note that includes false positive in a sense on Diamondeye) should have been important, but kill fire was inactive. Nice attempt to piece things together by Niklas but the Germans ruthlessly murdered him.

LightFang/Tenskwatawa
Spoiler :
Welcome LightFang to THOSE DARN STATES

This is your ROLE PM

You are Tenskwatawa, Shawnee Prophet and tribal leader

Faction: Native Americans (Neutral)
Strength: 1 (1)
Items: None
Abilities: Spirit Trance: Each NIGHT, you may PM me a person to investigate, you will discern the strengths within them, and determine what Abilities the player possesses, if any.

Victories and Goals: New World Order (Native American Victory)
-You are part of the Native American faction. All of you share similar victory conditions for a faction victory, though you do not currently know which other players are in the faction
-If you survive until the end of the game and the United States achieve Innocent Victory, you share in a MARGINAL VICTORY
-On the other hand, if the Native Americans are a dominant faction at the end of the game or are on amicable terms with the United States in an Innocent Victory, even if you do not survive, you attain a well-earned VICTORY
-If a Native American faction victory is achieved and you found out and united (through your ability, most likely) at least two other Native Americans, you achieve DECISIVE VICTORY.


A prophet role with a unique scan - scanning for abilities was his own specialty. Was doing rather well, even had Lincoln's trust too, until a mishap in communication or bad luck got him killed, and the Native Americans never were able to really get together after that.
 
POSTING IN THE GAME THREAD IS OPEN

Remember to PM me abilities as specified for those who want to use them. DAY abilities may be sent.

DAY ONE ends in about 46 hours.

All players feel free to PM any questions and good luck. Spectators/reserves and others are also more than welcome to hang around; nobody try to spam the thread too much though.
 
It didn't dawn on anyone (Besides Krill just before his death) that I couldn't speak in private until the very last day. At least no-one mentioned it.

Phew... Now I understand my misscan of Zack, which got him lynched. Lucky I had a way of revealing my innocence afterwards or the game might not have ended this way.

A thums-up to our brave (get it?) Native Americans and valourous True Americans!

And a big pat to our spamtastic villains of the Japanese Axis and the disciplined Germans :)
 
Thanks, we could have done better, but screwed up a few times (me grabbing the hat, attacking CivGeneral, trying to get remake to be a noob as an excuse for playing badly...)

And we were totally spamtastic. Just look at our quicktopic, it has over 550 posts in it, so many that the "View All Messages" button has disappeared. :eek:
 
It was fun-ish for a first ever mafia game.

Probably shouldn't have lurked so much, but I really had nothing to say, and half the time had no idea what was going on lol.
 
Well, that was interesting. My first win in a Mafia game! I still died though :)
 
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