Traius' D&D-themed Mafia, Mini-Game 2

traius

His own worst enemy
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May 27, 2012
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D&D Mafia Mini-Game 2

The theme is D&D. There are items, stats and HP. The specific items, stats and HP will be handled by the host, but the player will be given a basic idea of their character's stats and equipment. To try and make it more D&D-like, there are many actions that anyone may make on a given night; that being said, no role is good at everything.

Night-time actions:
The following activities can be performed by anyone, any night. Only one such activity may be performed.
All role pms will list a simple description of your role's ability at each task. The order is Untrained < Trained < Elite < The Best

Defend self:
The default. This is assumed to be the action if no actions are stated. Everyone has 1 night where they can defend extra well, though extra well is unlikely to make any difference for most townies.

Defend others:
Functionally the same as defend, but allows townies to team up. This can allow many townies to occupy the same location, which can be very dangerous for untrained assassins! Those who are elite at assassinating can still take 2 untrained townies though, and WILL do so if able. In scenarios Where A goes to defend B and B goes to defend C and C goes to defend D.... they all end up in one house. Defending someone on run-away will leave you fighting alone.

Watch:
Watch others' homes, to see who visits them. For untrained people, you run a large risk of being noticed. If noticed by a killer, you will be eluded some of the time, and attacked some of the time.

Track:
Track allows you to follow others. You can see where they go at night, and whether they return home. Tracking a tracker can happen, and can get the tracker even more info then they would have expected (ie A tracks B, but B left that night to track C! So A learns B + C's movements. Not super likely, especially given chance to elude people, but possible).
Tracking a killer runs the same risk as watching the victim. Untrained people may be noticed and subsequently killed.

Run-away:
Somewhat self-explanatory. Chances of successfully running away form a killer are generally low. Your chance of success depends on how good your role is at Run-Away

Role-block:
Your chance of success depends on how good your role is at this action. Role-blocking (or failing to Role-Block) a killer never ends in death, unless you were specifically his target.

Assassinate: Engage in combat with another citizen. Your chance to win said combat is a mix of your hp, weapon(s) (if any), armour (if any), and whether you have any spells. Unless someone successfully uses Run-Away (and chances are low for it to work), Assassinate always results in someone dying.

Special Night Actions:
Steal: Thieves, whether townie, mafia or neutral, can rob houses and take people's items. These items can then be anonymously sold for gold (thieves pm host their intent to sell, and host posts the items for sale, so the thief is not revealed). Items are then bid on by anyone. The selling of items aids the thief, in the form of better equipment or healing potions. The thief does not receive the gold from the sale.

Rob the dead
: Anytime you survive being attacked, you can rob the corpse of your attacker. They died on your property, after all.

Spells: Mages and priests have spells that can be cast at night. All priests can cast a healing spell, as well as another unique spell which varies.

Investigate:
: The sheriff and/or the investigator can investigate at night. There is a chance of failure. The chance of failure diminishes if the target is out at night.
 
Classes
The power roles. They will have a class, and an affiliation. For example, Mafia-Fighter, or Town-Thief
Fighters:
Higher hp than other classes. Better arms and equipment. As such, can bodyguard and defend the best, and are second best at assassinating.
How much Steal weakens then: A lot.
Defend self, Defend Others: Best
Assassinate: Elite
Track, Run-Away: Trained
Role-Block, Watch: Untrained

Thieves:
They Can track, watch, assassinate and run away from a kill attempt much better than anyone else. Also have a bonus when eluding others.
Also, there's a rumour going around that thieves can steal stuff
How much Steal Weakens them: Less than a Cleric, but it definitely hinders the thief; but they are capable of Stealing some new equipment...
Assassinate, Watch, Run-Away: Best
Track: Elite
Defend Self, Defend Others: Trained
Role-block: Untrained

Mages:
Have access to spells. Lower hp then other classes, and poorer weapons. Spells can be used to aid attack or defense, but not both.
How much Steal weakens them: Barely at all.
Assassinate, Defend self, Defend others: With Spell: Varies. Without: Untrained
Role-Block: Trained
Track, Watch, Run-away: Untrained

Clerics:
Solid Hp and arms (second best below fighter), which makes priests a respectable bodyguard or defender. They have a healing spell, and a unique spell or ability.
The ability is usually defensive or healing in nature.
How much Steal weakens them: Less than the fighter, but still quite a lot. Saving the healing spell for yourself will be more important than ever.
Defend Self, Others: Elite. Having healing spell boosts this, but not quite to the level of the fighter.
Role-Block: Town Cleric: Elite. Neutral/Evil Cleric: Trained.
Assassinate: Trained. Having healing spell available boosts this, but not quite to Elite. Good Clerics cannot assassinate.
Track, Watch: Untrained


Bards:
A jack of all trades. Is in the middle for all standard night time abilities (watch, spy, bodyguard, defend, assassinate and run away) except for role-blocking, which they excel at. While only trained at combat actions, they have pretty good equipment.
How much Steal Weakens them: Quite a lot.
Assassinate, Defend self, Defend Others, Run-away, Track, Watch: Trained
Role-Block: The Best
Bards always have a special victory condition.

Generic Townies:
People who use words like "carpenter" to describe themselves, instead of "fighter;" people who would rather be cobblers than thieves. They are untrained at all night time activities, except for either 1 of Track/Watch/Role-Block/Run-Away which they will be Elite in, or All of Assassinate/DefendSelf/Defend Others which they will be Trained in, which is listed as Combat for brevity.
They also always have a unique item pertaining to their chosen profession.

Professions:
These are the professions in town. Each has an item associated with it (and the townie role). Not every profession will be used, and some can be repeated anyway, so mafia can pretend to be these if they want.
Every profession has items associated with it, so if/when someone role-claims a profession, you should ask them what their item(s) is(are).
Profession:..........Specialization
Armourer .......... Combat
Blacksmith ........ Combat
Carpenter ..........Special Sabotage activity. Untrained in all standard night activities.
Cobbler ............ Run-Away
Farmer ............. Watch
Guard .............. Combat
Land-Owner ..... Free weak bodyguard, extra hidden vote if bodyguard alive. Untrained at combat, but money has bought them armour and a weapon.
Lumberjack ....... Track
Masons ............. Special Sabotage activity. Untrained in all standard night activities.
Mill-worker ........ Run-Away
Minor Noble ....... Free weak bodyguard, extra hidden vote if bodyguard alive. Untrained at combat, but money has bought them armour and a wepaon.
Serf .................. Wins 1 on 1 tie with Mafia if only 2 people remaining. Untrained at everything.
Soldier .............. Combat
Tavern Owner .... Role-Block
Tavern Worker ... Role-Block
Traveler ............ Track
Veteran ............ Combat
Weaver ............ Watch


Special Roles:
Sheriff: Almost always a fighter. Can investigate.
Whatever he ends up being, moves up a level in Track and Watch.
Investigator: Usually Class-less (essentially "investigator profession" townie).
Whatever he ends up being, moves up a level in Track and Watch.
Godfather:: Can be any class.
Whatever he ends up being, moves up a level in Assassinate. Godfather thief is "super-best" at assassinating.
Assassin: Is always a thief. Special rules concerning night actions. More will be revealed the first time he is rolled into a game.
The Assassin is a thief with top-end equipment, which effectively makes him "super-best" at assassinating, like the Godfather. Due to equipment, and reduced chance of being surprised at night, increases a level in defend self and defend others as well (though as a neutral with special night rules, he is incredibly unlikely to defend others).

The full game will include more special professions, but don't want to divulge too much yet
 
Traius Says:
Some host pms may include a line that can be revealed to everyone, at the player's discretion, which irrefutably proves something the player might claim. For example, any FAMOUS roles can reveal themselves to everyone, irrefutably.
An example case would be "Traius says: You're FAMOUS! Should you wish to, you can reveal yourself to be Elves Presley, the most famous singer of the Elven kingdoms. When you sing your classic hits, everyone knows its you! End."
Such a line will always be prefaced with "Traius says:" and will end with "End."
Any such lines can be used entirely at the player's discretion; that being said, if they do wish to use it, they must be used in their entirety.
Any fake uses of a "Traius says: ....End." will be punished with an instant WOG.
No un-stolen items have such a description, so that you can't ask people to show their "Traius says:...End" line to prove the items they are holding.

Game Rules::
11 players (hope I don't get in trouble for this, but I think 10 is just a little too small).
Vote in the standard Vote: XXXXX format. Unvoting isn't strictly necessary, but does make things easier to follow.
Number and makeup of scum not revealed before game, or even during. Jester is an exception; players will be informed at game launch if a jester is in play.
When factions are eliminated, this will be revealed to town.
Game can end day or night, as long as one of the major victory conditions is completed.
24 hour days. 24 hours nights, but potentially faster if I get the night-orders in quickly.
You can say whatever you want at night, but it does make you slightly easier to assassinate if it is on-topic.
Switching night orders annoys the host, so don't do it unless it is really important.
On day 1, lynching will require 5 votes. After that, whoever has the most votes gets lynched.

Major Victory Conditions always in play:
All mafia, cult and neutral-killers dead: Town Victory
Neutral killers dead, cult dead, 1:1 mafia-to-town ratio: Mafia Victory

Potential others:
Get Lynched (Jester) players will be told at game start if a Jester is in play.
Cult is more than 50% of remaining population.
The Assassin, and Bards, have special victory conditions.
 
Registration now closed! Game full!

1. NinjaCow64
2. Jarrema
3. Mat93
4. BSmith1068
5. Xenoneb
6. Spaceman98
7. Bonefang
8. Visorslash
9. Autolycus
10. TopSecret
11. Gone3TheCelt
 
I'm in. Although mini games ususally only have 10 people. :mischief:
 
alright, in
 
I will join, though I suspect based on last game that there are some balancing issues in the setup that you may want to consider before starting a new version.
 
I will join, though I suspect based on last game that there are some balancing issues in the setup that you may want to consider before starting a new version.

The main thing was using your best attack on the other guy, slaying him instantly. If the Cleric had taken that damage, you would have killed him. I might improve the AC by one (if that means anything to you), but that would probably be it. But the thief does mostly get his rating from having that first surprise attack (the poisoned crossbow); most generic townies (and even potentially Mage-classes) will be dead before they ever had a chance to damage the thief.
 
if this game is nearly identical to the previous one, maybe we will not discuss details of balance now?

I am sure that host has its thoughts on it, and maybe we can discuss it in detail after this one
 
Welcome to D&D mafia Mini-Game #2!

The tales of Merriton spread throughout the land of Ivalice.
Apparently, the Mafia had infiltrated a tiny hamlet, proving that they were essentially everywhere, but even more amazingly the tiny hamlet of Merriton kicked the Mafia out for good! After the amazing success that occurred with The Merriton Method, other small trading-center hamlets across the Great Plains of Ivalice decided to rid themselves of their criminal elements. One notable such hamlet was the Slaughteville hamlet, 30 miles east of Merriton. Slaughterville used to be know as Laughterville.....
Slaughterville was a town of only 11 households. There used to be 12 note-worthy families, until the Mafia assassinated the Mayor! Things seemed grim, until the tale of Merriton swept through the countryside. When the news came, hope filled the people's hearts, and they knew that they could win. They had to try!
Like Merriton, they had been infiltrated, despite their small size. Also like Merriton, they had a man who could Investigate criminal types, and it was his job to find the killers, and along with the remaining citizens, lynch them! Err... "Try them in fair court cases!" Of course, even the great success of Merriton required a brave priest to stand up and smite the evil-doers himself, so the town made sure to have a trust-worthy burly type in their midst as well...
With the needed people hired, the town walled itself off from the surrounding world, to open itself up again only when the Mafia and any other criminals were eliminated. For good!

Day 1 has begun.

It will last a little longer than 24 hours, to sync-up the days to a time I'd like.
It end at 11:00 PM EST, Nov 29th.
[TIMER=11/29/2012 11:00 PM EST; Day Phase Over][/TIMER]

Today, since the town realizes it shouldn't have any strong leads, it will require at least 5/11 votes to lynch someone.
 
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