Well done Raiders, winning as mafia with no private communication is no small feat.
Oh, and Zack. I would have been the best townie to get to the last round. I'd set a nuclear device to go off last night phase which would have killed the other players and left me last man standing and getting a town victory. My death cancelled the launch.
Kills half the people = pointless and not worth changing the vote.
Kills the scum = what idiot would believe a story like that?
To be honest, you were the only one of the three that seemed interested in thinking about your vote, then you revoted me after Kennigit made probably the Strawmaniest case against me I have ever seen. Still, it was bad townie behaviour not to at least try...
I'm getting the Role PMs and everything else out next, a few things here and there first.
Mafia won the "standard" numbers victory against townies, 1vs1 or 2vs2 or 3vs3. That was going to go for a host of town power roles in the game, not just double voting but things like bulletproof and protection and vigilantes. Having those powers the whole game, but not somehow being invincible in the endgame was the purpose, I didn't want to have a situation of like 2 townies against 2 mafia and one townie is a doctor protecting the other and they somehow win a tied lynch.
I think all the kills were by mafia, one team or the other, no successful vigilantes, so players can look over the night actions to see what happened.
As mentioned it is true the town came very close to winning. The nuclear strike johnhughthom had just finished was a Terran Racial upgrade - and being the only Terran left he had full control of that vigilante ability. Again, the close finish was nice, as a host too, because the one mafia team had been on the verge of winning much earlier and more boring than that.
I had wanted to give the game a very solid grounding of Starcraft units and think that mostly worked out. Players were divided into the three races in a pretty easy, somewhat metagameable setup but there were some symmetry-breaking distinctions. Two mafia teams with slightly different strengths and weaknesses were developed and the game hit about the right size.
So the races, six players in each: The Terrans were individually the weakest, but had the best networking capabilities, town or mafia. They had a lot of flexibility in upgrades and with all of them having a shared private quicktopic could coordinate well for the public vote. The Protoss roles were individually the strongest, though they lacked resource income of their own as the Probe put things up to public vote. The Zerg lacked communication entirely (no Zerg quicktopic) but could power up more quickly and directly through upgrades.
Players had traits that did interact with various abilities, most notably being attacks. Air, ground, biological, mechanical, and robotic, mostly accurately reflecting the Starcraft game. More on upgrades in the later post.
The mafia had no real abilities besides killing people to start, and got nothing overly powerful on their own through upgrades either. If I was to expand the game, I do think it could have worked with a few more players in the low 20s, and the mafia would get more abilities to start. Adding players would probably lean toards the Zerg for the most numbers and then Terrans and Protoss.
The mafia teams were setup a little differently but covered the same basic territory. Attacks that worked a little bit differently, upgrades to be more powerful and in some cases survive better. The Rogue Cerebrate team, a Zerg-themed mafia team, were able to freely communicate with each other. Note they didn't infiltrate town groups and the town Zerg didn't have their own quicktopic, though there were hints to them and in the writeups that the Zerg realized there were some "evil Zerg" out there.
The second team, the Raiders, were split between the Protoss Carrier leader and Terran mercenaries, otherwise hidden among the town. As mentioned, I think it added challenge but I'm not sure it was the most fun for them to be separated, and while they were active contributors to the game the night actions got a little stale.
Having few other abilities to start, all of the players were going to attempt attacks anyway, and in retrospect, I perhaps should have made the order of attack Firebat-Carrier-Ghost instead. I was thinking this could cause concerns in that the Firebat could not attack air units, and the two Terrans at least were on the same quicktopic, and it was really only after upgrades were gotten that the individual mafia wanted to mix things up. I was really thinking they would need to sneak things into the public thread more, suggest who to attack, communicate information townies had revealed, etc... It turns out the whole mafia team lived for a very long time, and Kennigit got to successfully keep doing attacks, so they didn't have to juggle much. A few of BSmith1068's orders would have hit untargetable or protected targets so even with a couple unsuccessful kills by Kennigit they didn't have many downsides compared to what could have been anyway. The townies also didn't become too active or pressure for major reveals that much in public or on the quicktopics, so these mafia were never under all that much pressure to come up with claims and cover and communicate all of that in the first place.
I think the overall balance worked out decently. That's keeping in mind the town bore the brunt of activity problems and bad luck, as they had about the worst start I could have imagined. Only townies died for a while, no real power abilities came into play (the interaction between the races was interestingly pretty even) and two lynches hit active town players. The town still came close to winning it in the end and the potential for most of the gamebreaking abilities/upgrades was always on the town side (with it being a small game the mafia always having the chance of winning it early/getting lucky)
If anything, a few townie combos were potentially broken. The Protoss shields racial upgrade combined with healing (Terran medic) and general protection could get very strong. The Observer role also needed it's bulletproof-like protection removed or limited more, looking back at notes I think only one mafia ability (Devourer upgrade) would have been able to take it out, and townie vigs didn't need to. All of the Stage 2 racial upgrades were intentionally extremely powerful, but it took active player coordination and decision making to get there.
So, to the roles. Here was the random.org number list assigned to players in order of signups.
Player: Kennigit Role: Protoss Carrier Unit Types: Air, Mechanical Victory Condition: Raiders (Mafia): Your team must eliminate or outnumber all other players in the game. Victory will also be awarded when this outcome is inevitable.
Abilities: Capital Ship: The powerful Protoss Carrier is not easily taken down. A normal attack against you only causes injury; a second attack results in death.
Upgrades: Protoss Stage 1: Shield Battery16 Minerals16 Vespene Gas
Increases the defenses of all Protoss players.
You DO NOT have additional means of communicating with your mafia teammates. This includes private messages and other forms of private communication. You may NOT share the quicktopic link above. Plan your mafia actions carefully. Carefully read the details of your teams kill ability.
Team Abilities:
You are on a team with BigTin and BSmith1068
NightKill: Each night your team as a whole may attempt one normal attack on another player.
There is general information about nightkills to know. Players may only be targeted or affected by certain abilities depending on their unit traits, including, for instance, air/ground units.
You, the Protoss Carrier, may attack both air and ground.
Any player on the team may send in orders to attempt the kill. Due to the difficulty of acting in secrecy to the rest of the group, who carries out the kill is determined by the following priority:
Remember, the team as a whole only has one kill attempt. If you send in kill orders in place of an ability, you may not specify those ability orders. This means it works like the following examples:
Example: The Protoss Carrier sends a kill order. The Terran Firebat sends other night orders. The Terran Ghost sends a kill order.
Result: The Carrier attempts your teams nightkill. The Firebat uses his other orders. The Ghost does nothing that night.
Example: The Protoss Carrier sends other night orders. The Terran Firebat sends other night orders. The Terran Ghost sends other night orders.
Result: Your team fails to use a nightkill; all players use their other orders.
The order of priority is retained in the event any of your team members die.
Plan your actions carefully every night, and remember communication with all of your teammates may be difficult.
Background:
The crew of this formidable ship is one of many Protoss splinter groups that have taken up their own agendas and sought to survive since the fall of Auir. You aim to recover lost artifacts and rebuild a presence with other stranded Protoss in the sector. Allied with Terran mercenaries who should prove themselves suited to the task, you are not concerned with the welfare of the rest of the lifeforms on this planet.
Good luck!
Earthling
Mafia Role, I think the Role PM covers most of the details. The whole team played a good effort through to victory.
Gone 3 the Celt - Protoss Reaver
Spoiler:
PROTOSS REAVER
Player: Gone 3 the Celt Role: Protoss Reaver Unit Types: Ground, Robotic Victory Condition: Rogue Cerebrate (Mafia): Your team must eliminate or outnumber all other players in the game. Victory will also be awarded when this outcome is inevitable.
Abilities: Launch Scarab The Reaver attacks by a single method - a powerful explosive capable of devastating any foe. The resulting splash damage counts as two normal attacks at the same time. As such, your attack has the potential, for instance, to overcome protection abilities or result in other effects.
In order to attack at all at night for your team, you require Scarabs. You start with 0 Scarabs and must build them.
Upgrades: Protoss Stage 1: Shield Battery16 Minerals16 Vespene Gas
Increases the defenses of all Protoss players.
Individual: Build Scarab4 Minerals
It takes resources to manufacture powerful Scarabs used in your unique attack ability.
Communication:
You have access to the following quicktopic: http://www.quicktopic.com/48/H/KFduuqivMwZP
You may also freely communicate with members of your team through other means.
Team Abilities:
You are on a team with Verarde, the Zerg Mutalisk, and EliteofWarman8, the Zerg Hydralisk
NightKill: Each night your team as a whole may attempt one normal attack on another player. You must choose who carries out the attack; sending orders by PM would be helpful but I will also check your mafia quicktopic.
There is general information about nightkills to know. Players may only be targeted or affected by certain abilities depending on their unit traits, including, for instance, air/ground units.
Background:
You are a robotic construct and deadly war machine, fulfilling your purpose tirelessly. Somehow, the rogue Zerg presence on this world had managed in a previous battle to capture and reprogram a Reaver to serve the Hives own needs.
Good luck!
Earthling
Mafia role on the other team. Never got to use his attack; the town actually consistently denied both mafia teams resources pretty much the whole time. An unfortunate nightkill from the other mafia team did him in and their team was hurting from then on out.
MartinLuther - Protoss High Templar
Spoiler:
PROTOSS HIGH TEMPLAR
Player: MartinLuther Role: Protoss High Templar Unit Types: Ground, Biological Victory Condition: Innocent
Abilities: Hallucination: By focusing your powers, you may create illusory duplicates to distract foes. Each night you may protect a player from one normal attack using this ability.
Upgrades: Protoss Stage 1: Shield Battery16 Minerals16 Vespene Gas
Increases the defenses of all Protoss players.
Individual: Psionic Storm8 Minerals16 Vespene Gas
You gain a powerful ability to attack your foes with concentrated psionic energy.
Background:
With mystical talents far greater than the average Protoss, you were chosen long ago to serve as a High Templar. Backing up all Protoss warriors on the battlefield, you fought endless waves of Zerg for your fallen homeworld. Now, a long way away and outside of warp contact you only hope to survive alongside other refugees.
Good Luck!
Earthling
Played a strong role as a townie, did succeed at protections several times. The mafia each made individually sensible calls to kill him (it needed the two kills) after he publicly revealed he was the protector. Psi Storm was a one-use vig kill ignoring protection (as most upgraded vig kills were).
Abilities: Load: Each night, you may target another player to pick up and transport in your shuttle. This has the effect of preventing various other actions, including attacks from targeting them, and only works for ground units.
Be wary; if you are attacked and killed, anybody you are carrying as cargo will die as well.
Upgrades: Protoss Stage 1: Shield Battery16 Minerals16 Vespene Gas
Increases the defenses of all Protoss players.
Individual: Increased Capacity8 Minerals8 Vespene Gas
You may target two players with your ability each night.
Background:
Normally, Protoss Shuttles operate as entirely robotic entities with coordinated communication to the rest of the Protoss Army. As a refugee since the fall of Aiur, you have adopted the spacecraft for your own, and are always willing to give a lift to others.
Good Luck!
Earthling
One of the quirky roles I really liked from a designed standpoint. Unfortunately, the ability never had much effect. However, I thought there was good potential for both offensive and defensive uses and this ability comboed well with several others. He could prevent many abilities from targeting someone he picked up, including otherwise very powerful/unique abilities like the Nuclear Strike or Stasis field. It was a decent protection, and then he could have also tried to take someone down with him if he died, which could have eliminated mafia.
Abilities: Wisdom: Others would do well to heed the words of a great Protoss warrior such as yourself. Your vote counts double on all matters.
Upgrades: Protoss Stage 1: Shield Battery16 Minerals16 Vespene Gas
Increases the defenses of all Protoss players.
Individual: Reincarnation24 Minerals
A Protoss warriors spirit cannot be defeated in a single battle, and many continue to serve their people as long as possible.
This Upgrade functions as Passive.
If you have at least 24 Minerals available when you die, you will return in a newly constructed Dragoon body. You will be revived one full cycle (Day/Night) after the phase in which you die.
Background:
A member of the Protoss warrior caste, you have served valiantly through the entire great war, even after many Protoss forces were defeated and scattered across the sector. Your refined talents reflect hundreds of years of experience and you remain ever loyal in the bleakest of times. For Auir!
Good Luck!
Earthling
Double voter, could resurrect with enough minerals, and we all saw his influence for the town throughout the game. Unfortunately this was a more boring role from a night action standpoint as the abilities were passive and the town Protoss didn't quite get to a point of coordinating enough together.
Abilities: Observe: Each Night you may watch another player to see who they target.
Permanent Cloaking: (Passive) Protoss technology makes you invisible to enemies and you are therefore unable to be targeted by many abilities.
Upgrades: Protoss Stage 1: Shield Battery16 Minerals16 Vespene Gas
Increases the defenses of all Protoss players.
Individual: Increased Range16 Minerals16 Vespene Gas
You may target two players with your ability each night.
Background:
The Observer is an autonomous device that functions in deep space and in the midst of battle, its presence almost always going unnoticed. You are built and programmed to serve the Protoss and tirelessly report back information on their foes.
Good Luck!
Earthling
Never used his ability, which was bad. He did survive one attempted mafia attack so wasn't lying about that, but didn't contribute enough to the town and got lynched off. It was intended for the role to act as an outsider, not having communication with the living Protoss, though in balance terms I think this role could have ended up with too many detective results after some luck. As for the role, the cloaking probably needed to be removed, in terms of the game design I had once had a bigger role for cloaking/detection. Instead of Dark Swarm, Burrow was going to be the first Zerg upgrade, but I ditched that, and only two mafia (the Ghost with an upgrade, and the hydralisk mutated into the Lurker) had detection-dodging abilities. Likewise, a Terran Comsat upgrade was removed and only the Science Vessel really did anything about detection. Some abilities would kill/affect players through detection anyway (eg. nuke, psi storm)
Player: Verarde Role: Zerg Mutalisk Unit Types: Air, Biolgical Victory Condition: Rogue Cerebrate (Mafia): Your team must eliminate or outnumber all other players in the game. Victory will also be awarded when this outcome is inevitable.
Abilities: None
Upgrades: Zerg Stage 1: Dark Swarm8 Minerals8 Vespene Gas
Provides cover for Zerg ground units.
Individual: Devourer Aspect16 Minerals8 Vespene Gas
Metamorphosing into a more advanced Zerg strain, you gain a more powerful attack ability. However, you will only be able to attack air units. It takes one night with no other actions to complete the transformation.
Individual: Guardian Aspect8 Minerals16 Vespene Gas
Metamorphosing into a more advanced Zerg strain, you gain a more powerful attack ability. However, you will only be able to attack ground units. It takes one night with no other actions to complete the transformation.
Communication:
You have access to the following quicktopic: http://www.quicktopic.com/48/H/KFduuqivMwZP
You may also freely communicate with members of your team through other means.
Team Abilities:
You are on a team with Gone 3 the Celt, the Protoss Reaver, and EliteofWarman8, the Zerg Hydralisk
NightKill: Each night your team as a whole may attempt one normal attack on another player. You must choose who carries out the attack; sending orders by PM would be helpful but I will also check your mafia quicktopic.
There is general information about nightkills to know. Players may only be targeted or affected by certain abilities depending on their unit traits, including, for instance, air/ground units.
As the Zerg Mutalisk, you may attack both ground and air units.
Background:
Since the destruction of the Overmind the Zerg race has been in disarray. Here on this lonely planet a rogue Cerebrate has established its own Hives of Zerg. Your life is in the service of this swarm and you will drive away all intruders and claim this planet for your own.
Good Luck!
Earthling
Mafia. Default leader of his team, which had some inactivity troubles and bad luck, but made a good run.
ELITEOFWARMAN8 - Zerg Hydralisk
Spoiler:
ZERG HYDRALISK
Player: ELITEOFWARMAN8 Role: Zerg Hydralisk Unit Types: Ground, Biological Victory Condition: Rogue Cerebrate (Mafia): Your team must eliminate or outnumber all other players in the game. Victory will also be awarded when this outcome is inevitable.
Abilities: None
Upgrades: Zerg Stage 1: Dark Swarm8 Minerals8 Vespene Gas
Provides cover for Zerg ground units.
Individual: Lurker Morph16 Minerals16 Vespene Gas
You transform into the more powerful Zerg Lurker, gaining the ability to evade detection and a splash damage attack, though you will only be able to attack ground units. It takes one night with no other actions to complete the transformation.
Communication:
You have access to the following quicktopic: http://www.quicktopic.com/48/H/KFduuqivMwZP
You may also freely communicate with members of your team through other means.
Team Abilities:
You are on a team with Gone 3 the Celt, the Protoss Reaver, and Verarde, the Zerg Mutalisk
NightKill: Each night your team as a whole may attempt one normal attack on another player. You must choose who carries out the attack; sending orders by PM would be helpful but I will also check your mafia quicktopic.
There is general information about nightkills to know. Players may only be targeted or affected by certain abilities depending on their unit traits, including, for instance, air/ground units.
As the Zerg Hydralisk, you may attack both air and ground units
Background:
Since the destruction of the Overmind the Zerg race has been in disarray. Here on this lonely planet a rogue Cerebrate has established its own Hives of Zerg. Your life is in the service of this swarm and you will drive away all intruders and claim this planet for your own.
Good Luck!
Earthling
The other Zerg Mafia. The lurker's attack could break protection the role was made untargetable except by a few abilities.
Abilities: Trample: Nothing stands in the way of the mighty ultralisk. You may roleblock one other player each night.
Upgrades: Zerg Stage 1: Dark Swarm8 Minerals8 Vespene Gas
Provides cover for Zerg ground units.
Individual: Chitinous Plating16 Minerals16 Vespene Gas
With your massive strength and vitality you gain additional protection against attacks from improved armor.
Background:
You are one of countless many common lifeforms in the great, true Zerg Swarm. You came to this planet as part of a scouting force to secure its resources. Wandering Terrans and Protoss were seen as no threat, however, any forces threatening your mission are to be destroyed.
Good Luck!
Earthling
An Innocent who died too soon. The individual upgrade gave 2x passive bulletproof. Like other Zerg, this was repeatable with the second Racial Upgrade. The roleblock could affect anyone, it wasn't really restricted by lore to ground only or anything like that.
Abilities: Harvest: Each night you may mine 8 Minerals or 8 Vespene Gas (your choice).
If you die these resources will be put up to vote.
Upgrades: Zerg Stage 1: Dark Swarm8 Minerals8 Vespene Gas
Provides cover for Zerg ground units.
Individual: Build Hatchery40 Minerals
It is your destiny to transform into the structures that form the core of the Zerg Hive. The center of any colony, a Hatchery provides access to all Zerg genetic material and spawns larvae that morph into the other strains.
At any time after completing this upgrade, you may send orders to revive one other Zerg player; they will come back to life the next morning.
Background:
You are one of countless many common lifeforms in the great, true Zerg Swarm. You came to this planet as part of a scouting force to secure its resources. Wandering Terrans and Protoss were seen as no threat, however, any forces threatening your mission are to be destroyed.
Good Luck!
Earthling
 
One of the early deaths which was a huge blow to the Zerg race and Zerg townies. With the Dark Swarm upgrade, which was cheap and meant to happen early, he and other Zerg would have been protected from attacks like the one that killed him. The revive ability would of course be powerful, and the role would have been incidentally altered to not interact with a few abilities like Irradiate. He could contribute resources to others with flexibility.
Abilities: Claws: The Zergling is a relentless pursuer and overwhelms enemies in numbers. Each night you may target another player to attack; this attack only causes injury and only affects ground units.
Upgrades: Zerg Stage 1: Dark Swarm8 Minerals8 Vespene Gas
Provides cover for Zerg ground units.
Individual: Adrenal Glands16 Minerals16 Vespene Gas
With increased ferocity you gain a full attack ability
Background:
You are one of countless many common lifeforms in the great, true Zerg Swarm. You came to this planet as part of a scouting force to secure its resources. Wandering Terrans and Protoss were seen as no threat, however, any forces threatening your mission are to be destroyed.
Good Luck!
Earthling
Another early death. Naturally the Zergling was a weaker role; vig-kill upgrade was one time if he could manage to afford it. As I hadn't mentioned before, the tiebreaker on voting was meant to ever so slightly counter this. The way tiebreakers worked - the "cheaper" unit would win a tie, in the lynch or resource votes. So, for instance, the Zergling, or Drone, or SCV would win a tied vote over units like the Science Vessel or carrier.
Abilities: Crash: The Scourge is feared far and wide for its suicidal attack on anything airborne. Craft with mighty technology can be brought down in instants. Any night you may send orders to attempt to kill another player, losing your own life in the process as well. This ability only affects air units, and is more powerful than a normal attack.
If you attempt to use this ability on a player who is not a valid target for you, it will not have an effect. You will live and may try again another night.
Upgrades: Zerg Stage 1: Dark Swarm8 Minerals8 Vespene Gas
Provides cover for Zerg ground units.
Background: Sometimes it is the void of space, or dense, stifling gasses, but every once in a while, for the fortunate few, it is the breathable air of a lively world that rushes past. Like your brethren before, you live only for the final thrill. Your mind pictures the scenario again and again, it is the only service you were designed for in the Zerg Swarm. Choose very wisely, because a Scourge has only one chance.
Good Luck!
Earthling
Another role I really, really liked. I was hoping to see action, and this wasn't the player's fault, but he never had the chance before he died. It wasn't through inactivity but I think not wanting to take the risk with a suicide kill.
In actuality, the Scourge had a purposefully good chance of hitting a mafia. If he attacked an (untargetable) ground unit nothing would happen. The Observer was also cloaked to him. So, he could have vig-killed the Shuttle, Science Vessel, Mutalisk (Mafia) or Carrier (Mafia). A little metagaming into the idea that the Scourge would especially be destined to kill the Carrier, a mafia role that thought itself mostly bulletproof but the Scourge would kill any air unit. Also, the Scourge could have been a clearly exciting role to revive if it had already died in a vig-kill first.
BigTin - Terran Ghost
Spoiler:
TERRAN GHOST
Player: BigTin Role: Terran Ghost Unit Types: Ground, Biological Victory Condition: Raiders (Mafia): Your team must eliminate or outnumber all other players in the game. Victory will also be awarded when this outcome is inevitable.
Abilities: None
Upgrades: Terran Stage 1: Advanced Technology16 Minerals16 Vespene Gas
Provides individualized ability upgrades to Terran players.
You will gain the Personal Cloaking ability.
Individual: Lockdown8 Minerals16 Vespene Gas
A combination of technology that amplifies latent psionic abilities and proves incredibly disruptive. Unfortunately, this ability is not effective at all against purely biological units.
Communication:
You have access to the following quicktopic: http://www.quicktopic.com/48/H/qPqQYdUrqcAYf
You DO NOT have additional means of communicating with your mafia teammates. This includes private messages and other forms of private communication. You may NOT share the quicktopic link above. Plan your mafia actions carefully. Carefully read the details of your team’s kill ability.
Team Abilities:
You are on a team with Kennigit and BSmith1068
NightKill: Each night your team as a whole may attempt one normal attack on another player.
There is general information about nightkills to know. Players may only be targeted or affected by certain abilities depending on their unit traits, including, for instance, air/ground units.
You, the Terran Ghost, may attack both air and ground.
Any player on the team may send in orders to attempt the kill. Due to the difficulty of acting in secrecy to the rest of the group, who carries out the kill is determined by the following priority:
Remember, the team as a whole only has one kill attempt. If you send in kill orders in place of an ability, you may not specify those ability orders. This means it works like the following examples:
Example: The Protoss Carrier sends a kill order. The Terran Firebat sends other night orders. The Terran Ghost sends a kill order.
Result: The Carrier attempts your team’s nightkill. The Firebat uses his other orders. The Ghost does nothing that night.
Example: The Protoss Carrier sends other night orders. The Terran Firebat sends other night orders. The Terran Ghost sends other night orders.
Result: Your team fails to use a nightkill; all players use their other orders.
The order of priority is retained in the event any of your team members die.
Plan your actions carefully every night, and remember communication with all of your teammates may be difficult.
Background:
You once served as a mercenary for a large interplanetary corporation, protecting their various interests and assets. Ever since a devastating battle with Zerg, you had been drifting aimlessly. Offered a job by a splinter group of Protoss willing to hire Terran mercenaries, you and your more bloodthirsty comrades saw opportunity. With your combined firepower nothing should stand in the way of your survival and acquisition of riches.
Good Luck!
Earthling
Mafia. With the first Terran Racial Upgrade, cloaking could be toggled at will and made him mostly untargetable. Lockdown was a nightly roleblock.
BSmith1068 - Terran Firebat
Spoiler:
TERRAN FIREBAT
Player: BSmith1068 Role: Terran Firebat Unit Types: Ground, Biological Victory Condition: Raiders (Mafia): Your team must eliminate or outnumber all other players in the game. Victory will also be awarded when this outcome is inevitable.
Abilities: None
Upgrades: Terran Stage 1: Advanced Technology16 Minerals16 Vespene Gas
Provides individualized ability upgrades to Terran players.
You will gain the valuable Stimpack.
You DO NOT have additional means of communicating with your mafia teammates. This includes private messages and other forms of private communication. You may NOT share the quicktopic link above. Plan your mafia actions carefully. Carefully read the details of your team’s kill ability.
Team Abilities:
You are on a team with Kennigit and BigTin
NightKill: Each night your team as a whole may attempt one normal attack on another player.
There is general information about nightkills to know. Players may only be targeted or affected by certain abilities depending on their unit traits, including, for instance, air/ground units.
You, the Terran Firebat, may only attack ground.
Any player on the team may send in orders to attempt the kill. Due to the difficulty of acting in secrecy to the rest of the group, who carries out the kill is determined by the following priority:
Remember, the team as a whole only has one kill attempt. If you send in kill orders in place of an ability, you may not specify those ability orders. This means it works like the following examples:
Example: The Protoss Carrier sends a kill order. The Terran Firebat sends other night orders. The Terran Ghost sends a kill order.
Result: The Carrier attempts your team’s nightkill. The Firebat uses his other orders. The Ghost does nothing that night.
Example: The Protoss Carrier sends other night orders. The Terran Firebat sends other night orders. The Terran Ghost sends other night orders.
Result: Your team fails to use a nightkill; all players use their other orders.
The order of priority is retained in the event any of your team members die.
Plan your actions carefully every night, and remember communication with all of your teammates may be difficult.
Background:
You once served as a mercenary for a large interplanetary corporation, protecting their various interests and assets. Ever since a devastating battle with Zerg, you had been drifting aimlessly. Offered a job by a splinter group of Protoss willing to hire Terran mercenaries, you and your more shadowy comrades saw opportunity. With your combined firepower nothing should stand in the way of your survival and acquisition of riches.
Good Luck!
Earthling
Last Mafia role. Stimpack upgrade allowed him to attack twice in one night though he would need a night to rest. Could overcome protection and especially Dark Swarm to kill those Zerg.
Abilities: Heal: Each night you may target a player to immediately heal them of injury.
Upgrades: Terran Stage 1: Advanced Technology16 Minerals16 Vespene Gas
Provides individualized ability upgrades to Terran players.
You will gain an increased use of your ability.
Individual: Optical Flare8 Minerals8 Vespene Gas
Gain use of a powerful disabling ability.
Background:
You were once employed in a mercenary organization which suffered a terrible defeat in battle against alien forces. While your knowledge and skills saved many lives, you only wished the fighting was behind you. With this group of refugees, you have abandoned your former allegiances and only work to survive.
Good Luck!
Earthling
By coincidence roles relating to injury didn't really overlap; some died early on and the Protoss upgrade came later. Optical Flare gave a one-time permanent roleblock of a player of his choice.
Abilities: Defense Matrix: By creating a protective energy barrier around a target, you can protect them from harm. Each night you may protect a player from one normal attack.
Upgrades: Terran Stage 1: Advanced Technology16 Minerals16 Vespene Gas
Provides individualized ability upgrades to Terran players.
You will gain a detection ability.
Individual: Irradiate16 Minerals16 Vespene Gas
You gain a powerful ability useful against biological units.
Background:
You were part of a terraforming expedition that ran into disaster. The ship’s deep space capabilities have been crippled and you are stranded on this forsaken planet alongside other refugees. Still, you have potent technology to put to use and help you and others survive.
Good Luck!
Earthling
With the racial upgrade, which happened the night he died, he could choose to provide detection for one additional player as a separate night action. Not ultimately that relevant, but individually he already had a good set of abilities. Irradiate would have recharged every 3rd night, could kill all Zerg, most Terrans and a couple Protoss.
Abilities: Spider Mines: Each night you may plant one spider mine around a target player. The next night any other players target the mined player, those others will all be injured. This ability only affects ground units and remains in effect until triggered.
You begin with 3 uses of this ability.
Upgrades: Terran Stage 1: Advanced Technology16 Minerals16 Vespene Gas
Provides individualized ability upgrades to Terran players.
You will gain an unlimited use of your spider mines ability.
Background:
You thought you had gotten out of the fighting being the operator of sophisticated machinery on a science expedition, but it went wrong. Along with other refugees all you have to work with now is this standard military vehicle. It’s maneuverable and light and known for its defensive capabilities.
Good Luck!
Earthling
Worked hard on behalf of the Innocents and Terrans, but got lynched early.
Abilities: Mine: Each night you may mine 8 Minerals or 8 Vespene Gas (your choice).
If you die these resources will be put up to vote.
Upgrades: Terran Stage 1: Advanced Technology16 Minerals16 Vespene Gas
Provides individualized ability upgrades to Terran players.
With improved Fusion Cutters you will gain an increased mining speed.
Background:
As a common miner you once served the Confederates, and have joined up with army after army in the recent conflicts. One thing is for sure, your work is always needed and greater conflicts are generally beyond your concern, even in a group of refugees. Still, you can put your skills to use rebuilding what you can and surviving any threats.
Good Luck!
Earthling
This role was a big part in providing flexibility to the Terrans. Also with the ability to harvest resources, could go for racial upgrades or wisely distribute resources. He mined 12 a night after the first Terran upgrade. Unfortunately, the whole game very few players went for or advocated numerous individual upgrades, and the races kinda segregated into their own groups even though townies could always try to cooperate with other townies. Joining as a replacement johnhughthom did a very good job at the end and almost pulled off a decisive Racial Upgrade.
Each race had two racial upgrades, the first (16/16 in resources, except Dark Swarm was 8/8) providing more minor benefits and the second (32/32 in resources) extremely powerful and likely decisive for that race.
Here are the descriptions and some messages, with summaries for those that weren't completed:
Protoss Stage 1: Shield Battery
All Protoss would be injured once by a normal attack before being killable. (though not some of the more powerful attack abilities). Injuries could recover after resting or through the Terran Medic's healing ability.
Protoss Stage 2: Stasis Field
In effect, this was a mass roleblock ability. See the Terran Nuclear Strike ability for similarities. Living players would have to decide to use it during the day, then all Protoss would use this ability that night. This ability was like an ultimate jail ability - players Stasis'd were entirely removed from play with few exceptions. Most everything was roleblocked and attacks wouldn't go through, even the Nuclear Strike; one exception was the Protoss Shuttle could get another player out if he was not targeted himself. Cloak/protection/etc... had no effect. Protoss could Stasis other Protoss.
It was usable every other night. Ultimately, intended for townies to be able to cut down on nightkills entirely with the mass roleblock and wrap things up.
Terran Stage 1: Advanced Technology
Upgraded individual abilities as seen above.
Terran Stage 2: Nuclear Strike
Nuclear Strike Ability said:
During the DAY PHASE, living Terran players must send me orders (PM) that they wish to use the nuclear strike the upcoming night. Not doing so will count the player as against the use of the nuclear strike.
It takes at least 50% of all living Terrans to approve of the nuclear strike. Otherwise, the ability is not used that night; the ability is single-use for one night in total.
The nuclear strike is a vigilante ability that can target up to three players. It will indiscriminately kill targets independent of most abilities or exceptions.
During the NIGHT PHASE, if the nuclear strike is approved, all Terran players, regardless of whether they contributed to approval, cannot use other abilities that night.
Instead, all Terran players may submit a list of up to three other living players of their choice to target with the nuclear strike. The targets chosen (consider this a voting-based process, or nomination) most often will be the ones hit.
No more than three players may be targeted, and if ties occur that would result in a higher number, fewer targets may be hit. You may prioritize your list (one through three) to reflect tiebreaking preferences. Example: If two out of three targets are agreed upon by a majority of the Terran race, but there are two choices for a final target, the target nominated with higher preferences is chosen, or else neither is hit.
Be aware that orders for the nuclear strike can, and players may if they wish to, target other Terrans.
As always, remember you are free to discuss this upgrade and the ability by any communication means you are already allowed.
One night, up to three players vigilante killed. Obviously very powerful and wouldn't happen until some time into the game if at all. It was dangerous and the mafia could even have gotten in control of it. A couple townies and maybe one mafia player left alive all disagreeing on who to nuke would also lead to exciting results.
Zerg Stage 1: Dark Swarm
Protected Zerg ground units from most attacks; mafia would have to coordinate specifically to take out Zerg after that. Interestingly, Jarrema bought this before he died even though he was air and a lot of Zerg townies were dead. Absolutely would have saved some players if they had just lived a little longer to get this protection up, as it was the cheapest racial upgrade.
Zerg Stage 2: Evolutions
Gave personal ability upgrades to all the Zerg. It was a stronger and much more cost efficient upgrade than the first Terran Racial upgrade; some individual upgrades could also have been repeated.
So we had: Mutalisk and Hydralisk as mafia could evolve into their more powerful forms. The Drone would gain a revive, the Zergling a vig kill, and the Ultralisk 2x bulletproof, all from this one cost-efficient racial upgrade (and these individuals could buy the individual upgrades one more time for these effects). The Zerg Drone dying early on really put the Zerg out of range for having resources for things like this.
Night Actions
Here are the summarized results, and the comments for the one night with an extension. Activity was not great from all parties early on; some by understandable choice like limited or risky abilities but some players missed out.
Night 1
Spoiler:
SamSniped (Drone) mines minerals now has 8 minerals, DIED, they go up to vote
DaveShack (SCV) mines minerals now has 8 minerals
choxorn (Ultralisk) roleblocks BigTin (Ghost) success, doing nothing so no effect
Topsecret (Science Vessel) protects NinjaCow (Vulture) success
Spaceman98 (Zergling) attacks NinjaCow (Vulture) due to protection fails to injure, DIED
MartinLuther (High Templar) protects Jarrema (Scourge) success
Mat93 (Medic) heals BigTin (Ghost) success, but not injured so no effect
Buddhafish (Shuttle) picks up Mat93 (Medic) - success
Kennigit (Carrier) attacks spaceman98 (Zergling) success
Verarde (Mutalisk) attacks SamSniped (Drone) success
BSmith (Firebat) attacks Verarde (Mutalisk) Kennigits attack has priority, would have failed as Verarde is air unit
Night 2
Spoiler:
NinjaCow64 (Vulture) buys first Terran Racial Upgrade Advanced Tech
Topsecret (Science Vessel) protects NinjaCow64 (vulture) success
Kennigit (Carrier) attacks GhostWriter16 (Observer) failure, he was cloaked
Warman (Hydralisk) attack topsecret (Science Vessel) success, topsecret DIES
MartinLuther (High Templar) protects Zack (Zealot) success
Mat93 (Medic) Heals NinjaCow64 (Vulture) success, but wasnt injured
DaveShack (SCV) mines minerals has 8 more minerals
Night 3
Spoiler:
Jarrema buys first Zerg Racial Upgrade Dark Swarm
Verarde (Mutalisk) attacks Jarrema (Scourge) success, Jarrema DIES
Kennigit (Carrier) attacks Mat93 (Medic) success, Mat93 DIES
Mat93 (Medic) has healing orders none were injured
MartinLuther (High Templar) protects Zack (Zealot) success
DaveShack (SCV) mines minerals now has 12 more minerals
BSmith1068 (Firebat) attacks Zack and GhostWriter16 using Stimpacks Kennigit attacks first
Night 4
Spoiler:
Kennigit (Carrier) attacks Gone 3 the Celt (Reaver) success, Gone 3 the Celt DIES
Verarde (Mutalisk) attacks Kennigit (Carrier) - Kennigit injured
MartinLuther (High Templar) protects Zack (Zealot) success
BSmith1068 (Firebat) attacks Zack and GhostWriter16 using Stimpacks Kennigit attacks first again
Johnhughthom (SCV) mines vespene success, has 12 more vespene
Night 5
Spoiler:
Zack (Zealot) buys first Protoss Racial Upgrade Shield Battery
Kennigit (Carrier) attacks Buddhafish (Shuttle) - success, Buddhafish DIES
Johnhughthom (SCV) mines Vespene Gas success, has 12 more Vespene Gas
***NIGHT EXTENDED AT THIS POINT***
Spoiler:
Reasoning for extension, at this point, for the postgame: its close to the end and the players as a whole should get a shot to try to finish it out. Primarily, without possible protection orders sent in (MartinLuther/Buddhafish have not sent night orders yet) the town is almost guaranteed to lose. The upgrade wouldnt kick in until after this night ends regardless. Just the Raiders kill and any other lynch tomorrow and its over, so the town needed the time here and I feel it is fair they at least have the chance to get the right combination of orders.
As a side note Verarde is having activity problems too, but it wont affect the town players and WoGing Verardes role would result in an automatic win by numbers for the other mafia team so that of course wouldnt be the call to make either.
All in all, from my perspective there is still a very high likelihood of Raiders victory, theyre the only team that can really complain here if they wish, but it wont just be a win by default. Hoping this helps the end of the game be better and more complete.
Kennigit (Carrier) attacks Verarde (Mutalisk) failed, protected
MartinLuther (High Templar) protects Verarde (Mutalisk) success
BSmith1068 (Firebat) attacks Zack (Zealot) and MartinLuther (High Templar) Kennigit has priority
Johnhughthom (SCV) mines minerals success, has 12 more minerals
Night 7
Spoiler:
Johnhughthom buys second Terran Racial Upgrade Nuclear Strike
Johnhughthom (SCV) mines Vespene Gas success, has 12 more vespene
Kennigit (Carrier) attacks MartinLuther (High Templar) success, net result MartinLuther injured=>dies
Verarde (Mutalisk) attacks MartinLuther (High Templar) success, net result MartinLuther injured=>dies
As mentioned on the Rogues' mafia quicktopic, the only real different outcome from the final night would have been if both mafia teams had killed off Zack, leaving a tie for the mafia teams.
I think that covers the information from the game, questions are still welcome and if I missed anything I'll add it later. Thanks one last time to all the players!
Thanks for the game Earthling! Looks like a lot of work went into making this happen.
Sorry about not using my night actions. I really didn't understand the point of my ability, so I just decided not to use it and play my role vanilla. I just figured if I died I wouldn't want to take a townie with me.
It was high risk/high reward; you might have wanted to be sure someone was protecting you if you were using it defensively.
But you could have tried to take a mafia with you if you died, that certainly was possible too.
Part of the game was of course that players didn't have full ideas of the range of other abilities out there. However, the way this one was played people were really quiet on sharing/revealing a lot of stuff, (lack of pressure on reveals probably made it easier on the mafia sometimes too) and especially outside of their own race, so a bunch of potential combos never got figured out.
The Terrans were actually the most secretive, probably with the townies knowing somebody would be an infiltrator, as the Protoss quicktopic started off active and a lot of info got shared.
Kills half the people = pointless and not worth changing the vote.
Kills the scum = what idiot would believe a story like that?
To be honest, you were the only one of the three that seemed interested in thinking about your vote, then you revoted me after Kennigit made probably the Strawmaniest case against me I have ever seen.
but then that would make the strawman be forgotten in time. Now, we can always share a moment "remember when I strawmanned jht so hardcore (doubt anyone cared)?"
good times
anyways a lot of neat stuff that I wasn't aware of in this game. shame a lot of it never really got to get into place (including upgrades of races).
also side note kills were all rng, except near end when a targeted verarde (grrr protected!)
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