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The Mafia Chat Lair

Discussion in 'Mafia Management And Support' started by Rohan, May 16, 2017.

  1. Rohan Guest

  2. Ratchet Advanced Member

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    Mafia Role Types
    The following is a list of different types of roles, and what they mean.

    Destructive - A destructive ability is an ability that kills a player (or players). For write up purposes, a player killed with a destructive effect should be displayed as having been "killed", whereas a player who died through a non-destructive effect should be displayed as "died".

    Investigative - This refers to any ability which provides information. This of course includes Cop, but there are a variety of investigative roles which can inform a player.

    Protective - This refers to any ability which provides some form of immunity to Destructive effects.

    Manipulative - Also referred to as "Chaotic". This refers to any ability which aims to misinform or misdirect. This is used primarily as a counter to Investigative actions.

    Creative - This refers to abilities that alter or add to base roles. For example, a role that can Gift roles to other players (see: Inventor) is considered Creative because it can add to roles.

    Conversive - This refers to abilities that can convert the alignment of players, or otherwise provide a means of out-of-thread communication with them.

    Preventative - This refers to abilities which block or prevent the use of other abilities.

    Night Action Resolution
    The following is a guide on how to resolve Night Actions.

    Tier 1 - Conversive, Manipulative, Protective, Preventative
    Tier 2 - Investigative
    Tier 3 - Destructive, Creative

    Tier 1 resolves before Tier 2.
    Tier 2 resolves before Tier 3.
    A Tier 1 action that targets itself will resolve before any other Night Action (including Tier 1 actions).
    If a Tier 1 action targets another Tier 1 action, the latter action will resolve after the former action, unless the latter action is also affected the former action.

    Independent Alignments
    The following is a list of alignments that fall under the term "Independent".

    Survivor - Easily the most popular Independent used. Survivor wins if it can Survive until the end of the game. For balance reasons, it's advised not to give Survivor's any form of Night Kill immunity or lynch immunity, as that would practically guarantee their win condition. Oftentimes a Survivor simply doesn't have a role at all.

    Lyncher - A Lyncher wins by having their target lynched. The Lyncher may or may not be told the name of their target, but often is just told the flavour name rather than the username of the player they need lynched.

    Unlyncher - An Unlyncher wins if their target either survives the game or is killed in the Night Phase, or anything really, as long as they are not lynched. Given this, it is advised not to give an Unlyncher any form of Night killing.

    Alien - Alien is a very rare Independent that wins if it targets every player alive at the end of the game. Games including an Alien should be aware that the Alien needs to have enough chance to have a realistic shot at their win condition.

    Savage - A Savage is a fairly unusual Independent in that it wins in potentially a number of ways, depending on the implementation. A Savage may win by killing a specific player, or set of players (for example, in a Fairy Tail game a Savage may win by killing every character belonging to the Fairy tail guild). It can also win by simply killing a predefined number of players. Typically, the Savage is not told the name of the player which they need to kill.

    Preserver - This is essentially the mirror of Savage. It is similarly defined rather loosely, in that it can win in a number of ways depending on its implementation in the game. A Preserver can win by protecting a specific player from a kill, or a set of players for a kill (see the example provided for Savage, except instead of killing the Fairy Tail mages, it would be protecting them and causing a kill to fail as a result), or by simply protecting a number of players from a kill. One thing to note is that a failed kill should only count if the kill would otherwise be successful without the Preserver's intervention, so using kill immunity roles should be reconsidered if using a Preserver. Unlike the Savage, Preserver's can be told which player(s) they need to protect.
     
  3. Ratchet Advanced Member

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    Right, I think that's everything in there, you might ust want to add the little headings you have to keep it consistent across the guide @Rohan.
     
  4. Rohan Guest

    Okay.

    I added those roles in spoilers (So as the thread doesn't have too much scrolling). I would also like explanations on active and passive abilities.
     
  5. Ratchet Advanced Member

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    And done.
     
  6. Ratchet Advanced Member

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    @Rohan Quick question

    Could we possibly remove Cult from this (and Jester) and just replace it with "Bastard elements"? I ask because Cult can be done in a way that isn't Bastard, and while Jester is always Bastard, I feel like it would be more encompassing to just say "Bastard elements". Also probably worth defining Bastard elements as "an element in the game that goes beyond reasonable or fair expectation for players" next to it.
     
  7. Rohan Guest

    Okay that can be done. Perhaps you should give your own version of the rule. I am kinda busy with something else.
     
  8. Ratchet Advanced Member

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    Righto, I'll edit it in, cheers Rohan.
     
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  9. Rohan Guest

  10. Cow Regular Member

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    gotcha boss
     
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  11. Rohan Guest

  12. Ratchet Advanced Member

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    Already mentioned in the calendar, Policy #11. Policy #5 pertains to the host putting their thread up etc.
     
  13. Rohan Guest

    Ah, I missed it. Thanks.
     
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  14. Rise-Chan Newbie Member

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    Rot's here now? Damn.
     
  15. Rohan Guest

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