Jump to content

Recommended Posts

Mafia 15.0:

Asassin's Creed: 15 

War

(name subject to change)

Hosted by the sexiest host Kid Flash! and his just as sexy co-host UNSC Spartan II!

Rules:

 

 

1. You are not to bribe anyone into revealing their role.

2. You are not allowed to commit suicide.

3. You can't intentionally aid the enemy team. Be loyal to your own.

4. You may lie.

5. Your role will be revealed after you have died.

6. No double-lynching. There will be a second phase of voting, then we will resort to RNG if necessary.

7. You can reveal, or lie about your role.

8. Do not request a role, all roles will be determined through RNG.

9. You may PM anyone in the game to receive useful information and co-operate with them.

10. You can insert any evidence into the thread.

11. Ghosts cannot use their role powers after dying but can still help out their fellow team mates.

 

 

 

 

 

 

 

Roles:

 

Assassin's: (Pro-Town)

1x Initiate:

Can investigate a player of choice to reveal that players role once every 2 rounds.

3x Assassins:

have the same power as the sniper can assassinate a target once every 3 rounds and can choose what round they kill someone.

1x Mentor:

can change a Peasant into an Assassin Trainee. (The Peasant is decided by RNG)

1x Assassin Trainee:

(when the Mentor recruits someone this role will come into play) can disguise themselves as a civilian when investigated by the Templar equivalent of Detective and can kill once in the game after becoming an Assassin Trainee.

1x Defender:

can fully revive an Assassin within 1 round of an Assassin being killed.

 

The People: (This will be 15.0's version of Neutrals)

1x King:

Vote counts as 2 every round.

2x Guards:

Each has 2 lives.

5x Peasant:

For the people! has the ability to vote.

 

Templars: (Mafians aka the bad guys)

Templar Roles have not been thought up yet so if you have any role ideas let either myself or UNSC Spartan II know

 

 

 

Let me know what you think of 15.0 remember this is concept not everything is final.

  • Like 2
Link to comment
Share on other sites

Interesting setup, with Pro-Town and Neutral somewhat switched around. I have a few suggestions. With the Assassins being quite powerful, the Templars will need great power too. You mentioned a Templar equivalent of Detective so there's one already.

 

Templar Spy - Can discover a player's role once per round.

 

Templar Grand Master - Vote counts as 2 votes, and when he is killed his killer will also die. If he is lynched, he may select one of the people who voted for him to die.

 

Templar Bodyguard - Has THREE lives.

 

Templar Executioner - Can kill 2 people in one round, but only once.

 

Shay Patrick Cormac - Can take on the power of any Assassin role he chooses at the start of the game, thus bringing said power to the Templar side. Once chosen, the copied role cannot be changed.

  • Like 1
Link to comment
Share on other sites

Interesting setup, with Pro-Town and Neutral somewhat switched around. I have a few suggestions. With the Assassins being quite powerful, the Templars will need great power too. You mentioned a Templar equivalent of Detective so there's one already.

 

Templar Spy - Can discover a player's role once per round.

 

Templar Grand Master - Vote counts as 2 votes, and when he is killed his killer will also die. If he is lynched, he may select one of the people who voted for him to die.

 

Templar Bodyguard - Has THREE lives.

 

Templar Executioner - Can kill 2 people in one round, but only once.

 

Shay Patrick Cormac - Can take on the power of any Assassin role he chooses at the start of the game, thus bringing said power to the Templar side. Once chosen, the copied role cannot be changed.

 

Some of these will be used, thanks for the advice.

Link to comment
Share on other sites

Fully complete Mafia 15.0 roles list:

 

Mafia 15.0: ROLES

 

Assassin's Against Templars. Can side with The People.

1x Initiate: Can investigate a player of their choice to reveal that player's role once every round. Can also kill a player.

3x Assassin: Each Assassin can carry out a kill. Only one target can be killed per round, so the Assassin's have to take turns in killing.

1x Mentor: Can change a Peasant into an Assassin Trainee. The Peasant is decided by RNG. Can also kill a player.

1x Defender: Can protect a target every round, or revive a dead Assassin. They can only choose to revive a dead assassin once. If the assassin who is revived hasn't used their ability, they can use it. Can also kill a player.

 

The People - Can not win, but can have a huge affect on who wins the game. Can side with Templars, or Assassins. They do not all have to support the same side, each individual can split off to support which ever side they want, if they choose to help only one.

1x King: Has the ability to cast two votes in one round. Can use this ability twice.

1x Guard: Has 2 lives.

1x Mercenary: Can kill a target of their choice once every three rounds.

3x Peasant: Have the ability to vote. 

 

Templars Against Assassins. Can side with The People.

1x Templar Spy: Can investigate a player of their choice to reveal that player's role once every 2 rounds. Can also kill a player.

1x Templar Executioner: Can kill 2 players in a round but only once. Can kill one player on other rounds.

3x Templar Henchman: Each Templar can carry out a kill. Only one target can be killed per round, so the Templar have to take turns in killing.

1x Templar Juggernaut: Has two lives and can kill a player.

 

 

Note: All roles can vote.

Edited by RIP Monty Oum
  • Like 2
Link to comment
Share on other sites

Alright, so this is still an early work in progress and I'm going to be assuming a game of 20 people.

 

Here's the haps for mafia station 13!

 

2 sides, Traitors and Crew members.

 

6 x Traitors:

 

 

1 x Leader

Has an inbuilt freedom implant, which automatically lets him avoid lynching if he's voted out. Can only be used once. Reveals his role.

 

5: Traitors

 

Syndicate Uplink: The traitors have access to a syndicate uplink, by which they can summon items from the Syndicate using telecrystals. These items have a wide range of effects and can be used once every round. After the round, the item is consumed. Certain items can be bought, saved up and combined to produce a special effect. The amount of telecrystals is limited, so choose wisely. More telecrystals can only be gained on the death of a traitor. Only one item can be bought per round. Majority vote decides among traitors, with the leader having a tie breaker vote just in case.

 

Items:

Voice Changer mask: Allows the traitors to silently switch a crew members vote to a target of their choice. One use.

 

Agent ID: This ID can be modified to show anything. However, it will only work for a short time. If the player is investigated, the results will show up to be whatever is on the agent ID. However, the ID is then used up.

 

Chameleon Jumpsuit: This jumpsuit can be changed to look like any other jumpsuit on the station. This allows for traitors to leave behind false evidence at the crime scene. After use, the jumpsuit must be disposed.

(NOTE: Traitors can combine the above three items to impersonate a Head of Staff and use their power. This cancels the power use from the Head of Staff being impersonated. This does not reveal the roles of anyone. This can be done whenever the traitors have these three items.)

 

Parapen: Silently prevents a member of the crew from acting in any way during the round. Has one use.

 

Emag: Allows traitors to escape from justice. Removes the suspected traitor from the suspect list at any time, but reveals their role to all. One use.

 

Powersink: Drains all power from the station after two rounds. During no power, all crew abilities take two rounds to use. After a random amount of time, explodes, randomly killing two people.

 

Singularity beacon: Guides a singularity through the station. Leaves 2 crew and 1 traitors. Reveals the remaining traitor. Don't use this.

 

Code Green: Nothing special, just keep picking 'em off one by one.

Code Blue: The Syndicate demands you complete your objectives at any cost. The amount of telecrystals the traitors have are doubled. The traitors can murder two people per round, but two of them will always appear on the list.

 

 

 

14 x Crew:

 

 

5 x Heads of Staff

9 x Crew members

 

Captain: Has two votes, plus an extra tie breaker vote if the vote is a draw between two people.

 

Head of Security: After every murder, gathers evidence from the crime scene. Can appoint one member of the crew to the suspect list. If the station goes to code blue, can prevent a murder once.

 

Head of Personal: Can grant crew members emergency promotions to fill in a vacant Head of Staff position. This allows normal crew members to assume the role of a Head of Staff. This can only be done if the Head of Staff is dead. Crew members filling this position take twice as long to perform actions. During code blue, the Head of Personal can assume an acting Head of Staff position. This allows them to fill the role of one other incapacitated Head of Staff, even if they're alive. This does not allow the HoP to double up the actions of another Head of Staff, but merely complete them in case of them being impersonated, incapacitated or dead. He is also the caretaker of Ian.

 

Chief Medical Officer: Can prevent a member of the crew from being murdered once every round. Has the ability to clone dead people and return them to the land of the living. This process takes 5 rounds to complete and requires the CMO to remain alive and uninterrupted for the duration. During code blue, can implant a random member of the crew with a death alarm. If this person dies, an innocent person will be removed from the suspect list.

 

Chief Engineer: Keeps power flowing to the station. After his death, power loss will occur after three rounds. Can safely disarm a powersink after two rounds. During code blue, can repair Emag damage after it has been used. This prevents the future use of all Emags.

 

9 x Crew members: Cannon fodder. Enjoy. Gets one vote per round.

 

Code Green: The round starts like this. Nothing special about this.

 

Code Blue: A state of crisis exists on station and the Heads of Staff have decided to enact an escalated security measure. This allows the Heads of Staff to use their special powers, but also grants the traitors increased resources. To enact code blue, all Heads of Staff send me a PM with their code word, which will be included in their role PM. When all remaining Heads of Staff has PMed me their words, I will declare code blue in the thread.

 

 

Edited by Ledgend1221
  • Like 1
Link to comment
Share on other sites

Monty - Ah, so this time the goal of both sides is to avoid killing innocents rather than enemies, and be the first to eliminate the enemy team? That actually sounds like a lot of fun. And they'd still have to keep their identities secret so as not to expose themselves to the enemy's killings.

 

It also adds an interesting "better them than us" dynamic to the whole thing. In keeping their identities secret, both factions make it more likely that the enemy will "miss" and hit a neutral instead.

 

I see how this can work. Now, will someone come in and analyze this for balance issues? Because I'm no good at that.

 

Ledgend - That is REALLY long, I will have to read it later.

Link to comment
Share on other sites

Monty - Ah, so this time the goal of both sides is to avoid killing innocents rather than enemies, and be the first to eliminate the enemy team? That actually sounds like a lot of fun. And they'd still have to keep their identities secret so as not to expose themselves to the enemy's killings.

 

It also adds an interesting "better them than us" dynamic to the whole thing. In keeping their identities secret, both factions make it more likely that the enemy will "miss" and hit a neutral instead.

 

I see how this can work. Now, will someone come in and analyze this for balance issues? Because I'm no good at that.

 

Spot on. Thanks for the feedback.

 

I added a counter-part for each role between the Assassins and Templars. Neutral town is also balanced. Note: Neutral town do not all have support the same side, they can split off if the want. (Will add that to the roles post)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...