Skip to content

Posts from Workshop

5.0 (1 rating)
Open
Which side would you find most interesting to play as?
60 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
17 years ago
Auto-translated
Well, I was planning to start at 15 or 16 :smile13:
User Avatar
17 years ago
Auto-translated
Start on the weekend? O_o Then it will definitely drag on until Monday at the very least. There are usually fewer people online on weekends, so while you're sending requests and waiting for confirmations... you can basically count on it taking 17 [units of time] =P.
User Avatar
16 years ago
Auto-translated
Don't count on me, I'm taking a break :p
In reply to Пандора
User Avatar
16 years ago
Auto-translated
A condensed version of the Dark Age setting.
Designed for 15 players.



The general order of Night Actions is as follows:
1) The Illuminati Leader checks the status.
2) The Stalker blocks a character.
3) The Deputy checks the status.
4) The Head of Security's people check the status.
5) The Inventor sends a protective or surveillance bot.
8) The Deputy removes the Leader's protection.
6) The Stalker kills.
7) The Head of Security sends a squad to block or protect.
8) Illuminati recruitment.
10) The Killer kills.
11) The Pauper kills.
12) The Rebel Leader kills.
13) The Doctor revives.

The Rulers:

Head of the Corporation
Ernesto Zeller, a 60-year-old cyborg. Ernesto is powerful, calculating, and ruthless. He has been the undisputed head of the corporation for 30 years, and he believes he rules the entire world.
Features: His role is known from the start of the game. He cannot be killed on the first night. During the second night, he has 75% protection and will definitely kill the attacker. On the third night, the effectiveness of the protection drops to 50%. On the fourth night, Ernesto loses the ability to kill the attacker. Also, his vote counts as two.
Night Action: None
Weapon: High-rate pistol, 8 mm caliber.
Status: Good

Head of Security
Groterik. Like Zeller, he is a cyborg. He is a rather gloomy personality, fond of plotting and shrouding everything in mystery.
Features: Groterik has extensive connections, control, and power, so his range of capabilities is quite wide. He can send a squad of fighters to a specific character, thereby blocking his Night Action for the night. He can also use the same squad of fighters to protect any selected character (the attacker will not die), or Groterik's fighters can check one of the characters. Any of Groterik's possible actions is carried out, even if he himself is killed that night.
Night Action: Blocks, protects, or checks the status of the selected character.
Weapon: 9 mm pistol
Status: Good

Scientist-Doctor
Londa Bishop. She decided to maintain a completely human appearance and did not resort to nanotechnology and cybermedicine – i.e., she is an ordinary person. Bishop is a kind, responsive girl; she sees no difference between the rich and the poor and is therefore ready to help anyone in need.
Features: None
Night Action: Revives a killed character.
Weapon: None
Status: Good

Inventor
Alfred Doherty is a young cyborg. As a child, he lost both legs, but his noble origin allowed him to pay for an operation to replace the lost limbs with implants. After that, Doherty decided to devote himself to science and now tirelessly works on various inventions for the benefit of society. At night, he likes to test his inventions.
Features: He can monitor a selected character or protect him without leaving his home. If both Doherty and the character he is protecting are targeted for killing on the same night, the protection will not work (there is no one to control the guard bot) (this also applies to the case when Doherty is revived at the end of the night).
Night Action: Monitors the selected target or protects it (the bot kills the attacker).
Weapon: The character has no weapon. The guard bot is armed with a small-caliber machine gun.
Status: Good

Deputy Leader
Vincho Clock, a truly gloomy personality. He is malicious, greedy, and devilishly cunning. For several years, he has been trying to take Zeller's place, but for now, he can only humbly wait. Currently, Vincho plays the role of a kind of corporate spy.
Features: Starting from the 2nd night, Clock can remove Zeller's protection. If Zeller is killed (with or without Clock's help), Clock will take his place. His vote will count as two; he will remain unknown, but he will also have no protection.
Night Action: Checks statuses or blocks Zeller's protection.
Weapon: None
Status: Bad

Adventurer
Ludwig Stegerti is a young and extremely callous man. He likes to plot intrigues and conspiracies and also manipulate facts.
Features: During the day, after 12 hours, he can take one vote from any living player who has not voted at that time. The latter thus loses the right to vote that day.
Night Action: None
Weapon: None
Status: Bad

Bureaucrats (x3)
Rich, influential people. But besides money, they are not remarkable in any way.
Features: None
Night Action: None
Weapon: None
Status: Good

Underground (the poor):

Rebel Leader
Josef Gladish. The only one of them who has his own home. In the corporation, he heads one of the many departments for minor research – this is his cover.
Features: Thanks to his cover, he ignores the protection set by Groterik.
Night Action: Killing
Weapon: 9 mm pistol
Status: Good

Stalker
Daphne Serge is a young and ambitious woman who hates the corporation. She is skilled in wielding cold weapons and has a very beautiful appearance. Features: Silent killing – she is not noticed by the observer.
Night Action: Killing or blocking a character.
Weapon: A pair of short blades.
Status: Bad

Pauper
Impoverished, broken man, who vowed to take revenge on the corporation for all his troubles.
Features: None
Night Action: Killing
Weapon: 9 mm pistol
Status: Bad

The Illuminati:

Illuminati Leader
Samuel Gibbons. He is a wise, well-read man who has seen a lot in this world and decided to change it.
Features: Thanks to his extensive connections, he can learn more about the character's role. He does not act personally. He learns not only the character's status but also his affiliation with one of the two groups. After Sherevye's death, he loses the ability to check statuses and only engages in recruitment (he dies if he targets Groterik or Gladish).
Night Action: Checks the character's status / recruitment (only after Sherevye's death).
Weapon: None
Status: Good

Killer
Moises Eber is a cyborg. He does all the dirty work for the Illuminati. He is very skilled in his craft, largely due to the modifications he has made to himself.
Features: Ignores any protection, except for "Zeller's."
Night Action: Killing
Weapon: H-27 sniper rifle, 45 mm caliber; 9 mm pistol, army knife.
Status: Bad

Recruiter
Georges Sherevye is a rich, misanthropic man. He is a very talented diplomat and knows how to persuade people. In his time, he was recruited by Gibbons and now plays the role of the Illuminati's chief recruiter.
Features: He can recruit any bureaucrat, deputy, pauper, or Bishop. The recruited do not reveal other Illuminati, do not change their status or affiliation, but they must act in the interests of their new employers (i.e., the Illuminati decide how to use the extra vote or Night Action). If Sherevye encounters Groterik or Gladish during recruitment, he dies.
Night Action: Recruits a character.
Weapon: None
Status: Bad
Note:
A recruited pauper does not reveal the Illuminati to his team and cannot kill on the Illuminati's command. However, the Illuminati control his vote during the day. Also, if the recruited pauper goes to kill someone (whether it is another Illuminati or a citizen), he informs the Illuminati about the target. The pauper must not tell his team that he has been recruited (i.e., he plays a double game)
User Avatar
16 years ago
Auto-translated
Good idea! I really like it! Although, two factions might be a bit too powerful. ><
But it should be very interesting :)
User Avatar
16 years ago
Auto-translated
You can count on me. But if I get assigned a bureaucratic role, I'll hit the GM! :D
User Avatar
16 years ago
Auto-translated
Regarding the roles, it's still too early to talk about them. I've released it for now to gather opinions on the balance.
There are two main questions:

How many neutral roles should be given to the factions?
Should the proportions of the faction compositions be changed? Currently, it's 9-3-3, meaning 9 for the ruling faction, 3 for the rebels, and 3 for the Illuminati.
User Avatar
16 years ago
Auto-translated
Here is the description and rules:

Mafia 9 - Fifteen men on a dead man's chest

…The brig “Swallow” sailed the Spanish seas under the “Jolly Roger.” The captain of this small, fast ship was a man in love with the sea and eager for adventure. He and his magnificent crew of eighty of the most desperate scoundrels had experienced many adventures and captured many ships, but the captain desired more. And then, one day, he came into possession of Flint's map, which indicated the location of untold riches. He stopped at the nearest port, where he replenished his crew and stocked up on supplies, and then set off to meet his destiny. But, unfortunately, on the way, the brig was caught in a terrible storm. The storm lasted for several hours, during which time most of the crew were simply washed overboard. Finally, as the storm began to subside, the battered hulk, now devoid of sails and once proudly called a brig, was washed ashore on an uninhabited island, the very one indicated on Flint's map and, ironically, nicknamed "Dead Man's Chest."
Thirty survivors were more concerned with the problem of survival than with searching for treasure. The remains of the ship were dismantled, and a small village was built from them. During the construction, several sailors died of fever, and a few more were killed by cannibalistic natives. The captain announced that they would wait for any ship - even if it was a warship. Three pirates, who had long disliked the captain and did not want to wait for death on the gallows, declared that they were starting a mutiny…


About the game:
The action takes place on an uninhabited island, where the surviving pirates after the shipwreck quarrel and divide into two camps - the majority tries to survive and wait for help, while the minority is unhappy with the current situation and wants to take power into their own hands. There is an analogue of a serial killer - a pirate who ended up in a tribe of cannibalistic natives and incites them against the pirates. There is also a sailor who is sick with fever; he knows the doctor, and the killer of the sick man himself becomes sick. Among the rebels is an analogue of a recruiter.

Roles and descriptions - in progress

Minor changes to the rules compared to Mafia 8:

• An experimental rule proposed by Arandor – on the first night, it is not possible to use Night Actions (NAs) against players who were eliminated from the game on the first night in the previous game.
• The rebels have one opportunity to commit a murder per night; only a player who is not using other NAs that night can kill.
User Avatar
16 years ago
Auto-translated
Um, it would be good if you and Kyle could sort out the order of events, as he has a similar theme.

Added after 34 seconds
Although, in my opinion, an island with pirates isn't very interesting.
User Avatar
16 years ago
Auto-translated
Although, in my opinion, an island with pirates isn't very interesting.

I can come up with something else... instead of an island with pirates...
User Avatar
16 years ago
Auto-translated
What's wrong? I liked the Doc-Sick pairing). Although two pirate factions in a row... never mind, you decide for yourselves.
User Avatar
16 years ago
Auto-translated
It would be better if the action took place on a ship.
"Mayor" - Captain.
Mafia - rebellious sailors who want to "eliminate" the captain and seize power on the ship.
And some kind of maniac.
User Avatar
16 years ago
Auto-translated
It would be better if the action took place on a ship.
"Mayor" - Captain.
Mafia - rebellious sailors who want to "eliminate" the captain and seize power on the ship.
And some kind of maniac.

That's also a possibility... the "mayor" was planned to be the boatswain - the sailors trust him.
As for the maniac, I'll have to think about it...

Another idea for the mafia popped into my head - I'll try to write it down now :)

P.S.: I have an irresistible desire to burden everyone with peculiarities - I don't want "simple ordinary citizens"...
User Avatar
16 years ago
Auto-translated
batonkamch, it's better to think through the setting completely first (roles, etc.), and then post it. And also, why is everyone so eager to write during one of the current Mafia games? There will be a break! Everyone will discuss everything and share their impressions. Why combine it all now?!
In reply to Zybr
User Avatar
16 years ago
Auto-translated
Zybr
batonkamch, it's better to think through the setting (roles, etc.) completely first, and then post it.
And also, what makes everyone so eager to write during one of the current Mafia games? There will be a break! Everyone will discuss everything and share their impressions. Why combine it now?!

As you say...

Statistics

Welcome our newest member: recijeb