XCOM: Mafia Within

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XCOM: Mafia Within

Postby TrueGent » Thu Nov 05, 2015 4:05 am

XCOM: Mafia Within

I am watchful. I am relied upon.

XCOM. The eXtraterrestrial COMbat force. Created by the council of nations in the summer of 1997 as an organisation dedicated to being a last defence against a potential alien invasion. Not many nations agreed to it, due to the high unlikeliness that any aliens would come to visit us, let alone attack. However, On March 1st of 2015, XCOM was officially activated as the first confirmed Alien abduction attempt was confirmed to be taking place in Hamburg, a German city. While that first mission went somewhat poorly, with only 1 soldier out of the 4 deployed surviving the ordeal, the leaders of XCOM were not perturbed, and continued to build XCOM into a force that could respond effectively to the Aliens superior technology. After this incident, the other nations that had previously disagreed with the X-COM initiative started funding it. X-COM was a force to be reckoned with, so it said, however they didn't know what they were truly up against.

It is now September 26th 2015 and the Aliens attacks have become more random and more fierce, in an attempt to counter this, the science department went to the test facility on Cheyenne Mountain, only a few miles from the XCOM HQ, to test some a new gene modification formula on some test dummies, which is too dangerous to do inside the HQ due to explosion risk. However in the middle of the test the facility was assaulted by Aliens. How they found the facility and how they managed to time the attack so well is still unknown, but the violence of the attack led to both the barriers protecting the experiment and the containers themselves, causing a massive explosion.
Luckily, the explosion did not breach the outer walls, however a dangerous side-effect came with it. Everyone who was not wearing protective gear now has identical genes.
Including the Aliens.
The scientists that were wearing protective gear managed to get the afflicted transported back to base and isolated from everyone else, but when they were questioned about who went on the trip, it was found that the scientists weren't entirely unaffiliated. None of them could remember who accompanied them on the test and all of the documents regarding it were lost in the explosion.
The Council has shown that they are just as baffled as everyone else, but eventually they suggested that the afflicted “sort it out themselves”, given that there was no way the science team would be able to find out their identities without killing them all in the process.
Left with no other choice, the science team told the afflicted to play it by ear and find the Aliens themselves, choosing one person they believe to be evil each day.
Almost like a game of Mafia.


Rules (Shamelessly stolen from 7I)
1) Awards - This is not an official episode, therefore titles, awards and other sparkly bits will not be awarded. Glory and bragging rights are the only rewards here.

2) Be respectful - Self explanatory, or it should be at least. Please contact me should you believe this rule is not being followed.

3) Inactivity - If a player has not interacted with the game in a period of 36 hours they will be prodded. If the player remains inactive for another 18 hours they will be replaced. A second prod will also result in being replaced.

4) Labeling Private Messages - Night Actions, Day Actions, Last wills and Death Notes should all be sent with their subject lines accordingly:

Last Wills - "Last Will"
Death Notes - "Death Note"
Night Actions - "Night Action"
Day Actions - "Day Action"

5) Whispers - There will be no whispers.

6) Flavor - Flavor will be from the perspective of the players, do not use flavor to come to conclusions or prove a point.

7) Codes - No codes or encryptions will be allowed. Signals are still available for use.

8) Voting etiquette - Please bold your votes as well as avoiding putting them inside paragraphs. Votes are solitary creatures, put them in their own special paragraph by themselves. Also unvotes are not required to change your vote.

9) Perhaps the most important rule - Have fun, it's a game. Don't get all stressed out.

Rolelist
XCOM Power
XCOM Investigative
XCOM Protective
XCOM Killing
XCOM Support
Random XCOM
Random XCOM
Random XCOM
Random XCOM
Random XCOM
Rookie
Rookie
Rookie
Rookie


Ethereal
Alien Tactical
Random Alien
Random Alien
Random Alien
Random Alien


Random XCOM is rolled with 3 lots of Rookie. However only 1 may roll.

Changed Mechanics
D1 is normal length and Town may lynch.
Whispers are removed.
A lot of night results are removed.
Town
Spy is removed.
Sheriff has been converted to Parity Cop.
Transporter gives no feedback.
Doctors, BGs and Marshals may not target the same player 2 nights in a row, unless they are informed that their heal, guard or scare was successful.
Healed and guarded targets are not informed that they were healed or guarded.
Vigilante is 2 shot and is guiltless.
Veteran only has 2 Alerts
Jailor and Vigilante can kill N1.
Jailor does not show up in Lookout or Agent results.
TKs may not use deathnotes.
Mafia
Mafia Tactical is in play.
Agent is a Mafia Lookout.
Framer may frame a Mafia member to be NS.
Mafia may perform up to 2 kills per night, however they lose this ability when they are down to 3 members.*
Prankster is removed.
Janitor cannot clean if another Janitor is cleaning that night.
BMer and Agent may not visit the same person.
Neutral
Witch is now a 2-Shot Unique Mafia Support that does attend the night chat.
All other neutrals are not in play.

*Note: A Mafia member may only carry out 1 kill. Another member will also have to kill in order to kill twice.
Day phases are 5 days and Night phases are 2.

Rolecards -
XCOM
Spoiler: Rookie

You are a Rookie.

Your alignment is XCOM Rookie.

You don't have any special ability and are just an ordinary rookie at XCOM.

Each day you get to vote in an attempt to remove the Aliens from the XCOM base.

You win with XCOM
You must kill the Aliens

XCOM Power

Commander

You are the Commander.

Your alignment is XCOM Power.

You are the Commander of XCOM, put in charge of XCOM by the council due to your exceptional leadership skills during your time in the US army. However, due to being caught in that horrid accident, your identity is currently a secret to the Aliens. Hopefully you can use this to your advantage.

You have the ability to reveal your Commander badge, showing everybody who you are and giving you three votes instead of one.
However, doing so will make it impossible for the Medic to heal you and you will be a top target for the Aliens.
To reveal your role, simply say I am the Commander! in bold during the daytime, and your Game Moderator will officially reveal your role to the rest of XCOM.

You win with XCOM
You must kill the Aliens

Dr Vahlen

You are Dr Vahlen.

Your alignment is XCOM Power.

As the lead scientist, you have made great advancement in the ability to extend human life. You have even managed to create a prototype revival machine, with the ability to bring 1 XCOM member back to life. However, you predict it will short out after a single use, so be sure to use it wisely.

You may bring one dead XCOM member back to life.
You may only use this ability once.
Should you die on the night you decide to bring someone back from the grave, the machine you created will finish the job you started and make sure that they comes back.

You win with XCOM
You must kill the Aliens

Central Officer Bradford

You are Central Officer Bradford.

Your alignment is XCOM Power

You are Bradford, as the Commanders' right hand man, you are familiar with having to resort to intimidation to keep everyone in XCOM in line. Some would even call you harsh.
With XCOM in disarray, you've decided to use your quarters and intimidation skill as an improvised jail and execution room to return order to the base.

Every night you may choose to jail or execute somebody.
To Jail somebody, you must message your Moderator during the day telling them who you would like to Jail.
If you do not do this before the day is over - you jail no one.
The prisoner will be allowed a 1000 character limit to share a defense with you.
(NOTE: Jailed Aliens will lose the ability to communicate with other Aliens, and they will be unable to see the Alien Chat.)
If you jail somebody they will be roleblocked and cannot use their night ability, even if they are normally roleblock immune.
However, all night actions fail against your target, unless they are someone with an Investigative night ability.
If you execute somebody, they will be roleblocked and killed. An execution will kill anybody, even roles immune to other forms of night killing.
If you execute a XCOM member, you can not execute anybody else for the remainder of the game. You will still be able to jail people though.
You can execute up to 3 times.
You may execute on any night.

You win with XCOM
You must kill the Aliens

Dr Shen

You are Dr Shen.

Your alignment is XCOM Power.

As the head of the Engineering department, you have to keep a level head to deal with the amount of requests and cancellations the Commander makes on a weekly basis. With XCOM being infiltrated by the Aliens, you have decided to use your level head and quick thinking to give XCOM a head up against the Aliens.

During the day you may select a player, that night the player then can optionally write a 1000 character affidavit which will be sent to you. You may hold on to the affidavit yourself or submit it to XCOM and it will be posted completely anonymously.
You may also pm your moderator during the day to start a trial, when a majority is reached on a player it will be announced that you have entered the interrogation chamber and a trial has begun.
During a trial you can communicate with XCOM anonymously via two 1000 character limit messages for your opening/closing arguments.
Within 24 hours, the players must send a vote of /Guilty or /Not Guilty to the Game Moderator.
Your vote counts as three in trials.
At the end of the Trial, regardless of the verdict, the Day Phase will end.
During your trials, you may also swap defendants, or force a verdict. You may only do each of these once and they can be used together.
You may do this only three times. You can also perform this power on yourself.

You win with XCOM
You must kill the Aliens

XCOM Investigative

Dr Marazuki

You are Dr Marazuki.

Your alignment is XCOM Investigative.

Recruited into XCOM's science department for your vast knowledge about alien travel mechanisms, you have decided to use your expertise to identify people of collusion with the Aliens.

Each night you may question a player.
When you question a player you will be informed if they have a connection to the previously questioned player or not. If they are connected then they are of the same alignment.
However, the Ethereal hides their tracks too well, and their connections will be XCOM-Aligned.

You win with XCOM
You must kill the Aliens

Field Commander

You are a Field Commander.

Your alignment is XCOM Investigative.

You are the highest order on the field, if the Commander isn't giving the shots, you are. As such, you have a vast knowledge on how each and every person in XCOM moves and performs. You have decided to use this knowledge to weed out the Aliens that has decided to use the XCOM base as their personal hide and seek performance.

Every night you have the ability to investigate 1 XCOM member to discover their role.
You will always be able to narrow it down to a few roles related to each other, but you won't be completely sure.

You win with XCOM
You must kill the Aliens

Sniper

You are a Sniper.

Your alignment is XCOM Investigative.

You are one of XCOM's star snipers, capable of taking out 10 aliens without even missing a shot.
Since the Alien infiltration however, you have decided to use your sharp eyes for a different purpose, tracking where the Aliens are going around the base.

You may watch one person each night.
You will see who visits that person each night, should someone visit.
You may not watch yourself and you will not know the roles of the visitors, only that they visited.

You win with XCOM
You must kill the Aliens

XCOM Protective

Medic

You are a Medic.

Your alignment is XCOM Protective.

You are XCOM's Medic, you keep everyone on the battlefield healthy and fighting. You would be lying if you said your role had changed much since the accident.

You have the ability to visit one person each night. If they are attacked that night, you arrive just in time to save their life.
If your target is attacked, on you will receive a message saying your target was attacked but healed.
If your target is not attacked, you will be unable to heal them the next night.
You also have 1 self-heal, allowing you to instead save yourself if you are attacked.
You can only use the self-heal once, regardless of if you are attacked or not that night, so use it wisely.

You win with XCOM
You must kill the Aliens

Coach

You are a Coach.

Your alignment is XCOM Protective.

You are a coach, responsible of training all of the new rookies that are recruited by the Commander. Ever since the Aliens infiltrated XCOM, you have been paranoid that they would attack one of your students. You have grown quite attached to them after all.

Each night you can choose one player to protect.
If your target is attacked, both you and the attacker die instead.
If your target is not attacked, you will be unable to guard them the next night.
If you successfully protect someone, you can't be saved from death.
Your counterattack ignores night immunity.
You also have 1 bulletproof vest. If somebody tries to attack you when you wear a bulletproof vest, they will receive a message saying that you were immune.
However, you can only use this vest for one night, so choose wisely.

You win with XCOM
You must kill the Aliens

Peter Van Doorn

You are Peter Van Doorn.

Your alignment is XCOM Protective.

A previous UN General, you decided to join XCOM after they saved from a bridge being bombarded by the Aliens. Since then, you have been considered one of the best soldiers on the battlefield. Some would go as far as to call you unkillable, a god even. You don't buy into any of that. Sometimes all those Aliens need is a good old fashioned scare.

Each night you may choose to follow a player. Your presence scares one malicious person from targeting them.
You will only be informed if you scare away a role who had killing intentions.
If you are not informed that you scared someone off, you will be unable to protect that person the next night.
Should your target be visited by multiple people with malicious intent, only one will flee. (Alien Deception > Grenadier/Bezerker > Killing Roles)
Roles that use charges will still consume them upon being frightened off.

You win with XCOM
You must kill the Aliens

XCOM Killing

Shaojie Zhang

You are Shaojie Zhang.

Your alignment is XCOM Killing.

As an Ex-Triad, you know that the most efficient way is often the most effective. Annoyed with the higher ups resistance to putting bullets in people's brains, you have decided to do it yourself.

Each night you may decide to shoot and kill one XCOM member you believe to be evil.
There is no penalty for incorrectly shooting an XCOM member.
You only have 2 bullets, allowing you to perform your night action up to 2 times. Make them count.
You may shoot on any night.

You win with XCOM
You must kill the Aliens

Rocketeer

You are a Rocketeer.

Your alignment is XCOM Killing.

You are a rocket expert, capable of sniping Aliens with your rockets from 100s' of meters away. With the Aliens having invaded the XCOM base, you certainly don't want any of them visiting you.

You can choose to prime a rocket 2 times per game. This will kill everyone, both good and evil, that visit you that night.
This can also kill people who are normally night immune, like the Ethereal.
You are immune to attacks and any other harmful night actions while on alert.
You are immune to being roleblocked.
You win with XCOM
You must kill the Aliens

XCOM Support

Annette Durand

You are Annette Durand.

Your alignment is XCOM Support.

You are an individual that possesses powerful psychic abilities, through voluntary testing you have even discovered that you can temporarily communicate with the dead! Maybe you can use this to get revenge on these vile Aliens.

Each night you may ask any dead player a question with a 75 character limit.
The dead player can send you a 150 character answer to the question. They do not have to answer the question, nor tell the truth. However, the answer MUST be relevant only to the question, at the Game Moderator's discretion.
The dead only have until the end of the Night Phase to answer you back.
Dead players being contacted by Annette are still permitted to talk with other dead players as well.
You may ask three questions each night. They do not have to be to the same person.

You win with XCOM
You must kill the Aliens

Grenadier

You are a Grenadier.

Your alignment is XCOM Support.

You are XCOM's top Grenadier, usually aiding your fellow soldiers by destroying the Aliens cover on the battlefield, allowing for easier kills.
But, now that the Aliens have infiltrated the XCOM base, you have decided to use your skills in a more elaborate way...

Each night you can choose one player to visit.
You will lace the entrance to your targets quarters with explosives, ensuring that they cannot complete their night action that night. effectively roleblocking them.
Your target will be informed that they were roleblocked.
You are immune to being roleblocked.

You win with XCOM
You must kill the Aliens

Sgt Carlock

You are Sgt Carlock.

Your alignment is XCOM Support.

You joined XCOM as a base operative after they assisted you in sampling some water that you feared the Aliens had tampered with. Your job before that was transporting goods from place to place, ensuring nothing was lost along the way. Surely those skills can come in useful now.

Every night you may transport two people.
The two people will not be notified that they were transported.
Any actions against the two people will be swapped. This includes investigations, killings, and being controlled.
You may transport yourself.
You are immune to roleblocks and being controlled by a Sectoid Commander.

You win with XCOM
You must kill the Aliens

Aliens
Spoiler: Alien Head

Ethereal

You are the Ethereal.

Your alignment is Alien Head.

You are a being of almost pure psychic energy, putting you at the top of the alien hierarchy. As such, you are the head of the Alien infiltration force. The goal of this operation is to eliminate any and all XCOM personal, regardless of importance.

You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
As the leader of the Aliens every other member will report to you what happened to them each night.
If you are interrogated by Dr Marazuki, you will appear to be "Not Suspicious".
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Alien Tactical

Outsider

You are an Outsider.

Your alignment is Alien Tactical.

You are a being of pure energy, originally designed to pilot the Aliens numerous UFO missions, however due to your... unique being, the Ethereal has decided that you would be useful as an anchor for the Aliens, harnessing the ability to do whatever is needed.

Each night you may choose 1 member of the Aliens to shadow. You will carry out their job that night on any target you wish.
You may only do this once per player in the Aliens.
Shadowing an Alien Head role only grants you their specific passive(s). Night immunity is not applicable.
If a member of the Aliens dies you may permanently assume that role if you wish at any time.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Sectoid

You are a Sectoid.

Your alignment is Alien Tactical.

The lowest of the low in the Alien hierarchy, your only use to the Ethereal at this point is your limited psychic potential. While it's not as useful on the battlefield, the Ethereal predicts it would be useful in communication...

Each night you may visit a single player's house, you are informed of what roles also visit them.
However, if a Floater is visiting that person, you may not do the same.
Each day you can send three anonymous messages to any player. The player may send a message back if they wish.
Anonymous messages are limited to 200 characters.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Floater

You are a Floater.

Your alignment is Alien Tactical.

A mutated piece of flesh, put under severe gene modification by the Ethereal in the hopes of making you one of the Aliens best airborne tactical units to date. While the modifications succeeded at that, you are still shackled to the Ethereal's power, so they have put you in charge of investigating what the XCOM members are doing each night.

You may watch one person each night.
You will see who visits that person each night, should someone visit.
However, if a Sectoid is visiting that person that night, you are not allowed to do the same.
You may not watch yourself and you will not know the roles of the visitors, only that they visited.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Alien Support

Bezerker

You are a Bezerker.

Your alignment is Alien Support.

You are a hulking monstrosity, capable of destroying entire walls with a single punch of your gigantic fists. Not wanting to draw any unnecessary attention, the Ethereal has decided that your strength should be used to prevent the XCOM members from taking any action against you.

Every night you can choose to target one player.
You'll intimidate them that night, roleblocking them.
Your target will be informed that they were roleblocked.
You are immune to being roleblocked.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Seeker

You are a Seeker.

Your alignment is Alien Support.

You are a robotic stealth unit, used on the battlefield to punish XCOM units that stray too far from the group. Due to your stealth mechanisms, the Ethereal has decided it fitting that you find out exactly who is trapped with you in this little game.

Every night you can choose to target one player.
You'll investigate them that night, finding out their exact role.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Sectoid Commander

You are a Sectoid Commander.

Your alignment is Alien Support.

You are a Sectoid that has undergone vigorous psychic training, placing your psychic abilities to just under the Ethereal's. It has been decided that the best way to use your abilities is to lead these foolish XCOM members astray. You wouldn't want to draw any unnecessary attention after all.

Every night you can choose somebody to mind control and somebody who you want your controlled player to use their ability on.
You may do this 2 times per game.
You won't be informed of the end result of your controlling or even if the one you controlled had an ability to use at all!
You'll have to pay close attention to learn people's abilities and use them to make XCOM suffer.
Your target will be informed of you controlling them.
You are immune to being roleblocked.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Alien Deception

Chryssalid

You are a Chryssalid.

Your alignment is Alien Deception.

You are but an insect, creating zombies from your victims, controlled by the Aliens for their own purposes. The Ethereal has decided, against their better judgement, that you are necessary in taking down XCOM.

Each night you can choose to zombify a player. If that player dies that night, their role won't be revealed to the XCOM upon death. However, you WILL see what their role is.
Their last will will also be revealed to you and hidden from the rest of the XCOM.
It doesn't matter who kills your target or what side your target is on, the only thing that matters is that they die that night for your skill to work.
If your target doesn't die, it will still use up one of your zombifyings.
You can only choose to zombify a target 3 times during the entire game.
If another Chryssalid is zombifying a victim, you may not do the same.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Thin Man

You are a Thin Man.

Your alignment is Alien Deception.

You are a Thin Man, used by the Aliens as an infiltration unit. However your "disguise" is apparently less than convincing, considering how many XCOM units have shot you on sight.
Not all is lost however, as it has been decided that you should, in theory, be able to frame people as a member of the Aliens.

Each night you have the ability to frame one player of your choice. If they're inspected by Dr Marazuki that night, their connections shall be Alien-aligned. You may also choose which role they appear as should they be inspected by the Field Commander.
If you directly target an Alien member, they will appear Town-aligned, but they will still appear as the role you decide to frame them.
If get redirected or your target is transported, you will make them appear as a member of the Aliens and as the role you specified.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM

Drone

You are a Drone.

Your alignment is Alien Deception.

You are a simple Drone, made to support the Aliens more elaborate mechanical units. However, during the planning of this infiltration the Ethereal upgraded you with a 'hologram' feature, allowing you to project objects, and even entire rooms.

Every night you may visit two players swapping all of their investigative results. The only investigative role who will not be fooled is Dr Marazuki, so watch out!
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [role], [x] the [role], [x] the [role], [x] the [role] and [x] the [role].

You win with the Aliens
You must kill XCOM


Role Alignments
Spoiler: XCOM Power: Commander, Central Officer Bradford, Dr. Shen, Dr. Vahlen
XCOM Investigative: Dr. Marazuki, Field Commander, Sniper
XCOM Protective: Medic, Coach, Peter Van Doorn
XCOM Killing: Shajioe Zhang, Rocketeer
XCOM Support: Sgt Carlock, Annette Durand, Grenadier

Alien Head: Ethereal
Alien Tactical: Outsider, Sectoid, Floater
Alien Support: Bezerker, Seeker, Sectoid Commander
Alien Deception: Chryssalid, Thin Man, Drone

Investigation Results
Spoiler: Your targets priorities differ from those around them. They must be Annette Durand, Dr. Vahlen, or a Chryssalid.
Your target is willing to do anything to accomplish their goal. They must be a Coach, Shaojie Zhang or an Outsider.
Your target prevents people from accomplishing their work. They must be a Grenadier, the Commander or a Bezerker.
Your targets job seems to be gathering information. They must be a Field Commander, Central Officer Bradford or a Seeker
Your target agonizes over where people may go. They must be a Sniper, a Rocketeer or a Floater
Your target feels a strong devotion to someone. They must be a Medic or a Sectoid Commander.
Your target only visits people they deem worthy. They must be Peter Van Doorn or a Sectoid.
Your target is specifically interested in deceiving someone. They must be Sgt Carlock or a Thin Man.
Your target is very flexible. They must be Dr. Marazuki, Dr. Shen or a Drone.
Your target is terrible with conventional weaponry. They must be a Rookie or an Ethereal.

Unflavored:
Your targets priorities differ from those around them. They must be a Medium, a Retributionist, or a Janitor.
Your target is willing to do anything to accomplish their goal. They must be a Bodyguard, a Vigilante or a Mafioso.
Your target prevents people from accomplishing their work. They must be an Escort, the Mayor or a Consort.
Your targets job seems to be gathering information. They must be an Investigator, a Jailor or a Consigliere.
Your target agonizes over where people may go. They must be a Lookout, a Veteran or an Agent.
Your target feels a strong devotion to someone. They must be a Doctor or a Witch.
Your target only visits people they deem worthy.They must be a Marshal or a Blackmailer.
Your target is very flexible. They must be a Sheriff, a Lawyer, or a Disguiser.
Your target is specifically interested in deceiving someone. They must be a Transporter or a Framer.
Your target is terrible with conventional weaponry. They must be a Citizen or a Godfather.

Unique Roles
Spoiler: Mayor (Commander)
Lawyer (Dr. Shen)
Jailor (Central Officer Bradford)
Retributionist (Dr. Vahlen)
Veteran (Rocketeer)
Transporter (Sgt. Carlock)

Godfather (Ethereal)
Mafioso (Outsider)
Witch (Sectoid Commander)

Night Result List
Spoiler: You were roleblocked!
You were controlled by a Sectoid Commander!
You scared someone off!
You have successfully healed your target!
You have successfully guarded your target!
You slept peacefully.

Role Conversions
Spoiler: Mayor = Commander
Jailor = Central Officer Bradford
Lawyer = Dr. Shen
Retributionist = Dr. Vahlen
Investigator = Field Commander
Lookout = Sniper
Sheriff = Dr Marazuki
Escort = Grenadier
Medium = Annette Durand
Transporter = Sgt Carlock
Doctor = Medic
Bodyguard = Coach
Marshal = Peter Van Doorn
Vigilante = Shaojie Zhang
Veteran = Rocketeer
Citizen = Rookie
Godfather = Ethereal
Mafioso = Outsider
Blackmailer = Sectoid
Consort = Bezerker
Consigliere = Seeker
Agent = Floater
Janitor = Chryssalid
Framer = Thin Man
Disguiser = Drone
Witch = Sectoid Commander

Special thanks to Milte for helping me with the context flavor.
Last edited by TrueGent on Tue Dec 15, 2015 11:26 pm, edited 16 times in total.
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Re: XCOM: Mafia Within

Postby ShortcutButton » Thu Nov 05, 2015 6:00 am

The Sectoid Commander doesn't talk in the mafia chat, or is the nerf having it be three shot?
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Re: XCOM: Mafia Within

Postby TrueGent » Thu Nov 05, 2015 6:08 am

ShortcutButton wrote:The Sectoid Commander doesn't talk in the mafia chat, or is the nerf having it be three shot?

For all intents and purposes, the Sectoid Commander is a Vanilla Mafia member that has Witch abilities.
So yes, the nerf is it being 3-shot.
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Re: XCOM: Mafia Within

Postby ICECLIMBERS » Thu Nov 05, 2015 8:35 am

Is the game balanced with a D1 lynch in mind? There is no way that you can coordinate 20 people to make a lynch in 24 hours.
Psst you never saw me misunderstand the meaning of normal length.
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Re: XCOM: Mafia Within

Postby milte345 » Thu Nov 05, 2015 8:36 am

ICECLIMBERS wrote:Is the game balanced with a D1 lynch in mind? There is no way that you can coordinate 20 people to make a lynch in 24 hours.

Pssst
Ice, Day 1 is a normal day, it's one of the first things listed in changed mechanics

And uh
I had a look over this a few times before I want muh X-COM themed mafia
/vote yes
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Re: XCOM: Mafia Within

Postby PolikShadowbliss » Thu Nov 05, 2015 1:23 pm

/vote yes.
So the first "day" is going to be a week long. Interesting.
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Re: XCOM: Mafia Within

Postby TrueGent » Thu Nov 05, 2015 2:02 pm

Updated:
The Aliens lose their ability to kill twice when they are down to 3 members.
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Re: XCOM: Mafia Within

Postby Hiphoplog » Thu Nov 05, 2015 5:04 pm

TrueGent wrote:Doctors, BGs and Marshals may not target the same player 2 nights in a row, unless they are informed that their heal, guard or scare was successful.

I somehow think if they successfully guard they wont be visiting them a second night...

/vote yes

Honestly I don't like this game to play in, but it's a good idea.
It's just to anti town sided for my liking. Mainly it's the debuffing of so many Town roles with the increased killing rate of Mafia.
The only way I would play it is if Citizen couldn't be rolled as a Random Town because of how weak the Town already is.
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Re: XCOM: Mafia Within

Postby TrueGent » Fri Nov 06, 2015 12:44 am

Hiphoplog wrote:The only way I would play it is if Citizen couldn't be rolled as a Random Town because of how weak the Town already is.

I'm iffy about that exact idea but I see where you are coming from.
And Kirize that confirms both a Doctor and a BG in the game, even when you ignore the fact that 2 BG blocks is ridiculous, which is something I want to avoid.

Updates:
Cit is now rolled 3 instead 5 times in RT and may only be rolled once instead of twice.
Witch has been moved to Mafia Support and now alerts its target that they were controlled.
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Re: XCOM: Mafia Within

Postby ICECLIMBERS » Fri Nov 06, 2015 10:40 am

Why is witch mafia-aligned? If it can coordinate with the mafia through night chat then it's just a buffed consort.
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Re: XCOM: Mafia Within

Postby Alzar » Fri Nov 06, 2015 10:41 am

Maybe make the Witch only 2-shot, since it's already pretty damn powerful.
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Re: XCOM: Mafia Within

Postby TrueGent » Fri Nov 06, 2015 10:59 pm

ICECLIMBERS wrote:Why is witch mafia-aligned? If it can coordinate with the mafia through night chat then it's just a buffed consort.

The fact that its 3-shot was meant to make it more on a level playing field when compared to Consort. If people think that is still too strong I'll probably go with what Alzar suggested and make it 2-shot.
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Re: XCOM: Mafia Within

Postby orangeandblack5 » Fri Nov 13, 2015 8:37 pm

XCOM theme

Heck yes.
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Re: XCOM: Mafia Within

Postby TrueGent » Sat Nov 14, 2015 10:22 pm

Update:
Jailor no longer shows up in Lookout and Agent results.
Agents restriction on watching jailed Mafia members has been removed.


Question: Do you think that Witch is fine as a 3-shot Mafia Support or should it be nerfed in some way?
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Re: XCOM: Mafia Within

Postby TrueGent » Sat Nov 14, 2015 10:44 pm

Kirize12 wrote:Why was Spy removed?

Because I didn't feel that it would work in a Town v Mafia setup and would encourage cross-visiting purely to fool a potential spy.
There are probably more reasons that I could think of but that's the general gist of it.
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Re: XCOM: Mafia Within

Postby TheCow » Sun Nov 15, 2015 12:09 am

Spy's innate with a track is OP as a rule.
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Re: XCOM: Mafia Within

Postby ICECLIMBERS » Sun Nov 15, 2015 4:57 pm

TrueGent wrote:Update:
Jailor no longer shows up in Lookout and Agent results.
Agents restriction on watching jailed Mafia members has been removed.


Question: Do you think that Witch is fine as a 3-shot Mafia Support or should it be nerfed in some way?

Well the closest equivalent to witch is consort.
Consort can block a doctor, thus preventing the efficient use of one town action.
Witch can put an escort on the doctor, thus preventing the efficient use of two town actions.
Consort can stop a vig from shooting, witch can make them misfire or even place a bodyguard onto the target.
So yes, witch would need to be nerfed. It's power is one reason why it's neutral to begin with.
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Re: XCOM: Mafia Within

Postby TrueGent » Thu Nov 19, 2015 11:50 am

Witch has been made 2-shot and has been clarified to be unique.
A list of Unique roles has been added to the OP to avoid confusion.
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Re: XCOM: Mafia Within

Postby TheCow » Fri Nov 20, 2015 9:09 pm

/vote yes

Reviewed this game not in this thread, but whatever. Role list looks fine, Witch changes are interesting, BM/Agent balance choice is #goodenough, Vet nerf is good, vig is 2shot which is 10/10, D1 lynch is god. Obligatory yes vote.
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Re: XCOM: Mafia Within

Postby TrueGent » Sat Nov 21, 2015 10:25 pm

Agent has been moved out of Mafia Support and into Tactical
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Re: XCOM: Mafia Within

Postby SirCakez » Thu Dec 03, 2015 2:10 pm

/vote yes
-like rolelist
-Witch turned into mafia is interesting
-day one lynch = yes inc.
-various other balance changes are good
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Re: XCOM: Mafia Within

Postby TrueGent » Tue Dec 15, 2015 11:27 pm

BALANCE
Sheriff has been altered to Parity Cop.
Framer can make Mafia members appear NS.
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Re: XCOM: Mafia Within

Postby TrueGent » Wed Dec 16, 2015 11:34 am

Kirize12 wrote:
TrueGent wrote:BALANCE
Sheriff has been altered to Parity Cop.
Framer can make Mafia members appear NS.

pls no
+1

You gonna explain that?
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Re: XCOM: Mafia Within

Postby ICECLIMBERS » Wed Dec 16, 2015 11:36 am

TrueGent wrote:BALANCE
Sheriff has been altered to Parity Cop.
Framer can make Mafia members appear NS.

Sheriff being changed to parity cop isn't really needed. Especially since this game has the potential to be decided fairly quickly (I think town loses after two mislynches? And with 6 mafia that's a lot of power to make a mislynch).
Framer buff is redundant. It should focus on false positives, not false negatives. Otherwise you'll just unframe your teammates since that would be the most efficient use. Also Godfather is already investigative-immune.
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Re: XCOM: Mafia Within

Postby TrueGent » Wed Dec 16, 2015 12:04 pm

ICECLIMBERS wrote:
TrueGent wrote:BALANCE
Sheriff has been altered to Parity Cop.
Framer can make Mafia members appear NS.

Sheriff being changed to parity cop isn't really needed. Especially since this game has the potential to be decided fairly quickly (I think town loses after two mislynches? And with 6 mafia that's a lot of power to make a mislynch).
Framer buff is redundant. It should focus on false positives, not false negatives. Otherwise you'll just unframe your teammates since that would be the most efficient use. Also Godfather is already investigative-immune.

The change to Parity Cop was made because in a game with no neutrals a NS result basically means "Town or GF", which I'm not convinced is particularly healthy tbh.
I was 50/50 on whether the Framer change was needed. It was more of a "sure lets see what people think about this".
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