CFM10 | "Sailing a Salty Sea" - (Sailors Win!)

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Moderators: Varanus, FM Game Moderators

CFM10 | "Sailing a Salty Sea" - (Sailors Win!)

Postby ValeforRaine » Sun Sep 20, 2015 10:12 am

The New World...across the ocean? Legend tells of forests...gold...and mystery. Whoever controls it shall control the world...

You've been hired by the Italian government. Go to the colonies. Establish yourselves.

And the mafia MUST NOT intervene.




Ladies and Gentlemen, I present to you:


Sea FM 10

Sailing a Deadly Sea


Rules:

1) This is a CFM, so any official rewards(etc.) are null. You can always be happy you won, though!

2) Be Respectful. This is a game, let's have fun. I shall not condone any toxic behaviour.

3) Be active. This game shall follow the standard 36-hour prod rules. If you are prodded twice, you shall be replaced.

4) When making messages and actions, title them as such, but without the quotation marks:

Last wills - "Last Will"
Death notes - "Death Note"
Night actions - "Night Action"
Sabotage - "Sabotage"
Checkups - "Checkup"

Your pm's must exactly begin as shown above. Any extra things in the title that are needed should be fully separated from the above beginnings. Please make my life easier :D Send night actions to both ValeforRaine AND Swordsworth, or they will not count.

5) Whispers are barred on this ship.

6) Do not quote Moderator messages received via PM for any purpose.

7) All things will have flavour, but shall have no actual information. All flavour shall be followed by Game Messages. Do not metagame with flavour, or ye'll swim with the sharks.

8) This is a ship, not a military office! No codes or encryptions of any such sort shall be allowed!

9) This is no pleasure cruise, but it's not all that serious either. This is a game, so let's have fun!

Rolelist:

Carpenter
Politician
Politician
Sailor Power
Sailor Investigative
Sailor Protective
Sailor Support
Sailor Killing
Random Sailor
Random Sailor
Random Sailor
Random Sailor


Admiral
Woodworker
Mafia Support
Random Mafia


Secret Agent
Neutral Killing
Neutral Evil
Random Neutral


Relevant Features:
Spoiler: Win conditions:
This game has a unique win condition for all factions.

The Mafia wins when the mafia outnumbers the Sailors by 2, and controls the vote.

The Sailors win if the boat reaches the colony, or when all that do not serve the captain die.

The neutrals' win conditions will be outlined in their role cards.

If the any part of the boat is sabotaged when the boat reaches its destination, the game will continue.


Phases:
Spoiler: Day 1 lasts 24 hours. Night phases last 48 hours. Days 2+ last 96 hours.

During Day 1, the boat is still docked. No murders or sabotage can occur. The boat sets sail at the end of Day 1. During Day 1 there will be no Plank Walking either, as technically, no one has any reason to distrust their crewmates.

The game will end at the end of Night 4.


Sabotage:
Spoiler: Ability:
Specific roles have the ability to slip away undetected and sabotage the boat in 3 different location. To do this, the roles that have the capability must PM the moderators with the subject line "Sabotage - (Location)". This can be done in the first 24 hours of a day phase or the first 12 hours of a night phase. When this is done, the person in question will lose the ability to speak until the last 60 hours of the phase, as they are technically absent from proceedings. During the time they are muted, they will NOT be prodded. Any posts by a player in the process of sabotage will be deleted. There are 3 locations to sabotage: The hull, the rigging, and the sails. Only one location may be sabotaged per phase.

Counter:
As there are saboteurs, there are also sailors who know how a ship is intended to work. Like a saboteur, these roles can pm the moderators with the subject line "Routine Checkup - (Location)", and can only be done in the first 24 hours of a day phase or the first 12 hours of a night phase. They will be muted until the last 60 hours of the phase. At the end of any phase where sabotage/checkers activate their ability, they will be told via PM their results.

Recovery:
When the boat is sabotaged, the sabotage checking roles have 4 phases to use their ability before the ship sinks, as the damage will become too great. If the ship sinks, the Secret Agent is the sole winner. If the sabotage is spotted, either on the night of or in following phases, it will be announced by the moderator that "Sabotage has been discovered at (Location), the ship will drop anchor to make repairs." Depending on how long it is before the sabotage is discovered, the end of the game is extended. If the boat is sabotaged and it is discovered the same phase, the end of the game will be extended 1 phase. If discovered 1 phase after, the arrival of the ship is delayed 2 phases, and so on, for a maximum delay of 4 phases PER SABOTAGE. Sabotages can occur throughout the game. If multiple areas are sabotaged and 1 is discovered, both sabotages are nullified.

The repairman problem:
If there are no Carpenters left, but there are still Politicians, the moderators will use RNG to determine a random Politician, who will become a Carpenter. When there are no Politicians left, the Carpenter will not be replaced.


Investigative Results:
Spoiler: Your target is a master of discussion! They must be a Swabbie or a Gossip!

Your target can be anywhere on some given pretext, they are clearly a Daguerrotypist or a Butler!

Your target came aboard in secrecy with hidden motives, they have to be a Captain, Admiral, or Stowaway!

Your target serves under unrealistic expectations! They are a Medium, Boatswain, or Traumatized!

Your target is rather persuasive in their actions, they must be a Mate, Actor, or Deathsman!

Your target is a talented shipwright, they are clearly a Carpenter or Woodworker.

Your target will do what is necessary to achieve their goal. They are a Surgeon, Corporal, or Secret Agent.

Your target treats their work with great professionalism, they are an Equerry, Steersman, or Mutineer!

Your target lets others seal their own fate! They are a Cabin Boy, Powder Monkey, or Pip Deliverer!

Your target is morally capable of self sacrifice for some personal reason. They are a Ghost Captain, Joker, or Featherman!

Your target gleans information from others! They must be a Holmes, Quartermaster, or Moriarty!

Your target has a lot of birds in their cabin, so they must be a Bird Catcher!

Your target is not accustomed to the sea. They are clearly a Politican.


Mate conversation results:

Spoiler: Your target is a fellow Sailor.

Your target is a member of the Mafia!

Your target is Neutral in this affair.


Encyclopedia of Controversial Occurences:

Spoiler: Sabotage

-Key for Delays:
Same phase: 1 phase delay
1 phase after: 2 phase delay
2 phases after: 3 phase delay
3 phases after: 4 phase delay
Sabotage cannot be fixed in the final phase.

-If the Secret Agent dies while the ship is sabotaged, the sabotage remains and it can still end the game.

-If more than one area is sabotaged at a time, discovering one will negate all. They do not stack.

-If a Woodworker is roleblocked, he will not perform the sabotage.

-If a Carpenter is roleblocked, he will not perform the check.

-If sabotage is found, they cannot check again until the ship is sailing again. (This is the only gameplay-relevant detail that will be disclosed via Day Post flavour.)


Role Cards:
Spoiler: Sailor

Politican

You are a Politician

Your alignment is Sailor Citizen

You are a simple politician, and was sent to reinforce Italy's rule in their colonies. No abilities at sea. Each day you get 1 vote in deciding who walks the plank!
If no Carpenters remain on the boat, RNG will determine one of all politicians alive that will attend a class in woodshop and thus become a Carpenter.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Captain

You are the Captain

Your alignment is Sailor Power

You are the captain of the ship, specially appointed by the government for this voyage.
But you were told to keep your identity secret, in case of the Mafia.
At any day phase in the game you can publicly reveal yourself as the captain by saying, "Captain at the Helm!", in bold.
Doing so changes your vote count to 3. You will no longer be able to be brought to the sick bay.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Mate

You are a Mate

Your alignment is Sailor Investigative

You are the Mate, a trusty aide to the Captain.
The Mate starts the game knowing who the Captain is, if there is one.
You can select a target at night to engage in conversation.
The conversation will ultimately reveal the target's faction.
You cannot detect Secret Agents.
You cannot detect Admirals.
You cannot detect Mutineers.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Holmes

You are a Holmes

Your alignment is Sailor Investigative

You are a famed investigator, called in by the Sicilian Government to keep order on the ship.
Each night you may select a target to make deductions about.
You will always be able to narrow it down to a few roles.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Cabin Boy

You are a Cabin Boy.

Your alignment is Sailor Investigative

You are a young child who spies on people, as you've learned people pay greatly for information.

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 the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Daguerrotypist

You are a Daguerrotypist.

Your alignment is Sailor Investigative

One of the best photographers around, the government hired you to document the journey, and take pictures of everything. They mean everything! And since you are everywhere, you hear everything...

Once per game, you may see how many non-town (excluding the Godfather) voted to lynch a player.
You also have the ability to see who the Mafia visit at night. You will not know what Mafia role visited which player; all you will know is that they were visited by a member of the Mafia.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Corporal

You are a Corporal

Your alignment is Sailor Killing

You are lowest in the force, but with a sharp instinct. You smuggled your gun aboard to help the trip go as planned in your own way.

Each night, you may decide to shoot and kill one town member you believe to be evil.
However, if the person you shoot turns out to be a Sailor, you will be overcome with grief and kill yourself the day after the innocents death is revealed.
You may not shoot Night 1.
You only have 3 bullets, allowing you to perform your night action up to 3 times. Make them count.


You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Powder Monkey

You are a Powder Monkey

Your alignment is Sailor Killing

Although serving a somewhat minor role in battle when refilling cannons, you are well versed the in the art of concocting powder traps.

Going on alert makes you kill anybody who comes to your house that night, both evil and good. So use this power carefully, or you will do more harm than good.
This can also kill people who are normally night immune, like the Admiral, Secret Agent and Mutineers.
You are immune to attacks and traps while on alert.
You can go on alert only 3 times throughout the game.
You are immune to being roleblocked.


You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Surgeon

You are a Surgeon

Your alignment is Sailor Protective

You are the manager of the sick bay. Being a doctor on a ship is an important job, and with limited resources, takes time.

Every night, you can pick a target. If your target is attacked, they will not die (due to being in the sickbay for a regular checkup).
This will not protect them from traps, as their cabin is spiked, and they cannot be protected from ignites by Mutineers.
You can perform your medical abilities on yourself once.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Equerry

You are a Equerry

Your alignment is Sailor Protective

An officer of the Royal family, you parted with your dear Royal Horses to make the passage a safe one.

Each night, you can choose 1 player to protect.
If your target is attacked, both you and the attacker die instead.
If you successfully protect someone, you can't be saved from death.
Your counterattack ignores night immunity.

You can also choose to wear your 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 the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers.
You may spare anyone else



Swabbie

You are an Swabbie

Your alignment is Sailor Support

You are a Swabbie, a lowly underling who swabs the decks. But you are charismatic, and make friends easily.

Every night, you can choose to target 1 player.
You'll chat with them that night, roleblocking them.
Your target will be informed that they were roleblocked.
However, if the person you visit turns out to be a Secret Agent that is attempting sabotage, you will be murdered, and the sabotage still occurs.
You are immune to being roleblocked.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers.
You may spare anyone else



Steersman

You are a Steersman

Your alignment is Sailor Support

You initially gave instructions to the cart driver, but aboard a ship, there's no carts to direct. But sleeping people tend to be easy to manipulate into going places...

Every night, you may transport two people.
The two people will be notified that they were transported.
Any actions against the two people will be swapped. This includes investigations and killings.
You may transport yourself.
You are immune to roleblocks.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers.
You may spare anyone else



Ghost Captain

You are a Ghost Captain

Your alignment is Sailor Power

Many centuries ago, you were a scourge of the seas. But your curse was to live forever in a miserable state until you did something good for the world. After many years of undead living, you've turned over a new leaf, and will give another person the chance you shouldn't have had.

You may bring one dead Sailor back to life.
You may only use this ability once, so use it wisely.
Should you die on the night you decide to bring someone back from the grave, the powers that be have decided to finish the job you started and make sure that he comes back.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Medium

You are a Medium

Your alignment is Sailor Support

The last in a long line of true ethereal communicators, you've been hired in secret by the Government to consult when the ship gets back. But instead of waiting on shore, you snuck aboard for the thrill.

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 a Medium are still permitted to private message 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 the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers.
You may spare anyone else


Quartermaster

You are a Quartermaster

Your alignment is Sailor Power

Although the Captain is mighty fine, he entrusts all the important, everyday duties to you. And you are terribly feared as an interrogator.

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 Mafia will lose the ability to communicate with other Mafia, and they will be unable to see the Mafia Chat.)
If you jail somebody, they will be roleblocked, and can not use their night ability.
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 Sailor, you will step down to be a Politican. Your role will become Politician.
You can execute up to 3 times.
You can't execute on the first night.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Carpenter

You are a Carpenter

Your alignment is Sailor Power

You are a man of the ship, knowing how the ship works, and most importantly, how to repair it.

Every phase you have the ability to sneak away to check on the ship in either the Rigging, the Hull, or the Sails. If any part of the ship is sabotaged, you will come back and anonymously announce it at the end of the phase. If you catch sabotage in action, you cannot check again until the boat is sailing again.

You win with the Sailors
You win with Stowaways
You must kill the Mafia
You must kill Secret Agents
You must kill Mutineers
You must kill Pip deliverers
You may spare anyone else



Mafia

Admiral

You are the Admiral

Your alignment is Mafia Killing

You are the Godfather's expert of the sea, and he's offered you your own assignment: Take over the ship and insert the mafia's influence into the colonies.

You have the ability to kill each night.
You have the ability to order your Woodworker to sabotage the ship every 3 phases. All other phases, they can choose.
You can communicate with your allies each night, for as long as they are alive.

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

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Secret Agents
You must kill Mutineers
You must kill Pip Deliverers
You may spare anyone else



Bird Catcher

You are a Bird Catcher

Your alignment is Mafia Deception.

You love birds! And they love you too. It's not unfamiliar to have 5+ birds in your cabin at any given time. But when the Admiral promised to pay you to help him, you realized your trademark birds were just what was needed.

Each night you have the ability to frame one player of your choice. If they're inspected by the Mate that night, it'll say they're a Mafia member. You may also choose which role they appear as should they be inspected by Holmes.
You can communicate with your allies each night, for as long as they are alive.

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

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else



Butler

You are an Butler

Your alignment is Mafia Support.

You humbly serve the greater good of the people. People require constant support, so you must be everywhere. As you are everywhere, you hear everything. The Godfather caught you listening in and employed you!

Each day, you may send a total of three anonymous and secret 200 character notes.
Each night you also have the ability to plant a bug on a person. The bug will allow you to see who they visit that night, or if they do at all.
You can communicate with your allies each night, for as long as they are alive.

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

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else


Woodworker

You are a Woodworker

Your alignment is Mafia Deception.

You are a talented shipwright, and you were surprised when told it was your job to cripple this beautiful ship.

Every phase you have the ability to sneak away to sabotage the ship in the Rigging, the Hull, or the Sails. When sabotage is discovered, you cannot try again until the boat is sailing again.
When the ship has dropped anchor, you function as a mafioso.

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

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else



Gossip

You are a Gossip

Your alignment is Mafia Support.

You are a former swabbie, and you excel at dragging on conversations with insults.

Every night, you can choose to target 1 player.
You'll distract them that night, roleblocking them.
Your target will be informed that they were roleblocked.
However, if the person you visit turns out to be a Secret Agent that is attempting sabotage, you will be murdered, and the sabotage still occurs.
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], and [x] the [role]

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else



Moriarty

You are a Moriarty

Your alignment is Mafia Support.

A famous mathematics professor, you excel at reading people. Soon, when this job is done, you think you might get further into the criminal business...

Every night, you can choose to target 1 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], and [x] the [role]

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else



Boatswain

You are a Boatswain

Your alignment is Mafia Deception.

You are the captain of the ship's deck, able to order underlings to swab even more. Secretly, you are also in the pay of the Mafia.
You can use your naturally high expectations for the ship's cleanliness to the mafia's advantage.

Each night, you can choose to clean a player. If that player dies that night, their role won't be revealed to the town 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 town.
It doesn't matter who kills your target or what side your target is on, the only thing that matters is that they need to die that night for your skill to work.
If your target doesn't die, it will still use up one of your cleanings.
You can only choose to clean a target 3 times during the entire game.
You can communicate with your allies each night, for as long as they are alive.

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

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else



Actor

You are a Actor

Your alignment is Mafia Deception.

A prodigious actor hired by the Mafia.

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

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

You win with the Mafia
You win with Stowaways
You must kill the Sailors
You must kill Mutineers
You must kill Secret Agents
You must kill Pip Deliverers
You may spare anyone else


Neutral

Secret Agent

You are a Secret Agent.

Your alignment is Neutral Killing.

You have been hired by a foreign country for one goal: To prevent this ship from ever reaching its destination.

Every phase, you may attempt sabotage in the Rigging, the Hull, or the Sails.
Alternatively, you may choose to kill, similar to the Admiral.
You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
If someone tries to roleblock you while attempting sabotage or murder, you will attack them.
If the ship is docked for repairs, you cannot sabotage. Instead, you can kill, similar to the Admiral.
You cannot be detected by the Mate.

You win if it is just you and the Admiral remaining.
You lose if it is just you and a Mutineer remaining.

You win if the ship sinks
You win with other Secret Agents
You win with Stowaways
You must kill everyone else.



Mutineer

You are a Mutineer.

Your alignment is Neutral Killing.

You have a vendetta against that moron captain, who strung you up and gave you 100 lashes. Well, you think you can rule the ship better!

Each night, you may rig one player's cabin, or trigger the traps on all rigged cabins.
If your cabin is rigged you will know, and can take a night off to clear the traps.
Your method of killing ignores night immunity.
You cover up your tracks very well, and you will appear
You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
You win if only you and the Admiral or a Secret Agent remain.
You cannot be detected by a Mate

You win with Mutineers
You win with Stowaways
You must kill everyone else



Pip Deliverer

You are a Pip Deliverer.

Your alignment is Neutral Killing.

You are a member of a shady organization, and your job is to send the calling card. Your employers will do the rest.

Each night, you may send one person an envelope of dried pips.
Each of your targets will be assassinated by your employers 4 phases after you send the pips to them.
Your targets will not know they are being stalked, until the phases they die in an unsuspicious manner.
You may mail a new target dried pips each night, and your past targets will all die unsuspectingly from your employers.
Your method of killing ignores night immunity, and any Sailor Protectives trying to stop this attack will fail to do so.
You are night immune. You are also immune to calling cards.
If someone tries to roleblock you (including the Quartermaster), you will drop pips next to your roleblocker.
Once you drop off the pips, nothing can save them unless you die before the night they die in a seemingly innocent manner..

You win with Pip Deliverers
You win with Stowaways
You must kill the Sailors
You must kill the Mafia
You must kill Mutineer
You must kill Secret Agents
You may spare anyone else



Deathsman

You are a Deathsman

Your alignment is Neutral Evil.

Your job is to execute people. But your weapons were confiscated when you came aboard, and you must down your contracted target another way. You don't know what you'll do if you fail...

You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
You will also receive a message stating you were attacked.
Your goal is to get your target lynched by a majority vote.
If you succeed at this, you've won the game, and will be allowed to spend the rest of the game on the boat however you wish.
However, if your target dies at night, you will become the Joker, and die by being lynched as mentioned on the Joker Role Card.

You win with everyone, once your target walks the plank. Otherwise, you lose with everyone.

Joker

You are a Joker

Your alignment is Neutral Evil.

You are an insane fellow who booked this passage to try and seek asylum across the world.
However, if no asylum is possible, you will make it hell for the one that denied it to you.

You win the game by walking the plank during the day by a majority vote.
You lose the game by dying during the night.

if you walk the plank during the day, that night you get to choose one of the players that voted for you who will die from guilt. This ability bypasses any form of night immunity, including checkups by a Surgeon.

You win with everyone once you walk the plank. Otherwise, you lose with everyone.



Stowaway

You are a Stowaway

Your alignment is Neutral Benign.

Seeking political asylum, you secretly boarded the ship.
With skills in personal defense, you have no quarrel with anyone, only to stay alive.

Every night, you have the ability to defend yourself.
When defending yourself, you will be immune to any attackers.
You are not immune to Mutineer rigging.
You can use this ability 4 times.

You win with everyone.



Traumatized

You are Traumatized

Your alignment is Neutral Benign.

You have no idea who you were, but the best medical facilities felt that Italy was no longer safe for you.
You have decided to head to a colony and start a new life...or maybe get your memories back...?

You may become any role that has died, except for Unique Roles.
You choose this role at night, and become your chosen role after dawn if successful.
The role you choose shall become visible to everybody, and you may begin taking actions from that new role the next night.
Once you select your role, you will receive a new Role Card corresponding to your selected role.

To win, you must first select a role - you then win with whoever that role would win with!
As Amnesiac, you do not win just by surviving to the end of the game, you must select a role to win, otherwise you do not win.


Featherman

You are a Featherman

Your alignment is Neutral Benign.

You are a bird-whisperer, able to befriend them and have them do favours. You are beholden only to them. When hired to keep harmful pests away from the ship, you realized that this journey may be your last, and they will stand with you a last time to save you.

Once a Day or Night, you can inform the Game Moderator you wish to call your feathered friends during a phase.
If you die doing this, your body will appear as Cleaned, and you will return aboard to serve someone of your choice the following night for the rest of the game.
You may only call the birds five times. You cannot serve people who vote to lynch you.
After you have chosen to serve a master, you may both communicate via 5 200-character limit whispers every Night Phase.
You can also choose to observe someone's cabin for your master, revealing everyone who visits that person for you that night.
You cannot watch your master's house.
You win if your efforts help your Master's side win the game.
You lose if your efforts fail to help your Master's side win the game, or if you die without performing the ritual.


Unique Roles:
Captain
Powder Monkey
Ghost Captain
Steersman
Quartermaster
Admiral
Woodworker
Sing something new, I have nothing left,
I can't face the dark without
you.
There's nothing left to lose, the fight never ends,
I can't face the dark without
you.

Holding the hand that holds me down.
I forgive you, forget you,
the end.
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Re: CFM10 | Sailing a Deadly Sea | Setting Up

Postby ValeforRaine » Sun Sep 20, 2015 10:14 am

Player List:

  1. deferentsheep
  2. Cyantic <- (RockFire) <- (alouvre)
  3. hippophant <- (RhazhBash)
  4. Flamingkamikaze
  5. ICECLIMBERS
  6. ShortcutButton
  7. Neasans <- (JustAnotherDragon)
  8. melanora
  9. oliy
  10. ronit/TownPower
  11. Kindred <- (Kitsu289)
  12. spretznaz
  13. SirCakez
  14. ADorkOfPork
  15. milte345
  16. Hiphoplog <- (ObiWan) <- (watchme1)
  17. ShroomerD <- (LedropthaCurtain)
  18. Akame
  19. SamuelJackson1972
  20. Santa07


Graveyard:
Akame - Walked the plank, Day 2 - Role: Mate
SamuelJackson1972 - Died protecting his target, Night 2 - Role: Equerry
Neasans - Died to and Equerry, Night 2 - Role: Secret Agent
ronit - Walked the plank, Day 3 - Role: Surgeon
ICECLIMBERS - Assassinated, Day 3 - Role: Carpenter
Kindred - Assassinated, Night 3 - Role: Admiral
ShortcutButton - Killed by the Mafia, Night 3 - Role: Cleaned
melanora - Walked the plank, Day 4 - Role: Pip Deliverer
Cyantic - Assassinated, Day 4 - Role: Moriarty
spretznaz - Killed by the Quarter Master, Night 4 - Role: Boatswain


Timeline of Events:
Day 2 Begins
Day 3 Begins
Day 4 Begins
Sing something new, I have nothing left,
I can't face the dark without
you.
There's nothing left to lose, the fight never ends,
I can't face the dark without
you.

Holding the hand that holds me down.
I forgive you, forget you,
the end.
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Re: CFM10 | Sailing a Deadly Sea | Confirmation

Postby ValeforRaine » Sun Sep 20, 2015 11:19 am

Swordsworth has sent out all rolecards. If you did not receive one, please PM him. You have 24 hours to confirm or you will be replaced.
Sing something new, I have nothing left,
I can't face the dark without
you.
There's nothing left to lose, the fight never ends,
I can't face the dark without
you.

Holding the hand that holds me down.
I forgive you, forget you,
the end.
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Re: CFM10 | Sailing a Deadly Sea | Confirmation

Postby Swordsworth » Sun Sep 20, 2015 4:55 pm

Welcome aboard, lads. You come...well-recommended...by your employers. This is my pride and joy, the Pelagia. She's the fastest boat in the navy, and she's been commissioned for a diplomatic mission. You all are here to make sure the ship arrives in one piece.

We cast off at sundown. Do what you need to do to get ready. Ask me any questions you need to know; I understand it's a new job, some things may be confusing.

Feel free to hang out at the bar until half past. Dismissed!

Oh, one last thing. Treason will be met with the strictest punishment possible.

Alright, with that out of the way, go enjoy your day. Don't be late...!

Day 1 begins! Day will end on September 21st 4:00 PM (UTC - 7).
Spoiler: Somewhere beyond the sea
Somewhere waiting for me

S E N A T O R M E M E C H I N O
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Re: CFM10 | Sailing a Deadly Sea | Confirmation

Postby ADorkOfPork » Sun Sep 20, 2015 4:55 pm

FIRST
Spoiler: Image
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby spretznaz » Sun Sep 20, 2015 5:07 pm

Spoiler: Image

Click pic, join Cabal.

Image
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ADorkOfPork » Sun Sep 20, 2015 5:08 pm

Kitsu289 wrote:Dammet Pork, you beat me QwQ But herro guys!


Not like I ninja'd you, I could have probably have watched a movie and still gotten first.


Anyway, if town wants an easy win, protect me tonight. I'll carry us to victory.
Spoiler: Image
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby spretznaz » Sun Sep 20, 2015 5:09 pm

ADorkOfPork wrote:
Kitsu289 wrote:Dammet Pork, you beat me QwQ But herro guys!


Not like I ninja'd you, I could have probably have watched a movie and still gotten first.


Anyway, if town wants an easy win, protect me tonight. I'll carry us to victory.

*cough cough protect me for a free win and a free lunch guys cough cough*
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Click pic, join Cabal.

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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby RhazhBash » Sun Sep 20, 2015 5:10 pm

Yo I'll talk more in a bit when I get home.
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ADorkOfPork » Sun Sep 20, 2015 5:12 pm

I am the Jailor, protect me tonight, I will jail Milte tonight as proof. Yes, Milte. No exceptions, no changes. If an Investigator decides to visit me, you can prove me, same with you Sheriff. Jailor is my best role, we will win.
Spoiler: Image
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby JustAnotherDragon » Sun Sep 20, 2015 5:14 pm

I'm requesting protection tonight if possible.
Image



FM score Spoiler: CFM 7 - Celestia Ludenberg - Lost
CFM 8 - Survivor - Lost
SFM 7 - Medium - Lost
CFM 9 - Doctor - Won
FM 7E - Godfather - Lost
SFM 10 - Makoto Nanaya - Won
CFM12 - Nivawk - Lost
SFM12 - Escort - Lost
CFM13 - Chara - Lost (Thankfully!)
FM 8D (Star Wars) - Citizen - Win


Draggies S2 Spoiler: ImageImageImageImageImage
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby spretznaz » Sun Sep 20, 2015 5:16 pm

ADorkOfPork wrote:I am the Jailor, protect me tonight, I will jail Milte tonight as proof. Yes, Milte. No exceptions, no changes. If an Investigator decides to visit me, you can prove me, same with you Sheriff. Jailor is my best role, we will win.

Are you kidding me dude. Are we REALLY doing this kind of game?
Spoiler: Image

Click pic, join Cabal.

Image
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ADorkOfPork » Sun Sep 20, 2015 5:17 pm

spretznaz wrote:
ADorkOfPork wrote:I am the Jailor, protect me tonight, I will jail Milte tonight as proof. Yes, Milte. No exceptions, no changes. If an Investigator decides to visit me, you can prove me, same with you Sheriff. Jailor is my best role, we will win.

Are you kidding me dude. Are we REALLY doing this kind of game?


Yes. If I can make town win, I will. The better the start the better the odds, no?
Spoiler: Image
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ICECLIMBERS » Sun Sep 20, 2015 5:17 pm

Lots of people requesting protection it seems.
Dork, why milte? What if you're just doing a Bus Ride to Hell with a jailor claim instead. Unlikely, but still possible, and I see no real reason to claim that you will jail milte on the first night.
Spoiler: Image

in the distance the shelves
rode three shadows of blue
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby Flamingkamikaze » Sun Sep 20, 2015 5:18 pm

yar maties. We be making those mafia scalleywags walk the plank.

What have I got?
Why am I alive anyway?
What have I got
That nobody can take away?

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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby Flamingkamikaze » Sun Sep 20, 2015 5:19 pm

Oh, missed that pork made the game serious immediately.

What have I got?
Why am I alive anyway?
What have I got
That nobody can take away?

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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ADorkOfPork » Sun Sep 20, 2015 5:20 pm

ICECLIMBERS wrote:Lots of people requesting protection it seems.
Dork, why milte? What if you're just doing a Bus Ride to Hell with a jailor claim instead. Unlikely, but still possible, and I see no real reason to claim that you will jail milte on the first night.


Because I can't prove myself on D2 without confirming this on D1. If I were mayor or Lawyer I could easily do so, but for Jailor I need an extra day.

Also, I chose Milte because he's the person who was right under me in the player list. No real reason, though if everyone really wants me to change my target, I will.
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby oliy » Sun Sep 20, 2015 5:23 pm

That wasn't 24 hours. That was about 6 at most. XD
Anyways, good luck to you all. JAD, you didn't do it right. You have to do what Invenio and Gobln does.

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Spoiler:
Hi! I'm Eve the Eevee! Please give me a hug :3
You can also hurt/heal me here!

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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby oliy » Sun Sep 20, 2015 5:25 pm

Also dork and spretz

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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ICECLIMBERS » Sun Sep 20, 2015 5:28 pm

ADorkOfPork wrote:
ICECLIMBERS wrote:Lots of people requesting protection it seems.
Dork, why milte? What if you're just doing a Bus Ride to Hell with a jailor claim instead. Unlikely, but still possible, and I see no real reason to claim that you will jail milte on the first night.


Because I can't prove myself on D2 without confirming this on D1. If I were mayor or Lawyer I could easily do so, but for Jailor I need an extra day.

Also, I chose Milte because he's the person who was right under me in the player list. No real reason, though if everyone really wants me to change my target, I will.

Well you see Dork I'd much rather have you jail somebody who is acting scummy in case you, I don't know, jail the Godfather or some other mafia member or the arsonist.
Either that or jail somebody to protect them.
The only person who I would trust their claim to have been jailed is myself, but I don't think I'd like to be jailed. It'd be a waste of resources.
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in the distance the shelves
rode three shadows of blue
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby Santa07 » Sun Sep 20, 2015 5:28 pm

Good luck to everyone!

Dork... are you serious?
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ADorkOfPork » Sun Sep 20, 2015 5:29 pm

Alright, so let's re-evaluate who I should Jail then, which I will do near the end of the day.
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ShortcutButton » Sun Sep 20, 2015 5:29 pm

I don't want you to tell us your target at all Dork, there could be a witch.
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ShortcutButton » Sun Sep 20, 2015 5:30 pm

Wait. No there's not.

Swords confirm?
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Re: CFM10 | Sailing a Deadly Sea | Day 1 - Sealaxation (Dock

Postby ICECLIMBERS » Sun Sep 20, 2015 5:30 pm

ShortcutButton wrote:I don't want you to tell us your target at all Dork, there could be a witch.

Pretty sure that the only neutral evils are jester and exe.
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in the distance the shelves
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