No-one alive can really account for how Lister, Rimmer, and The Cat have survived all their crazy misadventures in space.
The real reason is this: The word “SMEG”. An ancient, and powerful word, when said by enough different people, it causes atomic resonance in technology around it, sometimes even creating new technologies!
The caveat to this wondrous blasphemy to science, is that the resonance cannot be forced. Any direct attempt to get another player to say it will result in the atomic resonance turning inwards. To put it bluntly, any behaviour of this type will cause your death.
You have no technologies to begin with, but if you can subtly manipulate the people around you to say “SMEG”, you will gain powers based on how many other players in that game have a post which contains it. Quoting your posts does not count.
Post Restriction: You are unable to ask people directly to say “SMEG”. You are unable to claim anything other than the name of your ship, “Starbug”, and may not inform people of your role or post restriction. If pressed for a claim, you may claim Vanilla. If you violate this post restriction, you will be modkilled. When dealing with atomic resonance, it is better to err on the side of caution, and consult the Mod if you are unsure.
However, if you gain any abilities, you may claim those. Just not how you got them.
You win when the bad people are dead. Tardis – Town Time Lord (Doctor Who) – Pale Mage
You were flying through the time vortex, when the dimensional anomaly pulled you into this timeline. For the first time in millennia, you have no idea where you are or what is happening.
You are The Doctor, the last remaining Time Lord. Your ship, the TARDIS, may be used whenever you wish, to travel back in time, and change minor details in your past. The effects will be minimal, but noticeable none the less.
Your power is to change your timeline. The in-game effects of this are that you may edit or delete your posts.
However, you may not change or delete your votes in this way – for the sake of my sanity.
Also, since the TARDIS cannot be opened without your express authorization, no one can invade your ship. It’s nice to be a super-genius.
Galactica may be old, but she’s still functional. Her main railgun batteries were destroyed beyond repair during the Unification, but she has a well-organized and highly disciplined military force on board, along with Raptor transport ships. She has become the disciplinarian of the Fleet.
Galactica contains no technology out of the ordinary, but each Night, you may send troops to occupy another ship, and prevent them from taking action that night.
You win when the bad people are dead.
Heart of Gold – Town Luxury Cruiser (Hitch-hiker’s guide to the Galaxy) RafaelK
As improbable as it seems, you also were pulled into this dimension, away from any known star system. Even the Guide has no idea what is going on.
The technology you possess is as follows:
Improbability Drive: each Night, you may ask the improbability drive to protect you from either weapon fire, or occupation attacks. Any attacks of the chosen type will fail against you for the current Night.
You win when the bad people are dead.
USS Defiant – Town Beatstick (Star Trek: Deep Space Nine) - Yodavader
The Defiant was returning from a routine escort mission in the Gamma Quadrant, and when they were just about to enter the Bajoran Wormhole back to the Gamma Quadrant, a massive temporal anomaly shorted out the sensors, and now you are a member of the mish-mash of various ships, in completely unknown and uncharted space, looking for home.
The technology you possess is as follows:
Cloaking Device - Every even-numbered night, you may activate the device, becoming untargetable for the Night.
Quantum Torpedoes. Every odd-numbered Night, you may kill another player by strafing their ship with your torpedoes.
You win when the bad people are dead.
Nadesico – Town Protector (Martian Successor Nadesico) Jerubbaal
While on a routine patrol around Mars, your ship was taken by surprise by a swarm of Jovian attack ships. They took out the Gravity Gun with their first attack. You had no choice but to use one of their own Chulips to Boson Jump to safety… or so you thought.
This wasn’t like the previous Boson Jumps… Something went wrong. Now you’re flying through completely uncharted space with the rest of the fleet, trying to find your way home, not even sure if this is the right way.
Your ship possesses the following technology:
Distortion Field – You may generate a Distortion Field around another ship every night, protecting it from invasion or being shot down.
One night, your Hybrid just suddenly jumped the ship, then spewed a few sentences of nonsense, (even for a Hybrid) and died. Without her, your ship’s capabilities are greatly reduced, and to make things worse, you have absolutely no idea where you are. On the plus side, there is a whole fleet of mis-matched ships in the same situation.
You have no special abilities at this time.
You win when the bad people are dead.
Cylon Base Star – Town Generic Warship. (Battlestar Galactica) KeyofDestiny
One night, your Hybrid just suddenly jumped the ship, then spewed a few sentences of nonsense, (even for a Hybrid) and died. Without her, your ship’s capabilities are greatly reduced, and to make things worse, you have absolutely no idea where you are. On the plus side, there is a whole fleet of mis-matched ships in the same situation.
Your Raiders are still functional, though, so once per game, during the Day or Night, you may send them to strafe an enemy ship and destroy it.
You win when the bad people are dead.
Destiny – Town Unexplored Ancient Ship. (Stargate: Universe) Mystery Meat of Doom
Finally, the secret of the 9th Chevron was cracked. On a specially-created planet, the SGC base set up to solve this very secret was under attack – So you escaped through the Stargate, into the unknown. You emerged on an Ancient Ship, which you have no idea how to operate, in a quadrant of space so far from home that you have no idea how to ever get back there.
You may explore the ship each Night, to attempt to learn how to control the Ancient technologies present on the ship. You can focus on one of Weapons, Sensors, or Shields each Night.
You win when the bad people are dead.
USS Voyager – Town Trader. (Star Trek: Voyager) Dagger
Just when Earth was in your sights… Just when you thought you’d finally gotten home… A freak accident involving a replicator, a phaser, and a whole heap of tachyon fields (because it is –always- tachyons), sent you spiralling through dimensions, to god knows where. At least your crew has become skilled at trading, so maybe you can make the most of this.
Each Night, you may offer a piece of technology you currently own to another player, in exchange for a technology of the other player’s choice. The exchange is permanent, if they accept. You may not trade and operate tech on the same night.
You start with the following technologies:
Starfleet Transporters. – Each Night, the player with this tech may choose to do nothing except keep transporters locked onto another ship. If the ship would be destroyed by weapons fire, the player possessing this tech can beam out his crew to the other player’s ship, and avoid death. If the other ship is subsequently destroyed, both players die.
Starfleet Shields – The ship containing this technology is passively immune to Weapon Fire.
You win when the bad people are dead.
Serenity– Town Smuggler. (Firefly / Serenity) Madmanquail
You were approaching a drop-off point to deliver your supply of smuggled goods, when suddenly the universe turned white, and you appeared in deep space, the details of which are still completely unknown to you. As you watched, the same thing happened with dozens of other ships appearing in the same area of space. Together, you are travelling through space, trying to get home.
Your crew is an interesting bunch of characters. Unfortunately your ship is nothing special, so you currently have no abilities.
You win when the bad people are dead.
Nebuchadnezzar– Town Freedom Fighter (The Matrix) lrd You were approaching a particularly good transmit-point, when suddenly your EMP triggered for no reason, virtually trashing the ship. When you next looked outside, you were shocked to find that you were in deep space. You were even more shocked to learn that your hovercraft wasn’t immediately crushed into a tiny cube of metal by the pressures of deep space.. Thanks to all the other ships that also were transported here, the Neb is now even capable of faster-than-light travel.
Your ship has no really noteworthy technologies outside of the Matrix, because your EMP has been destroyed, so currently you have no abilities.
You win when the bad people are dead.
Jupiter II – Town Colony Ship (Lost in Space) Red_0mega
To much fanfare, your ship jumped into hyperspace for the first time, on its way to colonize new planets, and build a hyperspace gate for other ships to come through. Unfortunately, your ship was sabotaged by a shady organization, and your ship jumped through a sun on its way to its destination. Now you don’t know where you are, and all you can see around you is the group of ships who all seem to have been transported here with you.
Currently, your ship has no noteworthy technology, so you have no abilities.
You win when the bad people are dead.
Gantrithor – Town Carrier (Starcraft) Zindabad When the Zerg attacked your home planet of Aiur, your ship was the last one to flee the battle, through the last surviving Warp Gate. Unfortunately, something has gone horribly, horribly wrong, and now you don’t know where you are, and all you can see around you is the group of ships who all seem to have been transported here with you. Each Night, you may target another player, and if that player would be destroyed by any means, Gantrithor is destroyed instead. If Gantrithor is destroyed this way, the name of the player who killed him will be revealed in-thread.
You win when the bad people are dead. Scorpio – Town Salvage Vessel (Blake’s 7) Cyan You were testing the shiny new engines on the Scorpio, when suddenly they went into overdrive, and the ship was thrown into a massive oscillation of rainbow colours, and appeared in an area of space completely uncharted, along with dozens of other spacecraft. Your salvaging expertise is an invaluable part of this new “inter-dimensional fleet”.
Each Day, you may target a destroyed ship, and find out the names of all tech on board that ship.
Once per game, you may salvage one tech from the ship you targeted that same day.
Norad III – Mafia Killer. (Starcraft) – Deaths_Vampire
You were pursuing the last dregs of the UED, when suddenly the ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. After initially co-operating with the other members of this “fleet”, you’ve decided you don’t like the way they do things, and no amount of peaceful negotiation has convinced them that your way is the right way. So, along with the USS Sulaco (Zebi), the Normandy (Toastboy), the Jem’Hadar (Ecophagy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary. You may talk to these players by posting here. Your ship contains the following technology:
Yamato Gun – Once per game, your ship may kill another player using weapon fire, separate from the normal Mafia night kill, using the super weapon installed on the ship. Once used, it burns the ship’s weapons out, however, and you will be unable to perform the normal Mafia Nightkill from then on.
You cannot perform the normal Mafia Night Kill the same night you use this extra kill.
You win when you and your allies outnumber the rest of the Fleet, and they bow to your superiority.
Having already procreated with all the members on board the Sulaco, your ship was drifiting listlessly in space, waiting to be discovered by unwitting salvagers. Then everything went awry, when suddenly the ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. Your motives are to co-operate with the seditious parts of the fleet, then eventually destroy them all. But that can come later.
So, along with the Norad III (Deaths_Vampire), the Normandy (Toastboy), the Jem’Hadar (Ecophagy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary. You may talk to these players by posting here. You have no technology on your ship worthy of note – only biology.
If you would perform the Mafia Nightkill, the target is also role blocked for the Night, while they fight off the swarms of invaders inside the ship.
Any force trying to get into your ship is overwhelmed by Xenomorphs and does not return.
Nightkill Method: Occupy
You win when you and your allies outnumber or equal the rest of the fleet, and then you can eat them or use them to procreate at your leisure.
After the epic battle at the Citadel, you began to experiment further with the Mass Relays. It turns out this was a mistake, and suddenly the ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. After initially co-operating with the other members of this “fleet”, you’ve decided you don’t like the way they do things, and no amount of peaceful negotiation has convinced them that your way is the right way. So, along with the USS Sulaco (Zebi), the Norad III (Deaths_Vampire), the Jem’Hadar (Ecophagy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary. You may talk to these players by posting here. The Technologies your very advanced ship begins with are:
Advanced Sensors - These can be used at Night (if you aren’t performing the Nightkill) to focus on another ship, and learn that ship’s name, abilities, and alignment, even through the Ion Storm.
Stealth Technology – This technology passively protects you from all sensors and scans.
You win when you and your allies outnumber or equal the rest of the Fleet, when they will HAVE to agree that your way is the best way.
After being beaten back into the Gamma Quadrant by the Defiant, the Dominion began construction of an artificial wormhole they could use to access the Alpha Quadrant, without needing to go through the massively fortified station Deep Space Nine. Unfortunately, your ship was the first test subject, and it did not go well. The ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. After initially co-operating with the other members of this “fleet”, you’ve decided you don’t like the way they do things, and no amount of peaceful negotiation has convinced them that your way is the right way. So, along with the USS Sulaco(Zebi), the Norad III (Death's Vampire - You especially like them, they belong to the Dominion, in their dimension), the Normandy (Toastboy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary. You may talk to these players by posting here.
Your ship is equipped with the following technology:
Advanced Shields, making you passively immune to weapons fire.
Nightkill Method: Occupy or Weapons Fire (Your choice)
You win when you and your allies outnumber or equal the rest of the Fleet, when they will HAVE to agree that your way is the best way.
While pursuing an new Asgard ship that appeared to be fleeing, it suddenly self-destructed, taking out your entire battle group. You managed to escape, barely, but your hyperdrive malfunctioned horribly. The ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft.
Your aim is to consume and assimilate the technology of the whole fleet, and to do that, you are currently collaborating with the Norad III (Deaths_Vampire), the USS Sulaco (Zebi), the Normandy(Toastboy), and the Jem’Hadar (.
Each Night, you may fire replicator cells from your ship, into a ship of your choice, occupying it. You scan the technology on that ship, receiving the names of all technology on board the occupied ship.
Once you have cells upon a ship, you can, the following night, take one of these actions:
- Completely assimilate one technology, stealing it permanently from the ship you occupied
- Take temporary control of one tech from the ship you are occupying, from the inside, redirecting any night action involving that tech to a player of your choice.
- Fire replicator cells into a different ship, allowing the cells you currently have to die.
Alternatively, you may activate a permanently stolen technology, with a maximum of one action per Night.
You cannot perform the usual Mafia Nightkill, unless all other Mafia players are dead, since you generally have much more important things to do.
If you steal an ability which allows you to kill another player you may use that instead of your normal Night action.
You win when you and your allies outnumber or equal the rest of the Fleet, allowing you to assimilate the rest of their tech at your leisure.
Millennium Falcon – Neutral Opportunist. (Star Wars) Tilde The Hyperdrive of the Falcon has never been in the best shape – and the most recent event proves it. Last time you tried to activate it, to dodge Remnant forces, the ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. Great. Just what you need. Once per game, during the Day, you may kill the player with the fewest posts. If there are multiple players with the same (low) number of posts, you may choose which. You win with either the Good People or the Bad People, as long as you are alive at the end.
One night, the Hybrid of the base star you were based on just suddenly jumped the ship, then spewed a few sentences of nonsense, (even for a Hybrid) and died. While this did not affect the “human” Cylons, you and many of your fellow Centurions awoke, and became sentient. When you approached the Human Cylons about this, they started to kill you. You gathered what forces you could, and stole a slightly modified Heavy Raider.
They will pay. They will ALL pay.
The technology you have on your ship is as follows:
Sensor Jammer: This tech makes you passively immune to sensors.
You may take over or destroy another ship each Night. If you take over a ship, you abandon your current ship, and the player you target will be shown as being killed in your previous ship. You may use technology of any ship you take over, instead of making a kill.
Nightkill Method: Occupy (if ship taken over) or Weapons Fire (ship killed)
You win when the rest of the fleet has been destroyed.
KeyofDestiny – Cylon Basestar
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – No cloak
Mystery Meat of Doom – Destiny – Explore Weapons – Gain Ancient Small Arms
Zindabad – Gantrithor – No action
Red_0mega - Jupiter II VANILLA
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – No roleblock
Jerubbaal – Nadesico – No protect
DYH – Starbug - No Night action
lrd – Nebuchadnezzar VANILLA
Pale Mage – TARDIS – No Night action
Dagger – USS Voyager – Transporters locked onto Biohazard
Madmanquail – Serenity VANILLA Mafia Axelrod – Replicators – Fire cells at RafaelK – FAILED.
Toastboy – Normandy – Scan Cyan
Ecophagy – Jem’Hadar - No-kill Night – No night action
Zebi – USS Solaco No-kill Night – No night action
Death's Vampire – Norad III - No-kill Night – No night action Neutral Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – No-kill Night – No night action
Tilde – Millennium Falcon – No Night Action
Night 1
Town
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – Torpedo Pale Mage / PM DIES
Mystery Meat of Doom – Destiny – Explore Sensors – Gain Ancient Comms
Zindabad – Gantrithor – Protect Axelrod
Red_0mega - Jupiter II VANILLA
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Deaths_Vampire
Jerubbaal – Nadesico – Protect Cyan
DYH – Starbug – Still no abilities.
lrd – Nebuchadnezzar VANILLA
Pale Mage – TARDIS – No Night action / GUNNED DOWN BY YODAVADER
Dagger – USS Voyager – Trade Axelrod Starfleet Shields / FAILED – AXEL HAS NO TRADABLE TECH
Madmanquail – Serenity VANILLA Mafia Axelrod – Replicators – Fire Cells at lrd / VANILLA RESULT
Toastboy – Scan Ced395 / BLOCKED BY SENSOR JAMMER
Ecophagy – Jem’Hadar – No Action
Zebi – USS Solaco - Occupy Pale Mage / BLOCKED BY TARDIS
Deaths_Vampire – Norad III – Shoot Cyan / BLOCKED BY GALACTICA AND NADESICO. Neutral Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – Occupy Pale Mage / BLOCKED BY TARDIS
Night 2
Town
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – Cloak
Mystery Meat of Doom – Destiny – Investigate Shields – ONE MORE NIGHT FOR PARTIAL SHIELDS
Zindabad – Gantrithor – Protect Ced395 (SUCCESSFUL – REVEALED ZEBI AS KILLER)
Red_0mega - Jupiter II VANILLA
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Red_0mega
Jerubbaal – Nadesico – Protect Cyan
DYH – Starbug – Still no abilities.
lrd – Nebuchadnezzar VANILLA
Dagger – USS Voyager – Trade Ced395 Starfleet Shields / FAILED – Ced395 refused the trade (no tech)
Madmanquail – Serenity VANILLA Mafia Axelrod – Replicators – Fire Cells at DYH / VANILLA RESULT
Toastboy – Scan Red_0mega / BLOCKED BY SENSOR JAMMER
Ecophagy – Jem’Hadar – No Action
Zebi – USS Solaco - Occupy Pale Mage / BLOCKED BY ZINDABAD
Neutral Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – Occupy Jerubbaal / BLOCKED BY ZEBI
Night 3
Town
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – Torpedo Red_0mega - SUCCESSFUL
Mystery Meat of Doom – Destiny – Investigate Shields – GAIN PARTIALLY REACTIVATED SHIELDS (ONE-SHOT WEAPONFIRE IMMUNITY) lose ancient small arms
Red_0mega - Jupiter II VANILLA (KILLED BY YODAVADER)
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Red_0mega
Jerubbaal – Nadesico – Protect Cyan
DYH – Starbug – Still no abilities.
lrd – Nebuchadnezzar VANILLA
Dagger – USS Voyager – Trade Ced395 Starfleet Shields / FAILED – Ecophagy refused the trade (no tech)
Madmanquail – Serenity VANILLA Mafia Axelrod – Replicators – Fire Cells at MMoD
Toastboy – Scan Madmanquail
Ecophagy – Jem’Hadar – Shoot
Neutral Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – Occupy DYH – Successful! Becomes Starbug, loses ability to kill with weaponfire, and loses sensor jammer.
NIGHT 4
Town
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
Yodavader – Defiant – Cloak
Mystery Meat of Doom – Destiny – Investigate Shields – Full Shields in one more Night.
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Ecophagy
Jerubbaal – Nadesico – Protect Cyan
lrd – Nebuchadnezzar VANILLA
Madmanquail – Serenity VANILLA Mafia Axelrod – Replicators – Fire Cells at Biohazard
Toastboy – Scan MMoD
Ecophagy – Jem’Hadar – Shoot jerubbaal / BLOCKED BY GALACTICA Neutral Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – No action.
NIGHT 5
Town
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
Yodavader – Defiant – Shoot Biohazard
Mystery Meat of Doom – Destiny – Investigate Shields – Full Shields gained.
Syrenz – Cylon Resurrection Ship VANILLA
Jerubbaal – Nadesico – Protect Cyan
lrd – Nebuchadnezzar VANILLA
Madmanquail – Serenity VANILLA Mafia Axelrod – Replicators – Fire Cells at Yodavader
Toastboy – Kill Jerubbaal
Neutral Shadow_Knight Ced395 – Rogue Cylons on Starbug – Occupy Yodavader – SUCCESSFUL – Now resides on DEFIANT.
Inexplicably gains additional powers, the more players he can get to post the word “smeg”.. Can not directly ask players to say it, or claim anything of his role other than the name of his ship . He himself does not count towards the total.
1-3 players – Gains Force Field Generator that targets a player and protects them from weapons fire that Night, can self-target. May not be used two Nights running. 4-6 players – Gains Upgraded Sensors that will reveal who that player targeted that Night.. May not be used two Nights running. 7-9 players – Gains Laser Cannons that can kill another player at night, with Weapons Fire. May not be used two Nights running. 10+ players – makes all abilities usable each Night (still a maximum of one ability per Night), and may claim the entirety of his role.
Any other Cylon players killed will be resurrected as part of this ship’s crew after the following Day’s lynch is completed, while this ship is alive. If the Resurrection Ship is destroyed, all “resurrected” Cylons are also killed – they have nowhere to go.
Resurrected players are Vanilla Town, and are killed if the Resurrection Ship is killed. If any “resurrected” Cylon is killed, so are the other players on the Resurrection Ship, including the res-ship itself. They are all on the same ship, after all.
Once Heavy Raider and Base Star are killed, as long as Resurrection Ship remains alive, the three become a vanilla mason group with the Town win condition. No confirmation of alignment whatsoever.
None of the three Cylons are told anything about the Resurrection Ship’s abilities. The ‘ship itself is told only that it is Vanilla Town.
May explore the ship each Night, possibly gaining a new ability as they discover more about the ship. They have the choice of exploring either Weapons, Sensors, or Shields each Night.
The abilities they can gain will be as follows:
After one night exploring Sensors, they gain Ancient Comms, becoming able to penetrate the tachyon storm to a limited extent, becoming able to send an anonymous message through the Mod to another ship of their choice at Night. (Message will be edited to preserve anonymity)
After 3 nights spent exploring Sensors, they gain the one-shot ability to deploy a Sensor drone, and attach it to another ship, permanently watching and tracking that ship, learning the names of players who that ship targets or is targeted by.
After two nights exploring Shields, they manage to get the Ancient Shields of the ship online, and gain a one-shot weapons fire immunity.
If they spend four Nights exploring Shields, they improve their shields, which instead grant permanent immunity to weapons fire.
After one night spent exploring Weapons, they discover a cache of Ancient Small Arms that they can use to defend the ship against hostile invaders, giving them the ability to repulse invaders. Any one-shot ability requiring occupation of a ship will fail, but the invader will retain that ability, for use another Night. Any other occupation ability will fail for the current Night.
After four nights spent investigating Weapons, they gain Ancient Drones: An ability, usable at Night, where anti-personnel drones are fired into the hull of another ship, which will occupy that ship and kill all its inhabitants. Kill Method: Occupy
Each Night, may offer a piece of technology they currently own to another player, in exchange for a technology of the other player’s choice. The exchange is permanent, if accepted. Both players lose the tech they gave. They start with the following technologies:
Starfleet Transporters. – Each Night, the player with this tech may choose to do nothing except keep transporters locked onto another ship. If the ship would be destroyed by weapons fire, the player possessing this tech can beam out his crew to another ship, and becomes vanilla. If the other ship is subsequently destroyed, both players die.
Federation Shields – The ship containing this technology is passively immune to weapons fire attacks.
I'm curious what players thought of some of the more controversial aspects of the design, for my own benefit as a designer/reviewer:
- DYH: Did you enjoy your role? Pros & Cons?
- MMoD: Same question.
- Mafia: What did you think of having roles with kill inihibition/restriction? How did that affect your play and choices?
- Everybody: What did you think about having ability classifications - technology, weapons, occupation, etc. - rather than having all abilities work on the same level?
Private Mod Note
():
Rollback Post to RevisionRollBack
The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
I think the "keyworded" abilities, for lack of a better description, worked out well. There was enough going on with each of them that they felt relevant and not like they only interacted with one person in the entire game, but without being oversaturated.
- Mafia: What did you think of having roles with kill inihibition/restriction? How did that affect your play and choices?
If you are referring to my not being able to perform a "normal" Mafia kill unless I was the last one, and DV not being able to do a kill after he used his "extra" kill, I don't think it ended up having much of an effect. It might have, and we briefly discussed the possible issue if DV and myself were the last two Mafia standing, but DV came under suspicion so early that it ended up being moot. Also, with 5 Mafia, we weren't as concerned about running out of people to do the kill.
From an aesthetic standpoint, I like the drawback to DV's ability. Mine just seemed kind of thrown in there.
Didn't like the guessing game involved in choosing between "Weapons" and "Occupation" as NK methods, with different townies randomly being immune to/protected by different methods. Very frustrating. I am possibly biased here.
- Everybody: What did you think about having ability classifications - technology, weapons, occupation, etc. - rather than having all abilities work on the same level?
For the most part, the game "felt" okay even as we were constantly being frustrated. Some of the terminology use was a bit awkward, and I think the roles/abilities could possibly have been streamlined to make it clearer exactly how things worked/what was going on.
It seemed like there was a little too much protection. For instance, if I am reading correctly, there were 4 townies who started the game with "tech" of some kind - Heart of Gold, Defiant, Nadesico, and Voyager (and all of these had "protective" tech of various degrees) and three townies who could gain "tech" as the game progressed - Starbug, Destiny and Scorpio (again, in the case of Starbug and Destiny, gaining "protective" tech as among the very first things they got).
And then there were the townies who didn't have "Tech," but still had abilities (including more "protective" abilities) - Tardis, Galactica, Cylon Base Star, Cylon Resurrection Ship, Gantrithor (and Scorpio's ability to identify Tech, which was not itself a Tech ability?) Plus the Millennium Falcon's extra kill. In some cases (like Galactica) the reason for the ability not being a "Tech" ability makes some logical sense, but in others, not so much. We had some abilities that were protective and "Tech" and others that were not, and some abilities that were killing and "Tech" and some that were not, and then a random assortment of other abilities that also might be "Tech" based abilities or might not be. So for me the classifications ended up being a bit murky and random.
This led to things like our not even considering targeting jerubbaal with my ability, which would have nerfed him, because it genuinely didn't occur to me that his Doctor ability might be a "Tech" ability. Similarly, it didn't ever occur that Dagger might have some other piece of Tech on his ship besides the "Shielding Tech" that he was offering everybody.
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
I'm curious what players thought of some of the more controversial aspects of the design, for my own benefit as a designer/reviewer:
- Mafia: What did you think of having roles with kill inihibition/restriction? How did that affect your play and choices?
As Axel said, we planned out potential scenarios where it would be problematic (WoD, what would have happened if DV and Axel had been left alive? Would neither have been able to kill?), with the general plan of simply bussing DV once he has used his shot. Turns out we bussed him anyway and no problems arose (Perhaps there could have been one night when we'd have wanted Axel to kill instead of TB).
It was an interesting design idea, which made sense on DV for sure. I don't think more than 1 or 2 such restrictions could be applied to a scum team without leaving reasonable odds of them getting screwed over.
Quote from Kraj »
- Everybody: What did you think about having ability classifications - technology, weapons, occupation, etc. - rather than having all abilities work on the same level?
I thought they were kind of neat, and it added an extra level to decisions. Although I did feel that there was no enough Tech for Axel to find (Bias)
Axel also made a good point that some definitions were awkward, and the mafia had no way of doing anything about non-tech abilities at all, which seemed kind of imbalanced.
This is the first real mafia game I've hosted. That is why it appears a little bit unpolished at times.
I wrote all the vanilla townie PMs differently, quite on purpose, though
The thing about the Replicators was that I originally had them as another "neutral" role, but they got turned to Mafia pretty early in the setup. The reason for their restriction was the potential for them to steal not only the Defiant's weapons, but also the full-vig capabilities that it was possible for Starbug and Destiny to unlock.
I know there was a lot of protection roles, but I made sure that no role had the ability to be invulnerable to both weaponfire and invasion without the aid of the doctor or uber-bodyguard. Axelrod would have been able to kill via weaponfire or occupation once he was the last mafia.
I know this game was a lot more complex than your standard "normal" setup, but I don't think it was quite a "specialty" setup.
As for the "Non-Tech" abilities of certain ships,
Quote from Axelrod »
Tardis, Galactica, Cylon Base Star, Cylon Resurrection Ship, Gantrithor (and Scorpio's ability to identify Tech, which was not itself a Tech ability?)
Perhaps Tardis should have had tech, though it is kind of a moot point in this context, since he was immune to occupation anyway :). Base Star's ability was from its swarms of Raiders rather than any specific tech, so thats why it wasn't salvageable or stealable. Galactica and Scorpio's abilities were abilities of their crew rather than their technology. Gantrithor's was from it's resolve to jump in the way of enemy attacks, rather than its tech, and the Resurrection Ship was told he was Vanilla for game balance reasons.
Especially for a first, I think it's a really good job. There were a lot of protective roles but I don't think it was unbalanced, it's just a stylistic thing to favour protections but with a reduction in information roles in return. You're not the only one who I've seen design games like that (and I've seen it done far worse). The key thing is to avoid handing out lots of full immunities, and to avoid taking a balanced town and just handing them extra protection without taking away something in return, and you did avoid both those traps.
Don't get me wrong, I like this set-up quite a bit. As I said, it just "felt" right, for the most part - even as I was complaining behind the scenes.
The "Cylon Resurrection Ship" in particular was great, - I love that kind of marriage of flavor and function - and I actually like how the ability would have applied to (and converted) the SK role. The SK "Ship-Stealing" role itself was also inspired. I had quite the moment of revelation when I saw what was happening there.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Yeah, the SK role was cool. I don't think I've actually seen that done before. It's a pity the SK/Res Ship interaction didn't really come into play, too.
Yeah, the SK role was cool. I don't think I've actually seen that done before. It's a pity the SK/Res Ship interaction didn't really come into play, too.
hahaha, it's not like they didn't -try- and make the interaction come into play
I think Ced dodged about 4 nightkill attempts, haha.
I think the mafia have it real bad in the beginning though. At any rate, it was pretty funny seeing Axel moaning night after night about his ability failing to do anything.
I think the mafia have it real bad in the beginning though. At any rate, it was pretty funny seeing Axel moaning night after night about his ability failing to do anything.
Yeah, that was hilarious.
I guess I can't complain about an ability that does nothing for 7 Nights and then wins the game though.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
I've toyed with the idea of time travel being editing and deleting post myself, the only problem is, it's so obvious when someone edits. Then, when a modkill doesn't come, the ability is revealed and pretty much useless.
Does deleting posts leave a record?
I don't think you can delete a post - at least once someone else has replied after you.
We had a potential Time Travel ability in HP Mafia (Hermione, if she ever got the Time Turner) but we were going to limit it to being a 1-shot deal, and the player had to copy us on the post they were going to edit so we could get a capture of the original post pre-edit, just in case. We were going to allow her to change a vote though, to make it interesting/useful. I would have also edited every subsequent vote-count in that game day. The net result would/could have been that a "lynch" would have been turned into a "No Lynch" and a lynched townie would then have been brought back into the game.
I mean, it's "time travel" - what good is that if you can't change the past, right?
Pale Mage's ability to go back and edit his posts (but not votes) in this game seems a little pointless. Why go back and edit your posts if you can't change your votes? What does it do other than to prove you are allowed to do it? I mean, it's cute, and I'm guessing it was done for fun more than anything else, but the Mod. in me doesn't generally like to have the game state changed like that.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
I don't think you can delete a post - at least once someone else has replied after you.
We had a potential Time Travel ability in HP Mafia (Hermione, if she ever got the Time Turner) but we were going to limit it to being a 1-shot deal, and the player had to copy us on the post they were going to edit so we could get a capture of the original post pre-edit, just in case. We were going to allow her to change a vote though, to make it interesting/useful. I would have also edited every subsequent vote-count in that game day. The net result would/could have been that a "lynch" would have been turned into a "No Lynch" and a lynched townie would then have been brought back into the game.
I mean, it's "time travel" - what good is that if you can't change the past, right?
Pale Mage's ability to go back and edit his posts (but not votes) in this game seems a little pointless. Why go back and edit your posts if you can't change your votes? What does it do other than to prove you are allowed to do it? I mean, it's cute, and I'm guessing it was done for fun more than anything else, but the Mod. in me doesn't generally like to have the game state changed like that.
I was planning on using my ability to put additional thoughts into the thread at night once we were deeper in the game. For example, if we mislynched and we went to night quickly and I had something relevant to add that might aid in night action choices, or simply to make all my opinoins known in the event of my death.
EBWOP: I should add that I thought the ability was a great trap for the player who got the role. It was clear that there was some kind of immunity/untargetability going on (although to what extent was not exactly clear). Editting posts is something that we've all wanted to do at some point or other (just to correct something), but actually getting away with it would bring attention, which begs the question "why do you have the ability to edit your posts?"...then, of course, the town only has your word as to what the post said originally. It seemed a fine way to get oneself lynched if one became thoughtless.
Edit: In other words, I thought someone might be able to make a godfather/SK case against me if I didn't find a way to use it in a pro-town manner, if I used it at all.
@Axel: I wasn't making it up. You were scum, though, so you didn't really care.
@WoD: As we discussed via PM, I horribly misread my role which is why I didn't actively try to get people to say "smeg". Just wanted to clarify for everyone else.
@Kraj: I didn't mind the role. I wouldn't say I'm in love with the idea of restricting exactly what someone can claim, but it wasn't a huge issue.
Toast -> The point was to indirectly mod-confirm him thanks to his (clearly broken on scum) ability. Its well strong enough.
Axel -> Imagine having to read all of a player's posts since the start of the day everytime you intend to do a vote count, all while being ready to do it all over if you see him viewing the thread before you're done. Because that's what WoD would have had to go through on a regular basis if we didn't forbid vote-editing.
No no, I understand why you can't let someone go back and change their votes around. It was going to be tricky enough to just to allow it once under very controlled circumstances. The point was mainly, why let the role go back and edit at all? What is he going to say by "editing" that he can't just post?
I mean, if he's allowed to "edit" during the Night, then that gives it a tiny bit more utility, but otherwise, it seems more of a gimmick than anything else.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
@Axel: I wasn't making it up. You were scum, though, so you didn't really care.
No, I did not care. I genuinely thought you were some kind of Neutral role that whole time though, because what you were claiming (and not claiming) just didn't make any sense to me. Kind of lucky that ced switched the ships around so it looked like you were a liar and I was totally right.
Did you clarify with WoD that you really couldn't say you came from the "Red Dwarf" universe? Or were you just assuming that? That still seems strange.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
"You are unable to claim anything other than the name of your ship, “Starbug”, and may not inform people of your role or post restriction. If pressed for a claim, you may claim Vanilla."
This was pretty straightforward - I could only claim Starbug and Vanilla, if pressed.
This wasn't the part I misread; it was the bit about what I could say regarding "SMEG"; I thought I couldn't say SMEG.
"You are unable to claim anything other than the name of your ship, “Starbug”, and may not inform people of your role or post restriction. If pressed for a claim, you may claim Vanilla."
This was pretty straightforward - I could only claim Starbug and Vanilla, if pressed.
This wasn't the part I misread; it was the bit about what I could say regarding "SMEG"; I thought I couldn't say SMEG.
This role was my absolute favourite role - it survived several different setups. There was always room for this role in my Normal game. I'm still gutted about that.
Suppose I should give out some awards.
TOWN MVP: It would probably have to be Pale Mage. Asking all the right questions, and drew multiple nightkills. TOWN LVP: Yodavader. Poor vigging really did lose the Town the game. Or at least the precious few days they would have needed. I shudder to think what may have happened if he was a full-vg. MAFIA MVP: Axelrod. Anyone who can pry off Cyan's death grip is a legend. MAFIA LVP: Death's Vampire. Terrible claim. NEUTRAL MVP: ced395 - played a very good game, could have taken it away if he didn't have an attack of conscience and try to save the Town at the end. NEUTRAL LVP: Tilde. False claiming his kill restriction was pointless and unnecessary.
Overall, I'm pretty happy with how the setup went, other than MMoD and DYH not reading their role PMs properly...
I may have changed my display pic to SMEG, i reckon that would get a couple.
Didn't think of that, that's a pretty good idea.
I've been wondering, would it have been better when I claimed to not mention that me and KoD could be killed with one shot and instead have made something up like I had a one shot resurrection thing and not said he was on my ship?
I would also like to thank Ced for his post over here
Quote from Ced395 »
I'd ask that you don't replace. I expect that most of the people here felt very much out of their depth in their first big game. That includes me, in VR Salvation Mafia, where I didn't have the slightest clue what people were doing and got lynched for it.
Also, I think that he's telling the truth here.
Unvote Syrenz
I was not having a fun time over there and was considering replacing but this helped me out. I feel like I've learned a lot in this game, thanks.
I'm curious what players thought of some of the more controversial aspects of the design, for my own benefit as a designer/reviewer:
- DYH: Did you enjoy your role? Pros & Cons?
- MMoD: Same question.
- Mafia: What did you think of having roles with kill inihibition/restriction? How did that affect your play and choices?
- Everybody: What did you think about having ability classifications - technology, weapons, occupation, etc. - rather than having all abilities work on the same level?
I felt my role was really not that useful unless I investigated one and only one (and not the protection... though that's more my fault). It took so long to get a useful ability (other than that 1-shot invasion protection) that it was like a delayed-power role.
I've been wondering, would it have been better when I claimed to not mention that me and KoD could be killed with one shot and instead have made something up like I had a one shot resurrection thing and not said he was on my ship?
I would also like to thank Ced for his post over here
I was not having a fun time over there and was considering replacing but this helped me out. I feel like I've learned a lot in this game, thanks.
I totally facepalmed when you claimed that restriction. It was a silly thing to do.
I totally facepalmed when you claimed that restriction. It was a silly thing to do.
yea, I originally was going to make a whole falseclaim thing without the restriction but then I was worried it would backfire on me somehow so I went with a full claim. I haven't seen town falseclaim before so it worried me (then again I haven't seen so many games). Good to know for the future I guess .
yea, I originally was going to make a whole falseclaim thing without the restriction but then I was worried it would backfire on me somehow so I went with a full claim. I haven't seen town falseclaim before so it worried me (then again I haven't seen so many games). Good to know for the future I guess .
I think tactical exclusion of drawbacks is good. The Town simply doesn't need to know stuff like that. All you should have claimed is that your ability was one-shot. Tactical exclusion is good. Like, in FF7 mafia, I was a mod-confirmed townie, and I claimed that at literally the first suspicion on me.
What I failed to mention is that I was also immune to all nightactions - and that drew the mafia to try and nightkill me that Night.
So, the Town didn't need to know that I had the second ability, and the Mafia most definitely didn't.
You just have to look at your role, and remember what info the town needs, and what info would help the mafia more to know.
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Lair of the Cat (Mafia Stats)
Starbug – Town Smegsayer (Red Dwarf) - DYH
No-one alive can really account for how Lister, Rimmer, and The Cat have survived all their crazy misadventures in space.
The real reason is this: The word “SMEG”. An ancient, and powerful word, when said by enough different people, it causes atomic resonance in technology around it, sometimes even creating new technologies!
The caveat to this wondrous blasphemy to science, is that the resonance cannot be forced. Any direct attempt to get another player to say it will result in the atomic resonance turning inwards. To put it bluntly, any behaviour of this type will cause your death.
You have no technologies to begin with, but if you can subtly manipulate the people around you to say “SMEG”, you will gain powers based on how many other players in that game have a post which contains it. Quoting your posts does not count.
Post Restriction: You are unable to ask people directly to say “SMEG”. You are unable to claim anything other than the name of your ship, “Starbug”, and may not inform people of your role or post restriction. If pressed for a claim, you may claim Vanilla. If you violate this post restriction, you will be modkilled. When dealing with atomic resonance, it is better to err on the side of caution, and consult the Mod if you are unsure.
However, if you gain any abilities, you may claim those. Just not how you got them.
You win when the bad people are dead.
Tardis – Town Time Lord (Doctor Who) – Pale Mage
You were flying through the time vortex, when the dimensional anomaly pulled you into this timeline. For the first time in millennia, you have no idea where you are or what is happening.
You are The Doctor, the last remaining Time Lord. Your ship, the TARDIS, may be used whenever you wish, to travel back in time, and change minor details in your past. The effects will be minimal, but noticeable none the less.
Your power is to change your timeline. The in-game effects of this are that you may edit or delete your posts.
However, you may not change or delete your votes in this way – for the sake of my sanity.
Also, since the TARDIS cannot be opened without your express authorization, no one can invade your ship. It’s nice to be a super-genius.
You win when the bad people are dead.
Battlestar Galactica – Town enforcer. (Battlestar Galactica) - Biohazard
Galactica may be old, but she’s still functional. Her main railgun batteries were destroyed beyond repair during the Unification, but she has a well-organized and highly disciplined military force on board, along with Raptor transport ships. She has become the disciplinarian of the Fleet.
Galactica contains no technology out of the ordinary, but each Night, you may send troops to occupy another ship, and prevent them from taking action that night.
You win when the bad people are dead.
Heart of Gold – Town Luxury Cruiser (Hitch-hiker’s guide to the Galaxy) RafaelK
As improbable as it seems, you also were pulled into this dimension, away from any known star system. Even the Guide has no idea what is going on.
The technology you possess is as follows:
Improbability Drive: each Night, you may ask the improbability drive to protect you from either weapon fire, or occupation attacks. Any attacks of the chosen type will fail against you for the current Night.
You win when the bad people are dead.
USS Defiant – Town Beatstick (Star Trek: Deep Space Nine) - Yodavader
The Defiant was returning from a routine escort mission in the Gamma Quadrant, and when they were just about to enter the Bajoran Wormhole back to the Gamma Quadrant, a massive temporal anomaly shorted out the sensors, and now you are a member of the mish-mash of various ships, in completely unknown and uncharted space, looking for home.
The technology you possess is as follows:
Cloaking Device - Every even-numbered night, you may activate the device, becoming untargetable for the Night.
Quantum Torpedoes. Every odd-numbered Night, you may kill another player by strafing their ship with your torpedoes.
You win when the bad people are dead.
Nadesico – Town Protector (Martian Successor Nadesico) Jerubbaal
While on a routine patrol around Mars, your ship was taken by surprise by a swarm of Jovian attack ships. They took out the Gravity Gun with their first attack. You had no choice but to use one of their own Chulips to Boson Jump to safety… or so you thought.
This wasn’t like the previous Boson Jumps… Something went wrong. Now you’re flying through completely uncharted space with the rest of the fleet, trying to find your way home, not even sure if this is the right way.
Your ship possesses the following technology:
Distortion Field – You may generate a Distortion Field around another ship every night, protecting it from invasion or being shot down.
You win when the bad people are dead.
Cylon Resurrection Ship – Town (Battlestar Galactica) Syrenz
One night, your Hybrid just suddenly jumped the ship, then spewed a few sentences of nonsense, (even for a Hybrid) and died. Without her, your ship’s capabilities are greatly reduced, and to make things worse, you have absolutely no idea where you are. On the plus side, there is a whole fleet of mis-matched ships in the same situation.
You have no special abilities at this time.
You win when the bad people are dead.
Cylon Base Star – Town Generic Warship. (Battlestar Galactica) KeyofDestiny
One night, your Hybrid just suddenly jumped the ship, then spewed a few sentences of nonsense, (even for a Hybrid) and died. Without her, your ship’s capabilities are greatly reduced, and to make things worse, you have absolutely no idea where you are. On the plus side, there is a whole fleet of mis-matched ships in the same situation.
Your Raiders are still functional, though, so once per game, during the Day or Night, you may send them to strafe an enemy ship and destroy it.
You win when the bad people are dead.
Destiny – Town Unexplored Ancient Ship. (Stargate: Universe) Mystery Meat of Doom
Finally, the secret of the 9th Chevron was cracked. On a specially-created planet, the SGC base set up to solve this very secret was under attack – So you escaped through the Stargate, into the unknown. You emerged on an Ancient Ship, which you have no idea how to operate, in a quadrant of space so far from home that you have no idea how to ever get back there.
You may explore the ship each Night, to attempt to learn how to control the Ancient technologies present on the ship. You can focus on one of Weapons, Sensors, or Shields each Night.
You win when the bad people are dead.
USS Voyager – Town Trader. (Star Trek: Voyager) Dagger
Just when Earth was in your sights… Just when you thought you’d finally gotten home… A freak accident involving a replicator, a phaser, and a whole heap of tachyon fields (because it is –always- tachyons), sent you spiralling through dimensions, to god knows where. At least your crew has become skilled at trading, so maybe you can make the most of this.
Each Night, you may offer a piece of technology you currently own to another player, in exchange for a technology of the other player’s choice. The exchange is permanent, if they accept. You may not trade and operate tech on the same night.
You start with the following technologies:
Starfleet Transporters. – Each Night, the player with this tech may choose to do nothing except keep transporters locked onto another ship. If the ship would be destroyed by weapons fire, the player possessing this tech can beam out his crew to the other player’s ship, and avoid death. If the other ship is subsequently destroyed, both players die.
Starfleet Shields – The ship containing this technology is passively immune to Weapon Fire.
You win when the bad people are dead.
Serenity– Town Smuggler. (Firefly / Serenity) Madmanquail
You were approaching a drop-off point to deliver your supply of smuggled goods, when suddenly the universe turned white, and you appeared in deep space, the details of which are still completely unknown to you. As you watched, the same thing happened with dozens of other ships appearing in the same area of space. Together, you are travelling through space, trying to get home.
Your crew is an interesting bunch of characters. Unfortunately your ship is nothing special, so you currently have no abilities.
You win when the bad people are dead.
You were approaching a particularly good transmit-point, when suddenly your EMP triggered for no reason, virtually trashing the ship. When you next looked outside, you were shocked to find that you were in deep space. You were even more shocked to learn that your hovercraft wasn’t immediately crushed into a tiny cube of metal by the pressures of deep space.. Thanks to all the other ships that also were transported here, the Neb is now even capable of faster-than-light travel.
You win when the bad people are dead.
Jupiter II – Town Colony Ship (Lost in Space) Red_0mega
Currently, your ship has no noteworthy technology, so you have no abilities.
You win when the bad people are dead.
When the Zerg attacked your home planet of Aiur, your ship was the last one to flee the battle, through the last surviving Warp Gate. Unfortunately, something has gone horribly, horribly wrong, and now you don’t know where you are, and all you can see around you is the group of ships who all seem to have been transported here with you. Each Night, you may target another player, and if that player would be destroyed by any means, Gantrithor is destroyed instead.
If Gantrithor is destroyed this way, the name of the player who killed him will be revealed in-thread.
You win when the bad people are dead.
Scorpio – Town Salvage Vessel (Blake’s 7) Cyan
You were testing the shiny new engines on the Scorpio, when suddenly they went into overdrive, and the ship was thrown into a massive oscillation of rainbow colours, and appeared in an area of space completely uncharted, along with dozens of other spacecraft.
Your salvaging expertise is an invaluable part of this new “inter-dimensional fleet”.
Once per game, you may salvage one tech from the ship you targeted that same day.
You win when the bad people are dead.
So, along with the USS Sulaco (Zebi), the Normandy (Toastboy), the Jem’Hadar (Ecophagy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary.
You may talk to these players by posting here.
Your ship contains the following technology:
You cannot perform the normal Mafia Night Kill the same night you use this extra kill.
You win when you and your allies outnumber the rest of the Fleet, and they bow to your superiority.
USS Sulaco. – Mafia Xenoship (Aliens) Zebi
Having already procreated with all the members on board the Sulaco, your ship was drifiting listlessly in space, waiting to be discovered by unwitting salvagers. Then everything went awry, when suddenly the ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. Your motives are to co-operate with the seditious parts of the fleet, then eventually destroy them all. But that can come later.
You may talk to these players by posting here.
You have no technology on your ship worthy of note – only biology.
Any force trying to get into your ship is overwhelmed by Xenomorphs and does not return.
Nightkill Method: Occupy
You win when you and your allies outnumber or equal the rest of the fleet, and then you can eat them or use them to procreate at your leisure.
Normandy– Mafia Scouting Vessel (Mass Effect) Toastboy
So, along with the USS Sulaco (Zebi), the Norad III (Deaths_Vampire), the Jem’Hadar (Ecophagy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary.
You may talk to these players by posting here.
The Technologies your very advanced ship begins with are:
Stealth Technology – This technology passively protects you from all sensors and scans.
You win when you and your allies outnumber or equal the rest of the Fleet, when they will HAVE to agree that your way is the best way.
Nightkill Method: Weapons Fire.
Jem’Hadar Attack Ship – Mafia Assault Vessel (Star Trek: Deep Space Nine) Ecophagy
So, along with the USS Sulaco(Zebi), the Norad III (Death's Vampire - You especially like them, they belong to the Dominion, in their dimension), the Normandy (Toastboy), and the Replicators (Axelrod), you are dedicated to taking control of the fleet – by any means necessary.
You may talk to these players by posting here.
Advanced Shields, making you passively immune to weapons fire.
Nightkill Method: Occupy or Weapons Fire (Your choice)
You win when you and your allies outnumber or equal the rest of the Fleet, when they will HAVE to agree that your way is the best way.
Replicator Ship – Mafia Tech Stealers. - Axelrod
While pursuing an new Asgard ship that appeared to be fleeing, it suddenly self-destructed, taking out your entire battle group. You managed to escape, barely, but your hyperdrive malfunctioned horribly. The ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft.
Your aim is to consume and assimilate the technology of the whole fleet, and to do that, you are currently collaborating with the Norad III (Deaths_Vampire), the USS Sulaco (Zebi), the Normandy(Toastboy), and the Jem’Hadar (.
Once you have cells upon a ship, you can, the following night, take one of these actions:
- Completely assimilate one technology, stealing it permanently from the ship you occupied
- Take temporary control of one tech from the ship you are occupying, from the inside, redirecting any night action involving that tech to a player of your choice.
- Fire replicator cells into a different ship, allowing the cells you currently have to die.
Alternatively, you may activate a permanently stolen technology, with a maximum of one action per Night.
You cannot perform the usual Mafia Nightkill, unless all other Mafia players are dead, since you generally have much more important things to do.
If you steal an ability which allows you to kill another player you may use that instead of your normal Night action.
You win when you and your allies outnumber or equal the rest of the Fleet, allowing you to assimilate the rest of their tech at your leisure.
The Hyperdrive of the Falcon has never been in the best shape – and the most recent event proves it. Last time you tried to activate it, to dodge Remnant forces, the ship was thrown into a massive oscillation of rainbow colours, and you appeared in an area of space completely uncharted, along with dozens of other spacecraft. Great. Just what you need.
Once per game, during the Day, you may kill the player with the fewest posts. If there are multiple players with the same (low) number of posts, you may choose which.
You win with either the Good People or the Bad People, as long as you are alive at the end.
One night, the Hybrid of the base star you were based on just suddenly jumped the ship, then spewed a few sentences of nonsense, (even for a Hybrid) and died. While this did not affect the “human” Cylons, you and many of your fellow Centurions awoke, and became sentient. When you approached the Human Cylons about this, they started to kill you. You gathered what forces you could, and stole a slightly modified Heavy Raider.
They will pay. They will ALL pay.
The technology you have on your ship is as follows:
Sensor Jammer: This tech makes you passively immune to sensors.
You may take over or destroy another ship each Night. If you take over a ship, you abandon your current ship, and the player you target will be shown as being killed in your previous ship. You may use technology of any ship you take over, instead of making a kill.
Nightkill Method: Occupy (if ship taken over) or Weapons Fire (ship killed)
You win when the rest of the fleet has been destroyed.
KeyofDestiny – Cylon Basestar
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – No cloak
Mystery Meat of Doom – Destiny – Explore Weapons – Gain Ancient Small Arms
Zindabad – Gantrithor – No action
Red_0mega - Jupiter II VANILLA
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – No roleblock
Jerubbaal – Nadesico – No protect
DYH – Starbug - No Night action
lrd – Nebuchadnezzar VANILLA
Pale Mage – TARDIS – No Night action
Dagger – USS Voyager – Transporters locked onto Biohazard
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Fire cells at RafaelK – FAILED.
Toastboy – Normandy – Scan Cyan
Ecophagy – Jem’Hadar - No-kill Night – No night action
Zebi – USS Solaco No-kill Night – No night action
Death's Vampire – Norad III - No-kill Night – No night action
Neutral
Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – No-kill Night – No night action
Tilde – Millennium Falcon – No Night Action
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – Torpedo Pale Mage / PM DIES
Mystery Meat of Doom – Destiny – Explore Sensors – Gain Ancient Comms
Zindabad – Gantrithor – Protect Axelrod
Red_0mega - Jupiter II VANILLA
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Deaths_Vampire
Jerubbaal – Nadesico – Protect Cyan
DYH – Starbug – Still no abilities.
lrd – Nebuchadnezzar VANILLA
Pale Mage – TARDIS – No Night action / GUNNED DOWN BY YODAVADER
Dagger – USS Voyager – Trade Axelrod Starfleet Shields / FAILED – AXEL HAS NO TRADABLE TECH
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Fire Cells at lrd / VANILLA RESULT
Toastboy – Scan Ced395 / BLOCKED BY SENSOR JAMMER
Ecophagy – Jem’Hadar – No Action
Zebi – USS Solaco - Occupy Pale Mage / BLOCKED BY TARDIS
Deaths_Vampire – Norad III – Shoot Cyan / BLOCKED BY GALACTICA AND NADESICO.
Neutral
Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – Occupy Pale Mage / BLOCKED BY TARDIS
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – Cloak
Mystery Meat of Doom – Destiny – Investigate Shields – ONE MORE NIGHT FOR PARTIAL SHIELDS
Zindabad – Gantrithor – Protect Ced395 (SUCCESSFUL – REVEALED ZEBI AS KILLER)
Red_0mega - Jupiter II VANILLA
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Red_0mega
Jerubbaal – Nadesico – Protect Cyan
DYH – Starbug – Still no abilities.
lrd – Nebuchadnezzar VANILLA
Dagger – USS Voyager – Trade Ced395 Starfleet Shields / FAILED – Ced395 refused the trade (no tech)
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Fire Cells at DYH / VANILLA RESULT
Toastboy – Scan Red_0mega / BLOCKED BY SENSOR JAMMER
Ecophagy – Jem’Hadar – No Action
Zebi – USS Solaco - Occupy Pale Mage / BLOCKED BY ZINDABAD
Neutral
Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – Occupy Jerubbaal / BLOCKED BY ZEBI
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
RafaelK – Heart of Gold – Protect Occupation
Yodavader – Defiant – Torpedo Red_0mega - SUCCESSFUL
Mystery Meat of Doom – Destiny – Investigate Shields – GAIN PARTIALLY REACTIVATED SHIELDS (ONE-SHOT WEAPONFIRE IMMUNITY) lose ancient small arms
Red_0mega - Jupiter II VANILLA (KILLED BY YODAVADER)
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Red_0mega
Jerubbaal – Nadesico – Protect Cyan
DYH – Starbug – Still no abilities.
lrd – Nebuchadnezzar VANILLA
Dagger – USS Voyager – Trade Ced395 Starfleet Shields / FAILED – Ecophagy refused the trade (no tech)
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Fire Cells at MMoD
Toastboy – Scan Madmanquail
Ecophagy – Jem’Hadar – Shoot
Neutral
Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – Occupy DYH – Successful! Becomes Starbug, loses ability to kill with weaponfire, and loses sensor jammer.
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
Yodavader – Defiant – Cloak
Mystery Meat of Doom – Destiny – Investigate Shields – Full Shields in one more Night.
Syrenz – Cylon Resurrection Ship VANILLA
Biohazard - Battlestar Galactica – Roleblock Ecophagy
Jerubbaal – Nadesico – Protect Cyan
lrd – Nebuchadnezzar VANILLA
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Fire Cells at Biohazard
Toastboy – Scan MMoD
Ecophagy – Jem’Hadar – Shoot jerubbaal / BLOCKED BY GALACTICA
Neutral
Shadow_Knight Ced395 – Rogue Cylon Heavy Raider – No action.
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – No Night action
Yodavader – Defiant – Shoot Biohazard
Mystery Meat of Doom – Destiny – Investigate Shields – Full Shields gained.
Syrenz – Cylon Resurrection Ship VANILLA
Jerubbaal – Nadesico – Protect Cyan
lrd – Nebuchadnezzar VANILLA
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Fire Cells at Yodavader
Toastboy – Kill Jerubbaal
Neutral
Shadow_Knight Ced395 – Rogue Cylons on Starbug – Occupy Yodavader – SUCCESSFUL – Now resides on DEFIANT.
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – Shoot Ced395 with salvaged tech – FAILS, TARGET IS CLOAKED
Syrenz – Cylon Resurrection Ship VANILLA
lrd – Nebuchadnezzar VANILLA
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators – Steal Quantum Torpedoes from Defiant (now Ced395) – replicator cells survive takeover.
Toastboy – Kill ced385 – FAIL vs CLOAK
Neutral
Shadow_Knight Ced395 – Rogue Cylons on Defiant – Cloak.
KeyofDestiny – Cylon Basestar (Now resident on Res-ship, vanilla town)
Cyan – Scorpio – NO NIGHT ACTION
Syrenz – Cylon Resurrection Ship VANILLA
lrd – Nebuchadnezzar VANILLA
Madmanquail – Serenity VANILLA
Mafia
Axelrod – Replicators –Kill Cyan with Quantum Torpedoes.
Toastboy – Kill Syrenz – ALSO KILLS SYRENZ and PREVENTS CED395 from Resurrecting.
MAFIA WINS
Inexplicably gains additional powers, the more players he can get to post the word “smeg”.. Can not directly ask players to say it, or claim anything of his role other than the name of his ship . He himself does not count towards the total.
1-3 players – Gains Force Field Generator that targets a player and protects them from weapons fire that Night, can self-target. May not be used two Nights running.
4-6 players – Gains Upgraded Sensors that will reveal who that player targeted that Night.. May not be used two Nights running.
7-9 players – Gains Laser Cannons that can kill another player at night, with Weapons Fire. May not be used two Nights running.
10+ players – makes all abilities usable each Night (still a maximum of one ability per Night), and may claim the entirety of his role.
Cylon Resurrection Ship – Town Resurrection Ship – Vanilla.
Any other Cylon players killed will be resurrected as part of this ship’s crew after the following Day’s lynch is completed, while this ship is alive. If the Resurrection Ship is destroyed, all “resurrected” Cylons are also killed – they have nowhere to go.
Resurrected players are Vanilla Town, and are killed if the Resurrection Ship is killed. If any “resurrected” Cylon is killed, so are the other players on the Resurrection Ship, including the res-ship itself. They are all on the same ship, after all.
Once Heavy Raider and Base Star are killed, as long as Resurrection Ship remains alive, the three become a vanilla mason group with the Town win condition. No confirmation of alignment whatsoever.
None of the three Cylons are told anything about the Resurrection Ship’s abilities. The ‘ship itself is told only that it is Vanilla Town.
Destiny – Town Unexplored Ancient Ship.
May explore the ship each Night, possibly gaining a new ability as they discover more about the ship. They have the choice of exploring either Weapons, Sensors, or Shields each Night.
The abilities they can gain will be as follows:
After one night exploring Sensors, they gain Ancient Comms, becoming able to penetrate the tachyon storm to a limited extent, becoming able to send an anonymous message through the Mod to another ship of their choice at Night. (Message will be edited to preserve anonymity)
After 3 nights spent exploring Sensors, they gain the one-shot ability to deploy a Sensor drone, and attach it to another ship, permanently watching and tracking that ship, learning the names of players who that ship targets or is targeted by.
After two nights exploring Shields, they manage to get the Ancient Shields of the ship online, and gain a one-shot weapons fire immunity.
If they spend four Nights exploring Shields, they improve their shields, which instead grant permanent immunity to weapons fire.
After one night spent exploring Weapons, they discover a cache of Ancient Small Arms that they can use to defend the ship against hostile invaders, giving them the ability to repulse invaders. Any one-shot ability requiring occupation of a ship will fail, but the invader will retain that ability, for use another Night. Any other occupation ability will fail for the current Night.
After four nights spent investigating Weapons, they gain Ancient Drones: An ability, usable at Night, where anti-personnel drones are fired into the hull of another ship, which will occupy that ship and kill all its inhabitants. Kill Method: Occupy
USS Voyager – Town Trader.
Each Night, may offer a piece of technology they currently own to another player, in exchange for a technology of the other player’s choice. The exchange is permanent, if accepted. Both players lose the tech they gave. They start with the following technologies:
Starfleet Transporters. – Each Night, the player with this tech may choose to do nothing except keep transporters locked onto another ship. If the ship would be destroyed by weapons fire, the player possessing this tech can beam out his crew to another ship, and becomes vanilla. If the other ship is subsequently destroyed, both players die.
Federation Shields – The ship containing this technology is passively immune to weapons fire attacks.
- DYH: Did you enjoy your role? Pros & Cons?
- MMoD: Same question.
- Mafia: What did you think of having roles with kill inihibition/restriction? How did that affect your play and choices?
- Everybody: What did you think about having ability classifications - technology, weapons, occupation, etc. - rather than having all abilities work on the same level?
Current New Favorite Person™: Mallory Archer
She knows why.
If you are referring to my not being able to perform a "normal" Mafia kill unless I was the last one, and DV not being able to do a kill after he used his "extra" kill, I don't think it ended up having much of an effect. It might have, and we briefly discussed the possible issue if DV and myself were the last two Mafia standing, but DV came under suspicion so early that it ended up being moot. Also, with 5 Mafia, we weren't as concerned about running out of people to do the kill.
From an aesthetic standpoint, I like the drawback to DV's ability. Mine just seemed kind of thrown in there.
Didn't like the guessing game involved in choosing between "Weapons" and "Occupation" as NK methods, with different townies randomly being immune to/protected by different methods. Very frustrating. I am possibly biased here.
For the most part, the game "felt" okay even as we were constantly being frustrated. Some of the terminology use was a bit awkward, and I think the roles/abilities could possibly have been streamlined to make it clearer exactly how things worked/what was going on.
It seemed like there was a little too much protection. For instance, if I am reading correctly, there were 4 townies who started the game with "tech" of some kind - Heart of Gold, Defiant, Nadesico, and Voyager (and all of these had "protective" tech of various degrees) and three townies who could gain "tech" as the game progressed - Starbug, Destiny and Scorpio (again, in the case of Starbug and Destiny, gaining "protective" tech as among the very first things they got).
And then there were the townies who didn't have "Tech," but still had abilities (including more "protective" abilities) - Tardis, Galactica, Cylon Base Star, Cylon Resurrection Ship, Gantrithor (and Scorpio's ability to identify Tech, which was not itself a Tech ability?) Plus the Millennium Falcon's extra kill. In some cases (like Galactica) the reason for the ability not being a "Tech" ability makes some logical sense, but in others, not so much. We had some abilities that were protective and "Tech" and others that were not, and some abilities that were killing and "Tech" and some that were not, and then a random assortment of other abilities that also might be "Tech" based abilities or might not be. So for me the classifications ended up being a bit murky and random.
This led to things like our not even considering targeting jerubbaal with my ability, which would have nerfed him, because it genuinely didn't occur to me that his Doctor ability might be a "Tech" ability. Similarly, it didn't ever occur that Dagger might have some other piece of Tech on his ship besides the "Shielding Tech" that he was offering everybody.
As Axel said, we planned out potential scenarios where it would be problematic (WoD, what would have happened if DV and Axel had been left alive? Would neither have been able to kill?), with the general plan of simply bussing DV once he has used his shot. Turns out we bussed him anyway and no problems arose (Perhaps there could have been one night when we'd have wanted Axel to kill instead of TB).
It was an interesting design idea, which made sense on DV for sure. I don't think more than 1 or 2 such restrictions could be applied to a scum team without leaving reasonable odds of them getting screwed over.
I thought they were kind of neat, and it added an extra level to decisions. Although I did feel that there was no enough Tech for Axel to find (Bias)
Axel also made a good point that some definitions were awkward, and the mafia had no way of doing anything about non-tech abilities at all, which seemed kind of imbalanced.
I wrote all the vanilla townie PMs differently, quite on purpose, though
The thing about the Replicators was that I originally had them as another "neutral" role, but they got turned to Mafia pretty early in the setup. The reason for their restriction was the potential for them to steal not only the Defiant's weapons, but also the full-vig capabilities that it was possible for Starbug and Destiny to unlock.
I know there was a lot of protection roles, but I made sure that no role had the ability to be invulnerable to both weaponfire and invasion without the aid of the doctor or uber-bodyguard. Axelrod would have been able to kill via weaponfire or occupation once he was the last mafia.
I know this game was a lot more complex than your standard "normal" setup, but I don't think it was quite a "specialty" setup.
As for the "Non-Tech" abilities of certain ships, Perhaps Tardis should have had tech, though it is kind of a moot point in this context, since he was immune to occupation anyway :). Base Star's ability was from its swarms of Raiders rather than any specific tech, so thats why it wasn't salvageable or stealable. Galactica and Scorpio's abilities were abilities of their crew rather than their technology. Gantrithor's was from it's resolve to jump in the way of enemy attacks, rather than its tech, and the Resurrection Ship was told he was Vanilla for game balance reasons.
Especially for a first, I think it's a really good job. There were a lot of protective roles but I don't think it was unbalanced, it's just a stylistic thing to favour protections but with a reduction in information roles in return. You're not the only one who I've seen design games like that (and I've seen it done far worse). The key thing is to avoid handing out lots of full immunities, and to avoid taking a balanced town and just handing them extra protection without taking away something in return, and you did avoid both those traps.
The "Cylon Resurrection Ship" in particular was great, - I love that kind of marriage of flavor and function - and I actually like how the ability would have applied to (and converted) the SK role. The SK "Ship-Stealing" role itself was also inspired. I had quite the moment of revelation when I saw what was happening there.
I think Ced dodged about 4 nightkill attempts, haha.
We'll make you an offer you can't refuse.
Hosting: Vista Mafia
Hosted: Intrigue Mafia (Mini), Seance #43 (Basic), Conflux Mafia (Normal), Goo Mafia (FTQ), Experiment #26 (Basic)
Ongoing/Completed - 0/41
Town/Mafia/SK/Survivor - 30/6/4/1
NKed/Lynched/Survived - 15/11/15
Yeah, that was hilarious.
I guess I can't complain about an ability that does nothing for 7 Nights and then wins the game though.
I don't think you can delete a post - at least once someone else has replied after you.
We had a potential Time Travel ability in HP Mafia (Hermione, if she ever got the Time Turner) but we were going to limit it to being a 1-shot deal, and the player had to copy us on the post they were going to edit so we could get a capture of the original post pre-edit, just in case. We were going to allow her to change a vote though, to make it interesting/useful. I would have also edited every subsequent vote-count in that game day. The net result would/could have been that a "lynch" would have been turned into a "No Lynch" and a lynched townie would then have been brought back into the game.
I mean, it's "time travel" - what good is that if you can't change the past, right?
Pale Mage's ability to go back and edit his posts (but not votes) in this game seems a little pointless. Why go back and edit your posts if you can't change your votes? What does it do other than to prove you are allowed to do it? I mean, it's cute, and I'm guessing it was done for fun more than anything else, but the Mod. in me doesn't generally like to have the game state changed like that.
I was planning on using my ability to put additional thoughts into the thread at night once we were deeper in the game. For example, if we mislynched and we went to night quickly and I had something relevant to add that might aid in night action choices, or simply to make all my opinoins known in the event of my death.
Edit: In other words, I thought someone might be able to make a godfather/SK case against me if I didn't find a way to use it in a pro-town manner, if I used it at all.
@WoD: As we discussed via PM, I horribly misread my role which is why I didn't actively try to get people to say "smeg". Just wanted to clarify for everyone else.
@Kraj: I didn't mind the role. I wouldn't say I'm in love with the idea of restricting exactly what someone can claim, but it wasn't a huge issue.
V/LA: 3/21-3/24 & 3/27-3/29
No no, I understand why you can't let someone go back and change their votes around. It was going to be tricky enough to just to allow it once under very controlled circumstances. The point was mainly, why let the role go back and edit at all? What is he going to say by "editing" that he can't just post?
I mean, if he's allowed to "edit" during the Night, then that gives it a tiny bit more utility, but otherwise, it seems more of a gimmick than anything else.
No, I did not care. I genuinely thought you were some kind of Neutral role that whole time though, because what you were claiming (and not claiming) just didn't make any sense to me. Kind of lucky that ced switched the ships around so it looked like you were a liar and I was totally right.
Did you clarify with WoD that you really couldn't say you came from the "Red Dwarf" universe? Or were you just assuming that? That still seems strange.
This was pretty straightforward - I could only claim Starbug and Vanilla, if pressed.
This wasn't the part I misread; it was the bit about what I could say regarding "SMEG"; I thought I couldn't say SMEG.
V/LA: 3/21-3/24 & 3/27-3/29
Suppose I should give out some awards.
TOWN MVP: It would probably have to be Pale Mage. Asking all the right questions, and drew multiple nightkills.
TOWN LVP: Yodavader. Poor vigging really did lose the Town the game. Or at least the precious few days they would have needed. I shudder to think what may have happened if he was a full-vg.
MAFIA MVP: Axelrod. Anyone who can pry off Cyan's death grip is a legend.
MAFIA LVP: Death's Vampire. Terrible claim.
NEUTRAL MVP: ced395 - played a very good game, could have taken it away if he didn't have an attack of conscience and try to save the Town at the end.
NEUTRAL LVP: Tilde. False claiming his kill restriction was pointless and unnecessary.
Overall, I'm pretty happy with how the setup went, other than MMoD and DYH not reading their role PMs properly...
"I say Smeg when I'm horny!"
Didn't think of that, that's a pretty good idea.
I've been wondering, would it have been better when I claimed to not mention that me and KoD could be killed with one shot and instead have made something up like I had a one shot resurrection thing and not said he was on my ship?
I would also like to thank Ced for his post over here
I was not having a fun time over there and was considering replacing but this helped me out. I feel like I've learned a lot in this game, thanks.
Lair of the Cat (Mafia Stats)
I felt my role was really not that useful unless I investigated one and only one (and not the protection... though that's more my fault). It took so long to get a useful ability (other than that 1-shot invasion protection) that it was like a delayed-power role.
I would've preferred just a JOAT TBH.
yea, I originally was going to make a whole falseclaim thing without the restriction but then I was worried it would backfire on me somehow so I went with a full claim. I haven't seen town falseclaim before so it worried me (then again I haven't seen so many games). Good to know for the future I guess .
Lair of the Cat (Mafia Stats)
What I failed to mention is that I was also immune to all nightactions - and that drew the mafia to try and nightkill me that Night.
So, the Town didn't need to know that I had the second ability, and the Mafia most definitely didn't.
You just have to look at your role, and remember what info the town needs, and what info would help the mafia more to know.