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Rumble: Mafia Edition
Yes folks, thats right. I'm combining two games into one weird one just to see how it will work. Now, I've heard of a version called damage mafia, but I haven't looked at it.
This game is Mafia in the sense that there is a town, and there is a mafia, and they both want all the other ones dead. However there is no lynching or mafia insta-kill. Everything is done through Rumble actions. This game is Rumble in the sense that when you join, you make up powers to submit in the game. You have energy you throw around to beat each other up. This time though, you don't have to kill everyone in the game, just the ones that are mafia, or if you are the mafia, the ones that aren't. ---------- Here is how this is going to work. Everyone starts the game off by sending me two powers. Once I got that, I shall start the bidding process. Now, everyone starts off with 100 energy, and uses that energy to bid for powers. Once all the bids are in, I shall tell you what powers you won, what alignment you are, and what energy you have remaining. Then the main thread comes up, showing everyone and their current energy. No one is allowed to communicate outside of the thread unless they have a power dictating otherwise or they are mafia. A deadline will be set, and that is the point in which everyone has to have sent in actions for Rumble. Once I have all the actions, and the deadline is hit, then I shall post the results of what happened. I will NOT be posting the actions taken. So if you attack someone, they won't know they were attacked by you, they just know they got hit by someone that round. Now, due to the nature of this game, even if I get all the actions in, I shall wait for the deadline. This is so people can make cases and whatnot against people. However once the deadline is hit, if you don't have actions in you do nothing. Beware of that. -------- Now I'm sure you all have questions, so post here. If you are going to sign up, go ahead and post here and send me some powers. Since this game will be running more like Rumble than like mafia, Here is the rules for Rumble. Please note the changes I said I'll be making up above. Players: 1.) Moogle0119 2.) Rokrin 3.) secretskull 4.) Ecurt 5.) Doppler12 6.) Demetrius 7.) Top Hat 8.) Silly Kitty 9.) bananarama 10.) Arhra 11.) Cati 12.) DarthMauler64 ------------------- Power List High Stakes: Everyone who bids at least 50 energy on this power gains it. You gain 1d100 energy. Poison: If no one bids on this power, everyone gains this power. At the end of every turn, if you have this power you take 10 unblockable damage. Private Eye: You know who targetted you last night. Set us up the bomb: When you die, the amount of people who targetted you last round becomes X, deal X*[the amount of negative HP you have when you are dead] damage to all those who targetted you. Protect-Self: Burn 10: Nullify all actions against you. Usable only once. Revenge Role: When you activate this power, you take no actions. Everyone that attacks you or targets you with a power dies at the end of the round. You also die at the end of the round. Call a Hit: Burn 10: Target player takes 25 points of unblockable damage next turn. You cannot use this power again until after damage has been dealt. Make an offer he can't refuse: Choose one player. The chosen player does not know your identity. You may choose how they spend up to 60% of thier energy. This can only be used once. Poisoned Dagger: Choose a player. That player will be killed at the end of the next round. If you die before then your chosen target will not die. You can only have one poisoned dagger active. I Can See You: Choose a player. You know all people that took actions to that player. You do not know what actions occured however. Usable once a round. Policeman Bluff: "I am a policeman! Do not attack me, attack that guy!" To play this power, claim you have the policeman power and name another person and their identity. All attacks and negative powers targeted towards you this turn instead are directed to the named person instead. However, next round you take double damage. If you correctly named the role of the person, you can use this power again after the next round. Usable once per round. Totally Not Scum: If you have a town role, you take half damage from townie attacks. If you are not a town role, you register as a town role to detection abilities and may loudly proclaim your innocence in the thread, increasing your defense for that turn by 10. Stalk: Spend 10: Pick a player, after you do you will be allowed to ignore one power that person has for each round you spend stalking them. You may stalk different people each round, but only two per round. (Note if the person has multiple powers, one is picked randomly. When stalking a player twice for multiple powers, this will not select the same power twice.) Hijack: Usable only in the first round, before all actions are sent in. Channel all of your energy into a player, this destroys their mind, but allows you to take over. Your amalgamated energy total is the sum of both of your energies multiplied by 0.75, and you retain all of their powers as well as any you have won. Selective Heal/Hurt: Burn X. If the target is someone of your own alignment, they are healed X/2 energy. If the target is of a different alignment, they are hit with X amount of unstoppable damage. Barrier: You have a barrier that serves as defense against regular damage for x points (x being whatever your winning bid is). However, each time you are targeted for damage, the barrier loses 2 energy for the next turn. If you are targetted for unstoppable damage, you may choose to have the barrier lose that much energy instead. Policeman: Spend 20: Choose a person. At the end of the round, you learn what alignment they are, and what powers they own. Usable once per turn. Bodyguard: Spend X: Target player gains +X to their defense. Fake ID: Powers affect you as though you were of the opposing player's alignment. (This affects investigations) Taxation: You gain 1 energy for every 100 energy spent. Dramatic Entrance: You don't start playing the game till the second round. Prismatic Shield: When you are effected by a power, pick a random power. All effects act as if that was the power effecting you. (Etc: Someone uses Call a Hit on you. GM rolls randomly and gets Policeman. So instead of taking 25 points of unstoppable damage next round, the player that used Call a Hit on you gets to learn your alignment and powers.) Self affecting powers work as though you possessed them. Also if the power chosen has an X cost, use the amount of energy used to activate the original power in its place. |
Sure why the hell not, sign me up
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I'll try it out.
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Sounds awesome. I'll give it a shot.
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I'll join, I suppose.
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Should the powers we send in be Mafia themed?
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iN.
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Quote:
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In it to loose it.
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Sounds fun. I'll join.
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