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The Kentaren Mafia

Posted: Sat Jun 06, 2009 8:29 am
by Church
Alright, some people said that I shouldn't try a mafia, but somebody said I could try even if I failed.

I will now try.
The Kentaren Installation
The General of the Kentaren Installation fears Zerg attacks and so sets forth to hire people to join. It soon becomes clear there is a spy amongst his ranks... and he realises there is more than one...

Classes
There are five classes: Marine, Firebat, Ghost, Medic, and SCV. Each class has its own special abilities. They also each have their own attack power and health. Each class has at least one special ability. There can only be two ghosts, but all other classes will be able to have infinite amounts.

Roles
There are five roles: General, Right hand man/woman/girl/boy/whatever, Commander, Officer, and Civilian. Each role has at least one special ability. Here are the roles still necessary:

General(1)
Right hand---- second in command(1)
Commander(2)
Officer(4)
Civilian(anyone left over without a role)

We need eight people to begin. Anyone else who joins is a civilian. When you join, tell me your class and your role. Don't choose civilian, they suck for one thing and you get to be a civilian if you are the ninth or onward joiner.

Spies

There are some spies and one Spy Leader. None of the spies know who the other spies are or who the leader is, but the leader know all of the spies. You will be PM’d if you are a spy. Spy turns work like regular turns but they can also do a Spy Move.

Your Moves
The game goes on day turns. You can do one thing each turn but when you choose you must PM or post it to me in bold, I will tell everyone the results at around seven p.m. if I'm around. I will tell you here whether to PM or post.
Normal Moves
These are the moves anybody can do:

Attack (damage depends on class) (post)
Defend (reduce 5 damage from an attack if you are attacked) (post)
Spy on (learn what that person is doing this turn) (PM)

The Classes in Detail

Marine
Health: 40
Attack: 6
Special ability:
Stim Pack (PM)
Cost: 10 health
Effect: plus 3 to damage for 2 turns (not including turn was used)

Firebat
Health: 50
Attack: 16
Special ability:
Stim Pack (PM)
Cost: 10 health
Effect: plus 3 to damage for 2 turns (not including turn was used)

Medic
Health: 50
Attack: 5
Special abilities:
Heal (post)
Effect: Heals one character (other than self) back to max health

Optical Flare (PM)
Effect: Blinds one character (minus 3 to attack and minus 3 to defence permanently)

Restoration (post)
Effect: Heals somebody of blindness

Ghost (Two only)
Health: 45
Attack: 10
Special Abilities:
Cloak (PM)
Effect: Cannot be injured this turn

Lockdown (PM)
Effect: Paralyse SCV for two turns or wreck another character's gun for 1 turn (AKA they cannot attack)

SCV
Health: 50
Attack: 5
Special Abilities:
Repair (post)
Effect: Repair an SCV or repair a gun

Research (post)
Effect: Gives each player +1 armour

The Roles in Detail

General (one)
Abilities:
Enforce laws (post)
Effect: all posted law breaking stuff will be caught and the character will go to jail

Enforce laws upon [player name] (PM)
Effect: All law breaking [player name] does will send him/her to jail even PM’d law breaking

Second in command (one)
Abilities
Enforce laws (post)
Effect: all posted law breaking stuff will be caught and the character will go to jail

Defend General (PM)
Effect: If general is attacked, Second in command takes damage instead

Replace General (Jim_Raynor will post it)
If the general dies, the Second in Command will take his/her place and appoint a new second in command, the new second in command will still have all his/her abilities from before but the new general will only have the abilities a General has

Commander (two)
Ability
Create group of men (post)
Cost: working together with Officer and rounding up people
Effect: You will have a group of people to help you and you will have more power

Officer (four)
Ability
Create group of men (post)
Cost: working together with Commander and rounding up people
Effect: You will have a group of people to help you, but the Commander will have more power

Civilian (who knows)
Ability
Hide from [player name] (PM)
Effect: [player name] cannot do anything to you for two turns including this one

The Spies in Detail

Spy
Ability
Mass Spying (PM)
Effect: Know Everything about any player you wish

Spy leader
Abilities
Mass Spying (PM)
Effect: Know Everything about any player you wish

Spy Call (PM)
Effect: Allows you to PM all the spies with orders
Direct instructions for Spy Call: You send me all your orders to whomever you want, and I send them the messages. That way who you are is still a secret.

Re: The Kentaren Mafia

Posted: Sat Jun 06, 2009 9:13 am
by Lavarinth
I am locking this until there's less games going on at a single time.