MAFIA: Terran Mafia (FINISHED!)
Posted: Mon May 17, 2010 2:12 pm
MAFIA: Terran Mafia
During a routine scan of an uninhabited world on the edge of Dominion space, the science vessel Cartier discovered a long abandoned Protoss ruin on the surface. The investigation of the ruins led to the discovery of a mysterious artifact. Believing the artifact to be Xel’Nagan in origin, the Captain prepared to return to Korhal and deliver it safely into the hands of the Dominion Science Division.
The Cartier prepared to leave the system only to discover that the ship’s hyperdrive had been disabled. With signs of sabotage, the Captain ordered a full investigation, intent on finding those responsible.
TERRAN DOMINION:
The crew of the Science Vessel Cartier. They must discover the identities of the spies on board if they want to have any hope of getting home alive.
Marines:
[imgwh 405x301]http://img.photobucket.com/albums/v685/ ... arines.png[/imgwh]
(Doctor) The backbone of the Terran Dominion’s armies. Marines can protect one other player from death each night.
Ghosts:
[imgwh 494x288]http://img.photobucket.com/albums/v685/ ... ghosts.png[/imgwh]
(Detective) Specially trained telepaths. Ghosts can learn one player’s role each night.
Crew:
[imgwh 498x272]http://img.photobucket.com/albums/v685/ ... atcrew.png[/imgwh]
(Villagers) The crew of the Dominion Science Vessel Cartier. Scientists, engineers and technicians who work aboard and operate the ship.
UMOJAN PROTECTRATE:
Infiltrators:
[imgwh 490x290]http://img.photobucket.com/albums/v685/ ... mojans.png[/imgwh]
(Mafia) Umojan agents who have infiltrated the Cartier. Their mission is to disable the vessel and eliminate the crew so they can claim the artifact for the Umojan Protectrate.
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RULES: 2 Mafia, 1 night kill, 1 Doctor, 1 detective.
RULES
1. STRUCTURE
Each night, the Umojan Infiltrators can secretly kill up to two innocent victims as long as all are still live. During the day, everybody discusses and votes on who they think the culprit is. The Infiltrators want to escape capture and the innocents want to bring them to justice before they are all killed.
2. FACTIONS
Umojan Infiltrators; They can kill one player a night. They pass themselves off as innocent villagers during the day.
Terran Dominion; the crew of the Science Vessel Cartier have on their side one Marine and one Ghost.
Ghosts; learns one player's true role each night.
Marines; protects one player from death each night.
3. VOTING
The villagers will have three options when they vote:
The player with the most votes is lynched. If there is a tie, then both players are lynched. If more than two players are tied, nobody is lynched for the day.
Votes must be placed in bold to be considered final, and final votes may not be changed.
4. TIMING
Night falls when all votes are cast. Day breaks when night time runs out.
Inactive players will earn the WRATH OF GOD.
5. COMMUNICATION
Don't give anything away outside the game: we want to play based on what occurs in the game itself, not what we hear outside of it.
The Mafia, however, are allowed to communicate among themselves in whichever way they choose.
6. DEATH
When a player dies, their role will not be revealed. Speaking after you die is not allowed, except a "bah" post the night or day you are killed.
7. WIN CONDITIONS
The game is over when no innocents or Mafia are left alive. However, a tie will result in a Mafia win.
mAc_Chaos (2009), Mafia Rules, retrieved from the Chaos Sanctuary May 16, 2010
-------------------------------------------------------
Sign up today!
Players:
AA7
Krazy
Lavarinth
Saint Kerrigan
Laconius
Black Dream
During a routine scan of an uninhabited world on the edge of Dominion space, the science vessel Cartier discovered a long abandoned Protoss ruin on the surface. The investigation of the ruins led to the discovery of a mysterious artifact. Believing the artifact to be Xel’Nagan in origin, the Captain prepared to return to Korhal and deliver it safely into the hands of the Dominion Science Division.
The Cartier prepared to leave the system only to discover that the ship’s hyperdrive had been disabled. With signs of sabotage, the Captain ordered a full investigation, intent on finding those responsible.
TERRAN DOMINION:
The crew of the Science Vessel Cartier. They must discover the identities of the spies on board if they want to have any hope of getting home alive.
Marines:
[imgwh 405x301]http://img.photobucket.com/albums/v685/ ... arines.png[/imgwh]
(Doctor) The backbone of the Terran Dominion’s armies. Marines can protect one other player from death each night.
Ghosts:
[imgwh 494x288]http://img.photobucket.com/albums/v685/ ... ghosts.png[/imgwh]
(Detective) Specially trained telepaths. Ghosts can learn one player’s role each night.
Crew:
[imgwh 498x272]http://img.photobucket.com/albums/v685/ ... atcrew.png[/imgwh]
(Villagers) The crew of the Dominion Science Vessel Cartier. Scientists, engineers and technicians who work aboard and operate the ship.
UMOJAN PROTECTRATE:
Infiltrators:
[imgwh 490x290]http://img.photobucket.com/albums/v685/ ... mojans.png[/imgwh]
(Mafia) Umojan agents who have infiltrated the Cartier. Their mission is to disable the vessel and eliminate the crew so they can claim the artifact for the Umojan Protectrate.
--------------------------------------------------
RULES: 2 Mafia, 1 night kill, 1 Doctor, 1 detective.
RULES
1. STRUCTURE
Each night, the Umojan Infiltrators can secretly kill up to two innocent victims as long as all are still live. During the day, everybody discusses and votes on who they think the culprit is. The Infiltrators want to escape capture and the innocents want to bring them to justice before they are all killed.
2. FACTIONS
Umojan Infiltrators; They can kill one player a night. They pass themselves off as innocent villagers during the day.
Terran Dominion; the crew of the Science Vessel Cartier have on their side one Marine and one Ghost.
Ghosts; learns one player's true role each night.
Marines; protects one player from death each night.
3. VOTING
The villagers will have three options when they vote:
- Lynch
- Abstain
- No Lynch (If there are at least twice as many votes for No Lynch than there are for the player with the most votes, then nobody is lynched for the day.)
The player with the most votes is lynched. If there is a tie, then both players are lynched. If more than two players are tied, nobody is lynched for the day.
Votes must be placed in bold to be considered final, and final votes may not be changed.
4. TIMING
Night falls when all votes are cast. Day breaks when night time runs out.
Inactive players will earn the WRATH OF GOD.
5. COMMUNICATION
Don't give anything away outside the game: we want to play based on what occurs in the game itself, not what we hear outside of it.
The Mafia, however, are allowed to communicate among themselves in whichever way they choose.
6. DEATH
When a player dies, their role will not be revealed. Speaking after you die is not allowed, except a "bah" post the night or day you are killed.
7. WIN CONDITIONS
The game is over when no innocents or Mafia are left alive. However, a tie will result in a Mafia win.
mAc_Chaos (2009), Mafia Rules, retrieved from the Chaos Sanctuary May 16, 2010
-------------------------------------------------------
Sign up today!
Players:
AA7
Krazy
Lavarinth
Saint Kerrigan
Laconius
Black Dream