Mafia! Mafia! Mafia! Character Role Discussions

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Abs.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

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pofa
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by pofa »

I'd like to suggest a change to Kazuha's role: instead of her charm decreasing a player's lynch vote by one, it will protect a player from APTX the next day.

It would still be a night action, so she'd have to decide on the player the night before. And if that's too powerful, it can be a once-a-game action (and have the rest of the days be the "normal" -1 lynch vote) or it could be like we used to do with Sherry, where if it works it can't be used again the next day.

Or, if no one wants to change Kazuha's role, we can make another role with that power, like Azusa (sees a figure putting poison in a drink and takes it away from the poisoned player) or Akako (magically negates the effects of the poison--hi, Chekhov!  ;D) or even Sherry (could choose between following and trying to save someone with an antidote--the antidote could even be temporary, making the player die the next day like first aid). Just some way for the town to have a chance to avoid an APTX or two, as even if the poisoner is arrested the APTX will still work.  :P
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

pofa wrote:even if the poisoner is arrested the APTX will still work.  :P
Actually this is incorrect.  If the poisoner is arrested the APTX will NOT work, but it won't be used up either.  At least that's what it says in this iteration of the rules: 
Ctu wrote: *APTX4869
- The whole BO get capsules with APTX4869 each game. The number of capsules is equal to 1/3 of the (starting) number of townpeople.
- During each day any BO member may attempt to poison another player by sending an PM with that players name and identity to the GM. If the identity (e.g. "Shinichi") was correct that player is killed at the end of the day (after lynching). If the identity was wrong nothing happens (neither the town nor the target will not learn about the poisoning attempt). If the BO tries APTX on KID disguised as Shinichi, the BO must guess that player is KID and not Shinichi.
- In both cases the number of APTX of the BO decreases. (whether it's successful or failed)
- Different BO members can try to poison different targets (or the same target) the same day. Each BO can only start one poison attempt each day. If there are more poisoning attempts than remaining APTX the higher-ranked BO members poisoning attempts takes priority.
- Example:
Gin can poison pofa as Shinichi. But Gin can't poison Pofa as Shinichi and Ctu as Ran.
Gin can poison pofa as Shinichi and Vermouth can poisin pofa as Ran.
- The vote of the successfully poisoned target still counts (and doesn't get erased). His action also counts, thus the arresting won't be prevented.
- APTX can't hinder an arrest. Even if the police dies successfully because of ATPX, the arrest still happens.
- Arresting a BO member will hinder the poisoning. Nothing else can hinder the use of APTX. But in this case, the APTX wasn't used at all and won't be wasted.
- If the BO member who used APTX was lynched, the APTX is still effective and the target will still die.
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pofa
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by pofa »

Abs. wrote:
pofa wrote:even if the poisoner is arrested the APTX will still work.  :P
Actually this is incorrect.  If the poisoner is arrested the APTX will NOT work, but it won't be used up either.  At least that's what it says in this iteration of the rules: 
Ctu wrote: *APTX4869
- The whole BO get capsules with APTX4869 each game. The number of capsules is equal to 1/3 of the (starting) number of townpeople.
- During each day any BO member may attempt to poison another player by sending an PM with that players name and identity to the GM. If the identity (e.g. "Shinichi") was correct that player is killed at the end of the day (after lynching). If the identity was wrong nothing happens (neither the town nor the target will not learn about the poisoning attempt). If the BO tries APTX on KID disguised as Shinichi, the BO must guess that player is KID and not Shinichi.
- In both cases the number of APTX of the BO decreases. (whether it's successful or failed)
- Different BO members can try to poison different targets (or the same target) the same day. Each BO can only start one poison attempt each day. If there are more poisoning attempts than remaining APTX the higher-ranked BO members poisoning attempts takes priority.
- Example:
Gin can poison pofa as Shinichi. But Gin can't poison Pofa as Shinichi and Ctu as Ran.
Gin can poison pofa as Shinichi and Vermouth can poisin pofa as Ran.
- The vote of the successfully poisoned target still counts (and doesn't get erased). His action also counts, thus the arresting won't be prevented.
- APTX can't hinder an arrest. Even if the police dies successfully because of ATPX, the arrest still happens.
- Arresting a BO member will hinder the poisoning. Nothing else can hinder the use of APTX. But in this case, the APTX wasn't used at all and won't be wasted.
- If the BO member who used APTX was lynched, the APTX is still effective and the target will still die.
Whoa, that's a change. I didn't notice it. Arresting any BO member, not just the poisoner? OK, maybe we don't need it.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

pofa wrote:
Abs. wrote:
pofa wrote:even if the poisoner is arrested the APTX will still work.  :P
Actually this is incorrect.  If the poisoner is arrested the APTX will NOT work, but it won't be used up either.  At least that's what it says in this iteration of the rules: 
Ctu wrote: *APTX4869
- The whole BO get capsules with APTX4869 each game. The number of capsules is equal to 1/3 of the (starting) number of townpeople.
- During each day any BO member may attempt to poison another player by sending an PM with that players name and identity to the GM. If the identity (e.g. "Shinichi") was correct that player is killed at the end of the day (after lynching). If the identity was wrong nothing happens (neither the town nor the target will not learn about the poisoning attempt). If the BO tries APTX on KID disguised as Shinichi, the BO must guess that player is KID and not Shinichi.
- In both cases the number of APTX of the BO decreases. (whether it's successful or failed)
- Different BO members can try to poison different targets (or the same target) the same day. Each BO can only start one poison attempt each day. If there are more poisoning attempts than remaining APTX the higher-ranked BO members poisoning attempts takes priority.
- Example:
Gin can poison pofa as Shinichi. But Gin can't poison Pofa as Shinichi and Ctu as Ran.
Gin can poison pofa as Shinichi and Vermouth can poisin pofa as Ran.
- The vote of the successfully poisoned target still counts (and doesn't get erased). His action also counts, thus the arresting won't be prevented.
- APTX can't hinder an arrest. Even if the police dies successfully because of ATPX, the arrest still happens.
- Arresting a BO member will hinder the poisoning. Nothing else can hinder the use of APTX. But in this case, the APTX wasn't used at all and won't be wasted.
- If the BO member who used APTX was lynched, the APTX is still effective and the target will still die.
Whoa, that's a change. I didn't notice it. Arresting any BO member, not just the poisoner? OK, maybe we don't need it.
I'm gonna guess it has to be the poisoner that you have to arrest, it doesn't make much sense otherwise.
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PT
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by PT »

I actually think it would be a good idea to tweak Kazuha's protection charm ability. It's almost completely useless except in the case of a tie (which doesn't all that often) - and you have to know exactly who to give it to. It's a tough role to play correctly, and if you don't play it right, it is completely useless.
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Detective Tommy

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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Detective Tommy »

I agree with changing Kazuha's ability.
I think the charm should prevent someone from being poisoned (like Pofa said).

"Well, a child's curiosity and a detective's spirit of inquiry... Do have much in common, after all..." - Tooru Amuro

Akonyl
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

If the charm becomes anti-poison, then there has to be a drawback associated with it. If it was just anti-poison, Kazuha could just give herself the charm every day (or if that's disallowed, it'd work almost just as well for someone else), thus becoming unpoisonable and thus the pillar of truth for the town to rally around (which somewhat negates the point of the poison in the first place).
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Detective Tommy

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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Detective Tommy »

Akonyl wrote: If the charm becomes anti-poison, then there has to be a drawback associated with it. If it was just anti-poison, Kazuha could just give herself the charm every day (or if that's disallowed, it'd work almost just as well for someone else), thus becoming unpoisonable and thus the pillar of truth for the town to rally around (which somewhat negates the point of the poison in the first place).
Actually the "drawback" can be that Kazuha can only give it to a player once.
For example:

Night 1 (Charm is received during Day 1) Kazuha gives it to Akonyl (Heiji)
Night 2 (Charm is received during Day 2) Kazuha CANNOT give the charm to Heiji. She must give it to a different player.

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Kleene Onigiri
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

Detective Tommy wrote:
Kleene Onigiri wrote: Still you posted that: "Dead players can get the results at the end of the game, just like the alive players."

And the clues/hints are results too ;p And if you get the hit/clues results that are pointing towards roles in the game, then giving you the actually roles isn't much more info anyway.

Well, just explained the ::) ;p
Wasn't meant to offend you either D:
It's fine, but I just didn't want to be accused of cheating.
And the reason that the Town won.
Huh? I never accused you of cheating D:
And the people that I pmed with roles/conclusion had my trust that they won't reveal anything ;D

that ::) was just because of the contrary that you don't want things to be revealed to ghosts but that you PMed me for the hint conclusion XD

Akonyl wrote:
pofa wrote:
Abs. wrote:
pofa wrote:even if the poisoner is arrested the APTX will still work.  :P
Actually this is incorrect.  If the poisoner is arrested the APTX will NOT work, but it won't be used up either.  At least that's what it says in this iteration of the rules:  
Ctu wrote: *APTX4869
- The whole BO get capsules with APTX4869 each game. The number of capsules is equal to 1/3 of the (starting) number of townpeople.
- During each day any BO member may attempt to poison another player by sending an PM with that players name and identity to the GM. If the identity (e.g. "Shinichi") was correct that player is killed at the end of the day (after lynching). If the identity was wrong nothing happens (neither the town nor the target will not learn about the poisoning attempt). If the BO tries APTX on KID disguised as Shinichi, the BO must guess that player is KID and not Shinichi.
- In both cases the number of APTX of the BO decreases. (whether it's successful or failed)
- Different BO members can try to poison different targets (or the same target) the same day. Each BO can only start one poison attempt each day. If there are more poisoning attempts than remaining APTX the higher-ranked BO members poisoning attempts takes priority.
- Example:
Gin can poison pofa as Shinichi. But Gin can't poison Pofa as Shinichi and Ctu as Ran.
Gin can poison pofa as Shinichi and Vermouth can poisin pofa as Ran.
- The vote of the successfully poisoned target still counts (and doesn't get erased). His action also counts, thus the arresting won't be prevented.
- APTX can't hinder an arrest. Even if the police dies successfully because of ATPX, the arrest still happens.
- Arresting a BO member will hinder the poisoning. Nothing else can hinder the use of APTX. But in this case, the APTX wasn't used at all and won't be wasted.
- If the BO member who used APTX was lynched, the APTX is still effective and the target will still die.
Whoa, that's a change. I didn't notice it. Arresting any BO member, not just the poisoner? OK, maybe we don't need it.
I'm gonna guess it has to be the poisoner that you have to arrest, it doesn't make much sense otherwise.
Yes, just in case the BO that is using the APTX is arrested, then the APTX he used won't take effect (and wont get used up either)
Example:
Gin uses APTX on a player who is Ran and it's correct.
But if on the same day Gin get's arrested, the APTX won't be used.
But if Vodka is arrested instead, then Gin still poisoned Ran, because the arrest doesn't affect him.

Akonyl wrote: If the charm becomes anti-poison, then there has to be a drawback associated with it. If it was just anti-poison, Kazuha could just give herself the charm every day (or if that's disallowed, it'd work almost just as well for someone else), thus becoming unpoisonable and thus the pillar of truth for the town to rally around (which somewhat negates the point of the poison in the first place).
I think since Agasa has 2 items to give out, Kazuha can also have 2 charms?

The one old char that decreases 1 vote: Good Luck Charm

And a new one that prevents APTX. Bad Luck Charm
But like Akonyl said, it could make a townie "unAPTXable" and give him  too much trust.
So, instead of giving it the APTX victim, it has to be given to the BO that is APTXing the victim.

Example: Gin APTX Ran (correct)
But if Gin got the Bad Luck Charm, then his APTX try will fail and either:
1) it will be used up
2) it won't be used up like in the arrest example

Another question: Gin can't be informed that he got the charm of course.
But maybe that there will be a PM to all BO members, that one of them got the Bad luck charm (but they don't know who?)
Or no notice for the BO at all.

And Kazuha could get an info back, that the Bad Luck Charm did take effect (and will know that the one she gave it too is BO)
Or no info for Kazuha at all. (but then she will never get any info herself)
Last edited by Kleene Onigiri on July 10th, 2010, 6:02 am, edited 1 time in total.
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Abs.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

Kleene Onigiri wrote: And Kazuha could get an info back, that the Bad Luck Charm did take effect (and will know that the one she gave it too is BO)
Or no info for Kazuha at all. (but then she will never get any info herself)
But if Gin got the
Did the character limit get you again?   ;)
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Kleene Onigiri
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

Abs. wrote:
Kleene Onigiri wrote: And Kazuha could get an info back, that the Bad Luck Charm did take effect (and will know that the one she gave it too is BO)
Or no info for Kazuha at all. (but then she will never get any info herself)
But if Gin got the
Did the character limit get you again?   ;)
O.o wat the. Seems like it? I'll fix it D:

Edit: there was nothing to add XD Just nvm that random piece of sentence
Last edited by Kleene Onigiri on July 10th, 2010, 6:02 am, edited 1 time in total.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Laurell »

I hope there would be a third faction. Since every group in the DC Universe are already included, I suggest "importing" some characters from other anime. Then, it would be a MAFIA CROSSOVER.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Kleene Onigiri wrote: I think since Agasa has 2 items to give out, Kazuha can also have 2 charms?

The one old char that decreases 1 vote: Good Luck Charm

And a new one that prevents APTX. Bad Luck Charm
But like Akonyl said, it could make a townie "unAPTXable" and give him  too much trust.
So, instead of giving it the APTX victim, it has to be given to the BO that is APTXing the victim.

Example: Gin APTX Ran (correct)
But if Gin got the Bad Luck Charm, then his APTX try will fail and either:
1) it will be used up
2) it won't be used up like in the arrest example

Another question: Gin can't be informed that he got the charm of course.
But maybe that there will be a PM to all BO members, that one of them got the Bad luck charm (but they don't know who?)
Or no notice for the BO at all.

And Kazuha could get an info back, that the Bad Luck Charm did take effect (and will know that the one she gave it too is BO)
Or no info for Kazuha at all. (but then she will never get any info herself)

That's a pretty good idea imo. As for which way to go, I think it'd be interesting if Kazuha got the info about whether anyone was saved or not, so then the question is when the BO should be notified, to which I think you should notify them after the day phase is over, saying that member X found a weird charm in their pocket and tossed it out. This is sort of like Tequila's ability, where it's activated during the night and takes effect during the day, and the person doesn't know about it until the day's over. Of course going this route, you would have the APTX not be used up, because that'd be a little bit OP imo.

Alternately, you could go the route of Kazuha not getting any information out of it, and it actually consuming the BO's APTX, but I think the first is more interesting.

However, in case the town wins this game (which I'm hopin they do since two BO are already dead and at least one's in prison :P) , we may want to think about rebalancing the roles of the individual BO members before making townie roles better.
Laurell wrote: I hope there would be a third faction. Since every group in the DC Universe are already included, I suggest "importing" some characters from other anime. Then, it would be a MAFIA CROSSOVER.
maybe, it depends on if the player base keeps growing, though. Making three factions with not enough people can lead to pretty short games.
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Kleene Onigiri
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

;D

I like the 1. option better too. Just stated the others too (maybe someone else would get an idea that way too?)

Well, maybe we should make a list/state the roles that are too powerful/ not powerful enough?

Like Kazuha and changing her with the Bad Luck Charm
Then like schillok said, we don't need 3 possible sniper options (Chianti, Calvados and Korn). Changing one (calvados?) into a different ability. Or leaving all as "snipers" but making every sniper a unique sniper-ability. So that it's a difference if you ger Korn or Calvados as a sniper (dunno how tho)
I also think Megures House Search should be limited to a specific number instead of using it and using it again as long as you're correct.

And I'm for adding the poor lover again ;D Or maybe changing the concept a bit again.

Abs. wanted to GM and wanted to change some things anyway he said XD
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