Mafia! Mafia! Mafia! Character Role Discussions

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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

@Schillok
bourbon or irish is the one that fit outside gin. but remember gin is the best detective brain-like in the BO. (dark footstep case)

why i used the shadow ?
because i dont want that become a disguise ability, while the BO need a way to discover people role ( for the APTX) so my idea and sugesstion for Gin and vodka because the APTX

the 1 free role from gm will help you know.

vodka black market is based on eps 1. and it is like a dream but a sure dream... and if 2 false roles is not enough we can increase to 3 or maybe 5. ha ha ha
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

xpon wrote: @Schillok
bourbon or irish is the one that fit outside gin. but remember gin is the best detective brain-like in the BO. (dark footstep case)
But I can't remember him actively gathering intel. Or observing. He usually has others doing that.
This why I said it fits Bourbon better. (Or Irish, maybe.)
why i used the shadow ?
because i dont want that become a disguise ability, while the BO need a way to discover people role ( for the APTX) so my idea and suggestion for Gin and vodka because the APTX
I know. On the other hand, why not giving Bourbon a normal investigation? Different to Vermouth or Gin slandering himself Bourbon can be found out by interrogation.
Since I did not play a BO yet I have no idea how strong the roles are - if Boubon needs a boost. Or if another member should rather get one.

vodka black market is based on eps 1. and it is like a dream but a sure dream... and if 2 false roles is not enough we can increase to 3 or maybe 5. ha ha ha
It still sounds like a very marginal ability. Great, now I know that "xpon is not Shinichi". That leaves a lot of other possible roles for him. And it does not mean that no other player is Shinichi instead.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by blurfbreg »

Just a random idea. Can't we have commoners (who are like police who failed an arrest/house search) in the Town team for the game?
1) It'll solve some of the problems (too many protective people, too many police/FBI/CIA in one game, Mafia team does not have enough abilities, et cetera).
2) We don't have to think up crazy ways to kill each other. This is not to say that APTX-4869 was a bad idea and I think we should give that a try.
3) Commoners make great people to suspect, since they can't be found (by investigation) to do anything but vote for the right person or by interrogation to be a certain person.

Commoners could have DC character names that we haven't used in the list of roles that could have abilities. For example, Kobayashi-sensei, or the little girl Megumi that has a crush on Conan, or some random person in the latest episode, who just happened to be in the place that the Mafia wanted everyone dead.

Of course, I can't think of a good ratio for non-commoners to commoners.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

blurfbreg wrote: Just a random idea. Can't we have commoners (who are like police who failed an arrest/house search) in the Town team for the game?
1) It'll solve some of the problems (too many protective people, too many police/FBI/CIA in one game, Mafia team does not have enough abilities, et cetera).
2) We don't have to think up crazy ways to kill each other. This is not to say that APTX-4869 was a bad idea and I think we should give that a try.
3) Commoners make great people to suspect, since they can't be found (by investigation) to do anything but vote for the right person or by interrogation to be a certain person.

Commoners could have DC character names that we haven't used in the list of roles that could have abilities. For example, Kobayashi-sensei, or the little girl Megumi that has a crush on Conan, or some random person in the latest episode, who just happened to be in the place that the Mafia wanted everyone dead.

Of course, I can't think of a good ratio for non-commoners to commoners.
The problem is.... being a "commoner" would stink.
Most of the other players get good roles and you are stuck with nothing. You have no way of finding out who you can trust. Other townies won't trust you since you could be a BO. Not even the BO would be interested in you once they learn who you are.
Would you really want to play an arrested role that can vote (but nothing more)?

We can decide on more town roles with marginal abilities that can not be investigated. Roles like Eri (or Akato). But each player should have something special whatever role he/she plays.
As I said, it can be marginal. Or a day ability. Or a passive ability.
There are still quite a lot of minor characters left. And some not-so minor which we had no good ideas for yet. If you have a good idea for a small ability, just tell it. More possible town roles won't hurt.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

Schillok wrote:
xpon wrote: @Schillok
bourbon or irish is the one that fit outside gin. but remember gin is the best detective brain-like in the BO. (dark footstep case)
But I can't remember him actively gathering intel. Or observing. He usually has others doing that.
This why I said it fits Bourbon better. (Or Irish, maybe.)
307-311
based from Vol 37 File 05 - Vol 38 File 01

Schillok wrote:
I know. On the other hand, why not giving Bourbon a normal investigation? Different to Vermouth or Gin slandering himself Bourbon can be found out by interrogation.
Since I did not play a BO yet I have no idea how strong the roles are - if Boubon needs a boost. Or if another member should rather get one.
agree! so we change his curent abilities right? not add both pleease.... to cruel

Schillok wrote: vodka black market is based on eps 1. and it is like a dream but a sure dream... and if 2 false roles is not enough we can increase to 3 or maybe 5. ha ha ha

It still sounds like a very marginal ability. Great, now I know that "xpon is not Shinichi". That leaves a lot of other possible roles for him. And it does not mean that no other player is Shinichi instead.
that is why  it just an aditional abilities. Vodka abilities is intimidating right.

even how small the clue is. it still gave advantage if BO knows something.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by blurfbreg »

Schillok wrote:
blurfbreg wrote: Just a random idea. Can't we have commoners (who are like police who failed an arrest/house search) in the Town team for the game?
1) It'll solve some of the problems (too many protective people, too many police/FBI/CIA in one game, Mafia team does not have enough abilities, et cetera).
2) We don't have to think up crazy ways to kill each other. This is not to say that APTX-4869 was a bad idea and I think we should give that a try.
3) Commoners make great people to suspect, since they can't be found (by investigation) to do anything but vote for the right person or by interrogation to be a certain person.

Commoners could have DC character names that we haven't used in the list of roles that could have abilities. For example, Kobayashi-sensei, or the little girl Megumi that has a crush on Conan, or some random person in the latest episode, who just happened to be in the place that the Mafia wanted everyone dead.

Of course, I can't think of a good ratio for non-commoners to commoners.
The problem is.... being a "commoner" would stink.
Most of the other players get good roles and you are stuck with nothing. You have no way of finding out who you can trust. Other townies won't trust you since you could be a BO. Not even the BO would be interested in you once they learn who you are.
Would you really want to play an arrested role that can vote (but nothing more)?

We can decide on more town roles with marginal abilities that can not be investigated. Roles like Eri (or Akato). But each player should have something special whatever role he/she plays.
As I said, it can be marginal. Or a day ability. Or a passive ability.
There are still quite a lot of minor characters left. And some not-so minor which we had no good ideas for yet. If you have a good idea for a small ability, just tell it. More possible town roles won't hurt.
Commoners aren't people who can only vote. They can venture out and communicate with other people who don't seem suspicious. From then on, they use their judgement to see whether they should trust the info from the player. After all, why would someone talk to other players if he/she has nothing to gain? The detective might find a BO and would want the BO lynched. But the detective has to do it in a way that won't get him killed the next day anyways. On the other hand, it might be the BO who wants to get the commoner to believe that he is the detective. With more talk between people, the commoners could probably be persuaded to make the lynching vote that much more diverse (instead of our "I have info that ___ is BO. Lynch him/her!" and everyone chooses to lynch him/her) to decide OR make their life end that much faster. To be on the persuaded side is just as much fun as it is to be on the persuading side. It is a survival and gambling game, not just a game of wits and deduction (as we have been playing so far).

If I was BO, I'd make use of people that I gain the trust of (I thought xpon's accident last game was a really nice way to play the game as BO). BO can sway the votes since commoners have to depend on someone. And you can be that person to gain their trust. If the other townspeople can't find ways to help the town by notifying the other townspeople of the enemy, then the town won't be able to get the real enemy as fast (which might make the game harder).

Of course, in order for the commoners to have some use, the people who have roles with abilities (and killing powers) have to advance their agenda (which is to win the game for their team) more proactively. This might be something we're lacking. I still remember the game when Callid said that he can't answer anyone for the hour because he sent too many PM. That kind of talk between Callid and his friends/foe might have made quite a bit of difference for those who influence votes.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

( jd and ginrei gave us 30 now for an hours not 20 anymore) but if you afraid with pm limit just use bcc.

because when teaming with 4 person  and sending the same message and not using the bcc.. if you send 3 message then it will take 12 message.


beside we all have others pm outside mafia game.

the aptx will change the townie act... no need to add some commoners right now he he he
Last edited by xpon on May 20th, 2010, 2:03 am, edited 1 time in total.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

  • I agree mostly with Schilloks post. But there are some point I don't understand/have questions/would maybe change:
    Schillok wrote:
    • Every night the BO must attempt to kill one player. The order who which of the BO will go to kill which player is sent by the highest active BO member to GM each night. If no orders were sent to GM a random player (including BO) is killed instead. The roles below were ordered according to the hierarchy.
    If a random killing happens, because the BO didn't give a killing order at all, then it should be made public that it was a random murder (maybe someone died because of a real heart attack. So it wasn't a real murder this time)

    The 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).
    In both cases the number of APTX of the BO decreases.
    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.
    What happens when the target is not in japan? Will it still kill the victim or will it be a fail? (BO knows the identity correctly)
    I would suggest that the victim doesn't die while he's still flying. If he lands in Japan afterward, the APTX murder is still in effect and he will die after the phase. If he doesn't land in Japan, but is in another country, then the APTX doesn't kill him. But if he returns to Japan at some point (after 2 days or something), then he'll still die because of the APTX. This way the traveler can reveal his role in public, but will be stuck in another country and can't travel back without dieing. He can talk freely, but he can't use his abilities and can't vote anymore either.

    * Vermouth, Mafia disguiser
    • In the preparation phase, she'll choose two players (not roles) to disguise as. The GM will chose one of the legal choices to decide her disguise.
      She'll be just like this role by any means and will even have his special abilities (if any), yet she still remains a member of the Mafia. Her disguise is discovered if she dies.  If she is interrogated she will appear as non-BO (only if she is disguised). She still has her BO "scent".
      *: Illegal choices are: Other players active during the preparation phase (Sonoko, Yumi, Hakuba, Makoto, Kid), other BO members, Eri and the Detective Boys. If both choices were illegal Vermouth will have no disguise.
    She should choose more then 2 players. Because it's likely that she get's 2 roles she can't disguise as. And having Vermouth without a disguise is like having a commoner. (and since she's not disguised, the interrogation would make her "BO" too I guess)
    I'd say she should at least choose 4 players. Or maybe choosing as many roles as there are BOs. (the GM would tell how many exactly)

    *Irish, Mafia Finder-Outer
    • During the first night, he chooses a list of players not in the BO equal to 1/3 of the number of town players (= number of APTX). Of these, the GM picks a random one and sends his/her role to Irish. Irish will not know from which of the players he just learned the role
      So he will only know there is a "Shinichi" in the list of 5 players (= 14-16 town players), but not which one of these 5 players really is Shinichi. This does not reveal if someone is Kid, just who he's disguised as.
    • Additionally Irish will abduct one character that is not played by any player during night 1. The GM will send him the name of one random town-sided character not in the game.
      When Irish is killed his abducted victim will be discovered and the name becomes known to the town.

    * Pisco, Mafia Eraser
    • Once per game the Eraser can remove the body of the victim of the nightly killing from another BO member. The town and the BO will only learn what player died, but not his/her role. If the victim didn't die during that night or if the action was hindered it can be used again.
    • When Pisco kills a victim himself, he can choose to remove the body. This does not use up the once-per game action above. Again, town and the BO will only learn what player died, but not his/her role.
    I like these versions.

    * Vodka, Mafia intimidator
    • Can intimidate people so that they can't take their night action (all their actions fail or return a "failed" result).
    Maybe a change: He can choose to intimidate either someone at day or someone at night. But he can't intimidate 2x in one "day" (So if he intimidated during night 1 he can't intimidate during day 1. If he doesn't intimidate during night 1 he can intimidate during day 1)
    Getting the right one during day is hard. Because there aren't many roles with day activities afaik.

    * Shinichi/Conan/Heiji, Meitantei
    • Investigator 5
    • Interrogator
    • He can only choose to either Investigate or Interrogate at night, he can't do both in the same night.
    Shinichi and Conan are 2 separate roles. So if Bourbon/Okiya asks if there is Shinichi, he get's a false if Shinichi is not in the game but Conan is.

    * Hakuba, foreign Meitantei
    • Does not reside in Japan. As long as he does not decide to travel to Japan (which will need either the following day or night), he is handled as if he were arrested. He may also leave Japan at any time, to the same conditions as above.
    • Hakuba is active during the preparation phase. During preparation he can decide to travel to Japan if he wants. If he does he will arrive at the beginning of the 1st day.
    • Interrogator (May not use this ability while not in Japan)
    • Since he's not familiar with anyone, he may not investigate. Nobody would tell him anything.
    * Makoto, foreign protector
    • Does not reside in Japan. As long as he does not decide to travel to Japan (which will need either the following day or night), he is handled as if he were arrested. He may also leave Japan at any time, to the same conditions as above.
    • Makoto is active during the preparation phase. During preparation he can decide to travel to Japan if he wants. If he does he will arrive at the beginning of the 1st day.
    • May choose to protect any number of person at day from being lynched. If one of the protected persons is going to get lynched, he will jump in and stop the lynching. Since he's much better in self-defence than Ran, he will not die in the process. Therefore the meant-to-be-lynched stays alive and that players identity (role) remains secret.
    • May also choose one individual to protect at night. If said individual is about to be killed by the BO, he again protects the individual. The protected individual and Makoto then learn the identity of the attacker (!).
    • If tricked while protecting, the protection will fail, but Makoto will still stay alive and learn the attackers identity.
    • Can protect only once (if his protection was not needed, he can simply go on protecting). After he successfully protected (or was tricked and failed), he will get called away instantly to a Karate championship. He will need one phase traveling there and another phase for the tournament. Afterwards he can decide to travel back at any time like normal.
    Why did you make them prep roles? I would let them start outside of japan (like it was before) and they have to travel to japan if they want to do something. Otherwise Vermouth should be able to flee to another country too. Or Shinichi and Ran were in the USA too, so they should be able to travel too? D: Maybe you had another reason for that which I didn't see.

    Another thing: They can either use their ability/vote or travel. Not both in the same phase. Because I wanted to use investigation last game and travel away at the same time. Then I thought I would get my investigation results while I'm not in japan. But conia decided I may not ;P  Well, would be a great advantage otherwise.

    * Ran/Kazuha, Protector
    • May choose to protect any number of person at day. If one of the protected persons is going to get lynched, she will jump in and sacrifice herself for the protected individual. Therefore the meant-to-be-lynched stays alive (and his identity remains secret) while Ran (or Kazuha) dies.
    • May also choose one individual to protect at night. If said individual is about to be killed by the BO, Ran/Kazuha again sacrifices herself for the individual. The protected individual then learns the identity of the attacker (!). If the doctor decided to heal the protected one, he is also close enough to heal Ran instead and will do so.
    • Can not be protected from the self-sacrifice.
    • If tricked while protecting, the protection will not simply fail, but both Ran and the protected will die.
    I wouldn't make Kazuha another protector. Otherwise there would be too many protection roles (that can hinder a killing from the BO). There are already Makoto, Ran, Doctor and Agasas Items. And Okiya has First Aid too. So another protection role would be too much (so there can be Makoto, Ran and Kazuha in one game which would be too much)

    I'd still suggest my Kazuha role with the protection charm ;p It can just protect from being lynched, but can't stop a BO murder.

    * Araide, doctor
    • May choose one individual to heal during the night. If this individual (and/or his protector) gets killed, he can heal him so that said individual will not die. Can heal himself. If he heals someone who gets attacked, everyone involved will know that there was an attack and that the victim was healed (also Protectors).
    Will the BO know if the victim was healed? Or will the BO not know in general, whether his victim was Healed/First Aided/Protected/he was tricked etc.?

    * Sherry(Ai), shrunken scientist
    • Has a strong sense of the BO ("scent"). She may accompany anyone during the day and the accompanied will learn that Ai accompanied them. This is a "day-ability". If the accompanied is either Akai, Okiya, or from the BO, Ai will get the impression that he's from the BO.  Ai cannot be fouled by a disguise or by a slander.  Anokata has no scent.
    Sherry is still kinda strong (even with the APTX ingame).
    So maybe more people should have a scent. Like all FBI/CIA people (so Jodie, James and Camel have a scent too).
    Or maybe, once she finds someone with a scent, she'll be frightened and can't follow someone the next day.

    * 1412, master thief
    • In the preparation phase, he'll choose two players (not roles) to disguise as. The GM will chose one of the legal choices to decide her disguise.
      He'll be just like this role by any means and will even have his special abilities (if any). His disguise is discovered if he dies.  
      *: Illegal choices are: Other players active during the preparation phase (Sonoko, Yumi, Hakuba, Makoto, Kid), other BO members, Eri and the Detective Boys. If both choices were illegal Kid will have no disguise.
    • Investigator 3
    • If any member of the police force learned his identity, they would instantly arrest him. Therefore 1412 may not tell his identity to anyone. But he might act as if he were an FBI agent.
    • If he disguises as a character with an "Investigator" ability higher than his, he will get that level of investigative ability (That is, if he disguises as Akai, he would have Akai's "Investigator 5", not "Investigator 8" from his+akai's added abilities.
    Imo KID shouldn't have Investigation ability. Because he's a thief and not a police officer etc. Yes, he is good and has the capability to investigate. But there are enough roles with investigation power. And if there would be a situation, where he disguises as the same role like Vermouth, there shouldn't be able to tell a difference because of that imo.

    Instead of Investigator 3 he should do what a thief does, stealing:
    • Stealing: KID can steal items from people during the night. Things he can steal are: APTX 4869 [1 APTX is lost for the BO], Sniping Rifle [Snipers can't snipe anymore, but can still kill], one of Agasas items (either Bow-tie or Watch, not both (GM makes it random)) [Agasa can't give that item anymore], First Aid Kid [Okiya can't use First Aid anymore], handcuffs [this police officer can't arrest anymore]
    • The victim will know that he got robbed and if an item was stole that he can't use anymore. He won't know who robbed him. Even if KID didn't steal an item (because that role doesn't have one) he'll get a notification that someone wanted to steal something from him.
    • He can just steal 3x in the whole game. He can't steal from someone more than once. (So he can't steal 3x APTX from the same person)
    • If he steals from a Sniper, he'll just get the Rifle, not Rifle and APTX together.
    The risk of robbing someones ability compared to stealing APTX or a Rifle is good imo.

    * Kogoro, drunk private detective
    • May interrogate anyone at night, but will get random results.
    • If either Eri, Ran or Conan/Shinichi dies, he'll get sober and can analyze one his previous interrogations during the day (Even the ones before he got sober).
      He will remember if anything was odd during the questioning and will get the correct BO/non-BO result of that investigation interrogation. Since he has more experience than the high-school detectives he will be able to see through any slandering or disguises (except for Anakota).
    He shouldn't get the ones right before he got sobber. Because after Gin dies, you don't get an information whether the interrogations were slandered or not.
    He shouldn't be immune to slandering either. He's a worse detective than Shinichi, Heiji or Hakuba.

    * Sonoko, best friend
    • May choose someone to be her best friend in the preparation phase. She learns everything he knows, and may pretend to be him in public so that he's saved. If he's killed, she learns the attacker's identity. They both are aware of each others identity.
    • To choose someone, she gives a number of suggestions (3) to the GM.  The GM randomly chooses someone out of these for her to befriend.  She may not befriend any Detecive Boy and no BO member, except for Vermouth.  In this case she will befriend Vermouth's disguise and not learn her true identity.
    Like in Vermouths  case, just choosing 3 players could be not enough. Maybe the GM should decide how many he/she should choose depending on how many invalid choices there are (like there are a lot of BOs ingame together with the DBs)

    * Okiya Subaru, Graduate Student
    • May investigate at night if a certain role is in the game.  Will receive a true or false verdict (or nothing if tricked).  He must accuse a character by name, not role type.  So you have to say Heiji instead of Shinichi.  You can't just say 'detective'.
    • May alternatively choose one player to give First Aid at night. Someone who received First Aid will not die immediately if killed, but will instead be severely wounded. A severely wounded character can not vote for lynching, and will die at the next nightfall, but has learned his attackers identity (unless it was a sniper) and may freely talk about it (and anything else, of course - until he dies).
    * Mitsuhiko/Ayumi/Genta, Detective Boys
    • Know the identities of all members of the Detective Boys (except Conan and Haibara).
    • Cannot be disguised as. Can not be lovers. Can't be befriended by Sonoko.
    • Decide to investigate one person role (e.g. Akonyl is Shinichi) together during the day. This is a "day-ability".
    Both abilities are called "investigate". But that's something else than the investigation from the Police/FBI etc. Should these abilities have another name? Because if an investigation asks "mangaluva investigated xpon" and a DB "investigated xpon, then it would be true. If mangaluva was a police, then it will be true too.

    Akako Koizumi, Witch
    • Each night Akako will have the same dream as another character. She won't know neither the identity of the player she is sharing the dream with, nor his/her role.
    What's the use of her? D:

    * Matsuda, sort of ghost
    • Matsuda is an NPC, controlled by the GM. Every night, random people will be given dreams containing correct random information, and other players will receive random false information.  The information is either all true or all false.  
    The dreams were changed.Dunno if you want the old system back or if you didn't edit this one. But I liked the "3 statements, 2 false 1 is true"-dream more than the "all true/all false"-dream.
[/list]
Last edited by Kleene Onigiri on May 22nd, 2010, 5:20 pm, edited 1 time in total.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

I knew it XD While I would write/post that conia would make the next round thread XD
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

well because in here's where all the role editing goes on I'll just say it here:

imo, rather than for each mafia member saying "has a part in deciding who to kill, can kill at night if nobody else has killed more often, etc etc", I think that should all just be consolidated into one "Mafia" keyword that goes with the interrogators/investigators/etc. And then for Anokata, you can have a special line for his role that just says that he has the final say over Mafia killing matters.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

Kleene Onigiri wrote: If a random killing happens, because the BO didn't give a killing order at all, then it should be made public that it was a random murder (maybe someone died because of a real heart attack. So it wasn't a real murder this time)
Depends on the GMs choice. I think not telling would leave the town (and the BO) puzzeling what just happened if a completely random player gets killed.


The 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).
In both cases the number of APTX of the BO decreases.
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.
What happens when the target is not in japan? Will it still kill the victim or will it be a fail? (BO knows the identity correctly)
I would suggest that the victim doesn't die while he's still flying. If he lands in Japan afterward, the APTX murder is still in effect and he will die after the phase. If he doesn't land in Japan, but is in another country, then the APTX doesn't kill him. But if he returns to Japan at some point (after 2 days or something), then he'll still die because of the APTX. This way the traveler can reveal his role in public, but will be stuck in another country and can't travel back without dieing. He can talk freely, but he can't use his abilities and can't vote anymore either.
If the victim is not in japan during that day the poisoning will just fail. That's how I would do it anyway.

* Vermouth, Mafia disguiser
  • In the preparation phase, she'll choose two players (not roles) to disguise as. The GM will chose one of the legal choices to decide her disguise.
    She'll be just like this role by any means and will even have his special abilities (if any), yet she still remains a member of the Mafia. Her disguise is discovered if she dies.  If she is interrogated she will appear as non-BO (only if she is disguised). She still has her BO "scent".
    *: Illegal choices are: Other players active during the preparation phase (Sonoko, Yumi, Hakuba, Makoto, Kid), other BO members, Eri and the Detective Boys. If both choices were illegal Vermouth will have no disguise.
She should choose more then 2 players. Because it's likely that she get's 2 roles she can't disguise as. And having Vermouth without a disguise is like having a commoner. (and since she's not disguised, the interrogation would make her "BO" too I guess)
I'd say she should at least choose 4 players. Or maybe choosing as many roles as there are BOs. (the GM would tell how many exactly)
She would have to be extremely unlucky to pick 2 BOs. Otherwise, if she picks some townie(s) which she can not disguise as she would get at least a few information about the possible roles of her choices.
On the other hand, with the general boost of BO I guess it would be fair to alllow her to pick more players so she can get with high certainly a disguise.
* Vodka, Mafia intimidator
  • Can intimidate people so that they can't take their night action (all their actions fail or return a "failed" result).
Maybe a change: He can choose to intimidate either someone at day or someone at night. But he can't intimidate 2x in one "day" (So if he intimidated during night 1 he can't intimidate during day 1. If he doesn't intimidate during night 1 he can intimidate during day 1)
Getting the right one during day is hard. Because there aren't many roles with day activities afaik.
I liked having Vodka doing the "night intimidation" (which is much stronger) and Tequila doing the "day intimidation" (which could come in handy in some situations).
I imagine Vodkas role being very strong. Maybe a bit clumsy when it comes to evading peoples suspicions (no slandering, no interrogation immunity) but strong in disrupting the towns plans. No need to make him stronger before we tested him, right?

Shinichi and Conan are 2 separate roles. So if Bourbon/Okiya asks if there is Shinichi, he get's a false if Shinichi is not in the game but Conan is.
Yes, Shinichi and Conan are 2 separate roles. But for the sake of the canon the GM should not use both during the same game...  ::)
* Hakuba, foreign Meitantei
* Makoto, foreign protector
Why did you make them prep roles? I would let them start outside of japan (like it was before) and they have to travel to japan if they want to do something. Otherwise Vermouth should be able to flee to another country too. Or Shinichi and Ran were in the USA too, so they should be able to travel too? D: Maybe you had another reason for that which I didn't see.
I was Hakuba 2 games before and I got notified during the preparation phase. So I thought they roles were intended that way.
Beside, no matter what they do, they will still start abroad and have to travel to japan first so they will miss night 1 in any case. The only difference now is that they can arrive during day 1 to participate in the lynching.
The biggest advantage of them being a preparation role is pf course that Vermouth can not disguise as them this way.
"Fleeing the country" should not be an option for most roles. Just for these 2 (and they pay for it in being unable to act in night 1 and in Hakubas case in being unable to investigate).

Another thing: They can either use their ability/vote or travel. Not both in the same phase. Because I wanted to use investigation last game and travel away at the same time. Then I thought I would get my investigation results while I'm not in japan. But conia decided I may not ;P  Well, would be a great advantage otherwise.
When I was Hakuba I could decide to travel during the next phase whenever I wanted. So if it was night 3 I could interrogate and also decide to fly the next day. So on day 3 I was already in the plane, immune to lynching but unable to vote. And of course I would learn the results of my interrogation. Again, I guess it depends on the GM leading the game.
I wouldn't make Kazuha another protector. Otherwise there would be too many protection roles (that can hinder a killing from the BO). There are already Makoto, Ran, Doctor and Agasas Items. And Okiya has First Aid too. So another protection role would be too much (so there can be Makoto, Ran and Kazuha in one game which would be too much)

I'd still suggest my Kazuha role with the protection charm ;p It can just protect from being lynched, but can't stop a BO murder.
Since there was no other role for her I just suggested her as another protector. To make Ran a bit more protected from APTX. And no, I didn't intend of having both of them in the same game.  :P

Maybe someone has a good idea for Kazuha. IIRC, the "protection charm" idea wasn't received very well...


Will the BO know if the victim was healed? Or will the BO not know in general, whether his victim was Healed/First Aided/Protected/he was tricked etc.?
No idea. Depends on the GM I guess.
* Sherry(Ai), shrunken scientist
  • Has a strong sense of the BO ("scent"). She may accompany anyone during the day and the accompanied will learn that Ai accompanied them. This is a "day-ability". If the accompanied is either Akai, Okiya, or from the BO, Ai will get the impression that he's from the BO.  Ai cannot be fouled by a disguise or by a slander.  Anokata has no scent.
Sherry is still kinda strong (even with the APTX ingame).
So maybe more people should have a scent. Like all FBI/CIA people (so Jodie, James and Camel have a scent too).
Or maybe, once she finds someone with a scent, she'll be frightened and can't follow someone the next day.
I liked the stronger Haibara which could act every day. She is supposed to be a threat to the BO, much more dangerous than any other character and therefore a prime target. If given the choice between Haibara and... let's say Yumi there shouldn't be much to think about who they will go after.
I guess she was quite dominating last game, mainly due to the high number of protectors. But it is not the fault of the role itself.
Now with ATPX Haibara can't reveal herself not that easily anymore and is much easier eliminated by the BO. And even with all APTX used up (or if they don't want to use it because they can't be sure it is really Haibara) Tequila could finally put his powers to good use (instead of scaring real little children...)

* 1412, master thief
Imo KID shouldn't have Investigation ability. Because he's a thief and not a police officer etc. Yes, he is good and has the capability to investigate. But there are enough roles with investigation power. And if there would be a situation, where he disguises as the same role like Vermouth, there shouldn't be able to tell a difference because of that imo.
Without an extra power Kid would be exactly like his disguise. Then the player playing Kid could be that other role in the first place. All he gets is the danger of being arrested if he is found out and some kind of immunity to APTX.
Vermouth has the ability to kill (and the interrogation immunity). There should also be something for Kid making him stronger.
Instead of Investigator 3 he should do what a thief does, stealing:
  • Stealing: KID can steal items from people during the night. Things he can steal are: APTX 4869 [1 APTX is lost for the BO], Sniping Rifle [Snipers can't snipe anymore, but can still kill], one of Agasas items (either Bow-tie or Watch, not both (GM makes it random)) [Agasa can't give that item anymore], First Aid Kid [Okiya can't use First Aid anymore], handcuffs [this police officer can't arrest anymore]
  • The victim will know that he got robbed and if an item was stole that he can't use anymore. He won't know who robbed him. Even if KID didn't steal an item (because that role doesn't have one) he'll get a notification that someone wanted to steal something from him.
  • He can just steal 3x in the whole game. He can't steal from someone more than once. (So he can't steal 3x APTX from the same person)
  • If he steals from a Sniper, he'll just get the Rifle, not Rifle and APTX together.
The risk of robbing someones ability compared to stealing APTX or a Rifle is good imo.
I don't know, the ability is a bit... strange.
Quite powerful too since it is basically can identify ANY BO as long as they have APTX and can even help him finding "trustworthy" townies if he steals handcuffs from an officer (who he could reveal himself too since they can't arrest him anymore I might add...) or Agasa/Araida/Okina.

I guess it is not wrong searching for another ability for Kid instead of investigate. On the other hand I like Kid investigating more than the suggested "stealing". I mean... he does do investigations before a heist. That's why he usually knows which traps and police officers await him...

* Kogoro, drunk private detective
  • May interrogate anyone at night, but will get random results.
  • If either Eri, Ran or Conan/Shinichi dies, he'll get sober and can analyze one his previous interrogations during the day (Even the ones before he got sober).
    He will remember if anything was odd during the questioning and will get the correct BO/non-BO result of that investigation interrogation. Since he has more experience than the high-school detectives he will be able to see through any slandering or disguises (except for Anakota).
He shouldn't get the ones right before he got sobber. Because after Gin dies, you don't get an information whether the interrogations were slandered or not.
He shouldn't be immune to slandering either. He's a worse detective than Shinichi, Heiji or Hakuba.
That is different. Kogoro is just slow in his head and it takes a while for him to put all pieces together. I mean, he made the interrogations during that night. He was just not able to analyze them properly before he gets sober. (Gameplay-wise it is to create a list of possible suspects for the Kogoro player so he can do something before Kogoros powers get turned on.)
Slander-immunity is also mainly because of the gameplay. It prevents having the GM to backtrack all the time if the target was slandered during that particular night. But also because Kogoro has shown that he can manage to catch subtle details (Like when he met his former classmate filmstar or when he recognized what Eri was doing in the sand which even Conan failed to recognize correctly.) - and this helps him in this case to see through slandering or disguises.
In exchange he has no chance to investigate, can't board an airplane and needs to wait for the death of Ran/Eri/Shinichi/Conan before he can get serious. And of course he is a bit slower than them because he also needs the day before he gets his results... 

Both Okinas and the Detective Boys abilities are called "investigate". But that's something else than the investigation from the Police/FBI etc. Should these abilities have another name? Because if an investigation asks "mangaluva investigated xpon" and a DB "investigated xpon, then it would be true. If mangaluva was a police, then it will be true too.
Detective Boys work during the day, therefore they can't be investigated. Okina targets the name of a role, not a player and can therefore not investigated.
Though, I guess giving their action another name might help...
Something like "questioning" for the DB maybe. And "checking" for Okina.
... on a second thought it sounds quite silly...

Akako Koizumi, Witch
  • Each night Akako will have the same dream as another character. She won't know neither the identity of the player she is sharing the dream with, nor his/her role.
What's the use of her? D:
It's the closest thing to a "commoner" I will make. Has no abilities and can therefore not be investigated. But since she gets a dream every night she is not completely powerless.

The dreams were changed.Dunno if you want the old system back or if you didn't edit this one. But I liked the "3 statements, 2 false 1 is true"-dream more than the "all true/all false"-dream.
Yeah, I left the old system there. It depends on the preferences of the GM once more. Maybe I should have put both variants there....
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Conia »

1) I won't be making random killing. Even if Anakota doesn't give the killing order, 1 vote from the other members is enough for an attack to happen.

2) Idem Schillok.

3) Read my initial post T.T

4) I want to see how it works with this ability ;) I just hope it apeears among the roles of the upcoming game :-X

5) We will see, we will see ;D

6) Nothing to add.

7) As stated in the roles section, I'll follow Kleene's ;)

8 ) For now, I'm not including Kazuha in the game.

9) The attacker will know if healing, First Aiding, tricking or protecting took action.

10) The fright section was added on the initial post.

11) I'm keeping the investigations for Kid.

12) Idem 11.

13)

14) ...

15) & 16) Nothing to add.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Beastly »

APTX is too powerful we were supposed to balanced not make one side better.

Anyway, use random.org then have 2 days that APTX will only shrunk the victim. That means he'll be a normal townie and can unite a team.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Beastly wrote: APTX is too powerful we were supposed to balanced not make one side better.

Anyway, use random.org then have 2 days that APTX will only shrunk the victim. That means he'll be a normal townie and can unite a team.
the entire point of APTX is to make the town *not* unite.

sure you can complain about it making the BO powerful, but as it stands now, the past few games have had little to no lynched townies past day 1. Heck, last game not a single townie was lynched over 6 lynchings, which is just ludicrous.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

Akonyl wrote:
Beastly wrote: APTX is too powerful we were supposed to balanced not make one side better.

Anyway, use random.org then have 2 days that APTX will only shrunk the victim. That means he'll be a normal townie and can unite a team.
the entire point of APTX is to make the town *not* unite.

sure you can complain about it making the BO powerful, but as it stands now, the past few games have had little to no lynched townies past day 1. Heck, last game not a single townie was lynched over 6 lynchings, which is just ludicrous.
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