At the outset of the game you will be randomly assigned a role, the role PM explaining the particulars will be sent to you, and shortly thereafter, play will commence.
This is the basic format that will be used:
PM #1
Quote:
Originally Posted by Seamus Fermanagh
Role: Townie
Alignment: Town
Summary: You are the “salt of the earth” of Fatlington. You start with no particular abilities save for any individual secret traits you may have. In Fatlington, however, nobody has to be an inactive player and no townie is required to remain so for the entire game. How and for what cause you craft your future is up to you.
Victory Conditions: You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and the remaining townies and unaligned Wiseguys outnumber the remaining Mafiosi OR until your character has died. Your personal survival, though it will add to the level of your victory, is secondary to the overall success of the town.
Town win with 41+% of original townie roles surviving = decisive victory.
Town win with 21-40% of original townie roles surviving = clear victory.
Town win with fewer than 20% of the original townie roles surviving = close victory.
Neither side wins = draw.
Town defeat with fewer than 10% of the orginal mafiosi or wiseguys surviving = close defeat.
Town defeat 11-25% of orginal mafiosi or wiseguys roles surviving = clear defeat.
Town defeat 26+% of orginal mafiosi or wiseguys roles surviving = decisive defeat.
-- Your personal survival moves you one category up on this scale.
Abilities:
Daytime:
1. You may vote to lynch or select as can any other player.
Nightime:
Active Actions
1. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group (limit 5), though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 6 chance of dying (50%) or being revealed by name (50%) in that failed attempt.
2. In combination with 4 other townies, you can form a vigilante group (5 required) and attempt to kill one other player. More than 5 townies can work in the same group (limit 7), though this does not provide any other benefit aside from participation credit. If fewer than 5 townies participate in a kill effort, that effort automatically fails. If only 1 townie attempts a kill, that effort fails and the townie has a 1 in 6 chance of dying (50%) or being revealed by name (50%) in that failed attempt.
Passive Actions: Townies have no passive actions unless so specified in their secret abilities PM.
Secret Abilities/Traits:
These are listed in your second pre-game PM and are not to be revealed or discussed during play…only used.
Regarding Investigations
1. If you are investigated by a detective, it is likely that you will be evaluated as “innocent.” A minority of townies, however, will register as “unclear,” while an even smaller percentage will register as “criminal” because of a mis-spent youth or poor choice of associates.
2. You will register as “guilty” only if you participate in a successful killing, and will continue to register as “guilty for the remainder of the game or until you change roles.
3. If investigated by a made gangster, it is likely that you will be evaluated as “innocent,” though a minority will register as “unclear” and a very few as “criminal.” Made Gangsters cannot scan for guilt.
4. The result you display for a detective may differ from the result a Made would get on you, but will be consistent for all detectives and for all mades.
Role Changing
1. After two successful saves during protection efforts, one of your group will be offered the opportunity to become a Doctor. If you so choose, you cease being a standard townie and will be given the Doctor’s role sheet and objectives. Subsequent saves by the same group members will produce two doctors at random. Any player who participates in four successful saves will also be offered the Doctor role. You will be given this role-change opportunity only once.
2. After two successful kills, one of your group will be offered the opportunity to become a Wiseguy. If you so choose, you cease being a standard townie and take on the Wiseguy role and objectives. Any townie with three successful kills will be offered the Wiseguy role. You will be given this role-change opportunity only once.
3. If you earn and are offered both Doctor and Wiseguy roles but decline them both, you will be given the opportunity to become a Rogue Detective instead. Rogue detectives have both an investigative ability and a solo-kill capability.
Phase Rotation:
For the most part, the usual sequence of 24-hour days and 24-hour nights will be followed. A timer will be used to keep things on pace (and thanks to Tincow!).
The first day phase (opening phase of game) is usually shorter than 24 hours as it serves mostly as a time for player communication and the only “business” being conducted is the selection of the initial Director of the Committee of Vigilance.
The first two night phases are usually extended to allow players to coordinate effectively. Recidivists will recall the system pretty well, but newcomers are given a little extra time to get in the swing of things.
Phases falling on weekend days (East Coast USA) will probably be extended as well, in order for the host to discharge family duties properly.
Basic Phases of Play, Night Actions, Night PMs, Failed Action Results
Day Phase: Each day the town may vote to lynch one suspect from among the list of players. Each townsperson save for the director can cast one vote (see below for procedure). On odd-numbered day phases, the town also votes to select a Director (see below for procedure). The host will write up the results of these votes and post them for general consumption, along with any juicy particulars about any executions. The game then proceeds to the next night phase.
Certain traits or roles may allow for a specific daytime action, but these will be infrequent. Any such abilities will be explained in the individual role PM.
Night Phase: Every role has something to do at night – even if your choice is to do nothing. Since every role can be active, with investigations attempted, murders, etc., all players should PM the game-master during each night phase to indicate their actions. The game-master will respond as quickly as possible, and will write up results that take effect immediately prior to the next day phase and voting.
Night Actions:
Night Actions fall into two general categories: active and passive.
Active night actions include kill and protection attempts, as well as any other action that may directly exert influence on another player. Each player is limited to only ONE active night action per night unless specifically outlined in your role PM. Most players will have to coordinate night actions with other players in order to be effective.
Passive night actions include most investigations and can often be carried out in addition to the single active night action attempted by the player. However, each individual should be careful to note how the particulars of their role/traits influence passive actions. It is often the case that passive actions are restricted based on any Active actions undertaken. Passive actions are usually individual.
Your choice of Night Action(s) should be sent by PM to the host. Please note that failure to do so within the time limit or failure to properly coordinate messages among Active action teams will result in their failure….or worse. Attached is an example of a night action PM.
PM Example: (A team of two sanctioned Wiseguys and one Townie (gone bad) attempt to kill another player)
Quote:
Night 4: Sanctioned by Don Pentangeli and working with Red Harvest and Divinus Arma, I will kill Strike for the South.
In addition, I will use my “sleuth” trait to investigate Sasaki Kojiro.
This is a good example in that it clearly spells out all of the team members and their action. However, if Don Pentangeli fails to send in a pm sanctioning the effort, then the team will fail as two Wiseguys and one townie cannot make a successful kill (Fun note, if all three are wiseguys, then the kill would work, but would not count towards any of those wiseguys becoming Mades as the kill was unsanctioned, Capo being Capo, a failure could reveal that someone had different abilities then they were letting you know about…). The same failure result would occur if either Red Harvest or Divinus Arma failed to send in orders or sent in orders that differ significantly from those in the example above. In any case, the individual passive action using the sleuth trait would function normally.
Failed Night Action Consequences
Any failed mafia-sanctioned hit is just listed as an attack. The write up will usually suggest the numbers involved, allowing players to determine – mostly – that this was a mafia attempt. The write up will also indicate the source of failure: protection, luck, or poor coordination.
Any failed townie vigilante hit or independent wiseguy hit is just listed as an attack. Again, the write up may reveal the number of attackers and allow players to estimate what was happening. The write up will also indicate the source of failure: protection, luck, or poor coordination.
Any townie who ends up, through poor orders coordination or betrayal, making a solo attack, will not only fail, but will have that solo attack narrated in a way that indicates others were expected to be present. In addition, that townie runs a 1-in-6 chance of being killed (50%) or revealed by name (50%).
Any wiseguy who ends up, through poor orders coordination or betrayal, making a solo attack, will not only fail but will have that solo attack narrated in a way that indicates others were expected to be present. The wiseguy will also run a 1-in-6 chance of being revealed by name.
Please note that these basic consequences for a failed night action may be modified by the abilities possessed by certain “individualist” roles or advanced role status (e.g. Surgeon-level doctor).
As with day actions, all night actions – successful and otherwise – will be written into a narrative write up covering the events of the preceding night. You should mine this information for clues, but be careful as some things are accidentally… or purposefully,,, misleading. Players engaged in mayhem of any form are STRONGLY encouraged to provide specifics as to method/style of action or even to write up their own efforts. While I reserve the right to edit or change as needed, I will make an effort to use any such material in writing up the results.
Investigation results will be communicated by private PM following the write up. Notifications of status change or role changes will also be made following the write up. Feel free to remind me if you think I missed something, but give me an hour or two after the write up first as I might have quite a few PMs to send out.
Everyone:
PLEASE get your PM to me by the deadlines posted in the thread. I will seldom be able to take a “late” PM and have it count as this is unlikely to be fair to the other players.