Role: Mafia Don
Alignment: Mafioso; Family: Clemenza
Summary: You are the boss of a crime family, and your goal is to take over Fatlington and become the Capo de Tutti Capi (Captain of Captains). To do this, you will need to eliminate all of the other Dons and establish a crime family that outnumbers the remaining Mafiosi and citizens of the town
Victory Conditions:
Decisive Victory = You become Capo de Tutti Capi with 4 or more surviving family members including yourself.
Clear Victory = You become Capo de Tutti Capi with 3 or fewer surviving family members including yourself, OR your family wins under the leadership of a new Don, despite your death.
Close Victory = A starting Mafia family wins besides your own OR a draw occurs but you personally survive.
Draw = neither side can claim victory.
Close Defeat = The town wins with fewer than 10% of the original townies and non-aligned wiseguys surviving OR a “Third party” claims victory.
Clear Defeat = The town wins with between 10% and 33% of the original townies and non-aligned wiseguys surviving.
Crushing Defeat = The town wins with more than 33% of the original townies and non-aligned wiseguys surviving.
Abilities:
- Your death is part of the victory conditions for the other Dons, and will also severely limit your family’s chance of success as creating a new Don is time-consuming.
- Your Made Gangsters are your active accomplices, investigating and/or attacking targets to help your family achieve success. For another Made Gangster to be created, they must qualify themselves by making sanctioned kills and must receive your permission to advance.
- Any time after your family has acquired a 5th (or more) member, you may (but do not have to) designate one Made Gangster – but not a Luca – as “Consigliare.” This player can than conduct up to 4 investigations on any night they are not participating in a kill, but zero on any night they are involved in a killing. The first night they are targeted for death after achieving Consigliare status, they have a 2 in 6 chance of avoiding death (this is a one-time only power resulting from some “gift” you have given them upon their promotion). The narration of their narrow escape may seem suspicious as it will not read the same way as would a doctor save.
- You will choose some “signature” component that MUST feature in all of your family’s sanctioned killings. This may be a consistent method, a symbol or calling card, or some other distinctive characteristic – but it must be used in each killing without exception. You must notify me of this characteristic with your first nighttime PM.
Daytime:
- You may vote to lynch or select as can any other player.
Nightime:
Active Actions
- 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 fail unless there are more than three townies as no Don can provide this form of protection. 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 you (by circumstance or betrayal) attempt a save and the target is attacked, that effort fails and there is a 1 in 36 chance of you being revealed by name in that failed attempt. Your Luca cannot protect you when you are in such a group.
- 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 you (by circumstance or betrayal) attempt such a kill, that effort fails and there is a 1 in 36 chance of you being revealed by name in that failed attempt. Your Luca cannot protect you when you are in such a group.
- If you have no other family members, a solo Don may attempt to kill one target per night as a solo-killer. The trademark must be used.
Passive Actions
- Twice per game, you may exercise a few of your many “favors” from non-playing members of Fatlington, and use these persons and their skills to temporarily camouflage your investigation status. Thus, for one night, you may choose to appear Innocent, Criminal, Guilty, or Unclear at your choice.
- If you have no other family members left, you as a solo Don may conduct up to three investigations per night, receiving the same kind of results as a made gangster (Innocent, Criminal, Unclear) and a small chance to learn their role. You cannot both investigate and kill in the same night phase.
- You must PM me with a note as to which kills are sanctioned by your family. An unsanctioned kill will not allow your participants to advance as quickly as will sanctioned kills.
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 investigated by a Made Gangster or Detective, you will almost certainly be discovered to be “innocent.” This is true even if you kill as part of a vigilante group. You will only register as “criminal” or “guilty” if you have personally participated in a killing while operating solo. Penetration of your role is one step more difficult than it is for the other roles. So, for example, for a garden variety first investigation your chance of being discovered as the Don is 1 in 1296 rather than the usual 1 in 216.
2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).
Role Changing: You man not change roles. For you, a life of mafia crime is a foregone conclusion.
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