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    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
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    Default Capo de Tutti Capi [Concluded]

    Another Mafia story begins...

    Sign ups will be open until 1200 EST 1/16/7; no sign-ups will be taken past that point. Roles will be assigned and day one voting begun no later than 5pm EST.

    Signed up so far -- 56 (thru 1800 EST 1/15/7):

    Aggony Duck
    Alexander the Pretty Good
    Banquo's Ghost
    Beirut
    Big King Sanctaphrax
    ByzantineKnight
    Caius Flaminius
    Copperhaired Berzerker
    CountArach
    Cowhead418
    Crazed Rabbit
    Destroyer of Hope
    Doc_Bean
    Drisos
    Dutch Guy
    General Hankerchief
    Hepcat
    HughTower
    Ichigo [f.k.a. Csar]
    Ignoramus
    Ironside
    Ituralde
    JimBob
    Kagemusha
    Kommodus
    Kralizec
    Lord Motep of Kendermore
    Louis VI The Fat
    Major Robert Dump
    Marcusbrutus
    Masy
    Moros
    Orb
    Omanes Alexandropolites
    Pannonian
    Papewaio
    Peasant Phil
    Pevergreen
    Pindar
    Proletariat
    Redleg
    Reenk Roink
    Sasaki Kojiro
    Sigurd Fafnesbane
    Sir Boo
    Sir Moody
    Stig
    theRTWGuru
    The Stranger
    Tom Hagen [nom-de-mafia for Don C]
    Tribesman
    Ultrawar
    Warluster
    Xdeathfire
    Xiahou
    Zalmoxis

    Game Overview & Rules of Play:

    Spoiler Alert, click show to read: 
    Setting:

    Fatlington, New Jersey, 1947: A Nor’easter has blown into town, paralyzing almost all external communication and leaving the town to its own resources. The budding mafia war that has been feared for some time breaks out during this period of chaos. Can the town save itself?

    Goals:

    Each Mafia family seeks to eliminate their rival mafia families (all other Dons dead) and have their members outnumber the surviving total of townies/opposition Mafiosi.

    The Town seeks to eliminate all of the Mafia Dons and to outnumber the surviving Mafiosi. “Inactive” wise guys/gals count as Townies for this purpose.

    Size: (55 players signed on; 55 remain interested)

    There will be 3 Mafia Families: Barzini, Corleone, Tataglia (3 Dons, 3 Luca, 3 Mades).
    Townies will include: 2 Detectives, 1 FBI Detective, 2 Doctors, 10-14 Wise Guys, & 27-31 Townies. Note, at least one secret role exists.

    Game play Rules:

    1. The dead may post, but not vote.

    2. No screenshots may be used, from or to anyone, for any purpose – this includes during PMs. Feel free to quote from my PM’s to you or to fabricate as you see fit.

    3. It is suggested that all players enable “invisible” mode so that technology is not used to trap you.

    4. Phases: The usual sequence of 24-hour days and 24-hour nights will be followed. Some of these phases may be extended where necessary to account for outside events/unusual situations. In no instance will the time period be decreased below 24 hours. Please note, however, the first phase of this game will be a day phase (Day One) during which the initial Director’s selection (see roles below), but no lynching.

    a) 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 game-master 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.

    b) 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 must 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.

    5. Night Actions: Every player has the option to “get some sleep” on any given night. Depending on roles, you may be attempting a kill, investigating someone, or protecting someone instead.

    a) You may participate in one and only one killing attempt or protection attempt each night.

    b) Your PM's to me must indicate clearly your actions and provide all of the necessary information or you will be listed as "sleeping" that night. Feel free to provide whatever level of detail you wish. Within the constraints of playability I will endeavor to use all such material, but reserve the right to edit if necessary for game play.

    6. Upon death, the local gendarmerie will launch a full investigation of that individual to try to determine the reason they were killed. Though slow (results reported on the 2nd day after death), their then-current role will be revealed. Unfortunately, the specific actions of that individual -- what they did with their role -- will remain a mystery (until the post-game!).

    7. Voting: There are two types, lynch voting and Director selection. Each living townie save for the director may vote to lynch one townsperson per day. On odd-numbered days, each living townie may also vote for the next director.

    a) To lynch a suspect: You may vote or not vote at your choice. Please be aware however, that persistently avoiding the voting process will result in your removal from play. While the game-master reserves the right to remove someone from play when/if needed at their discretion, as a “rule-of-thumb” missing 3 votes in a row or 5 overall is likely to result in your removal.

    1) Legal vote choices include:

    * voting by name for a living fellow townie to express your preference for their lynching
    * voting “abstain” indicating you have no preference as to who is lynched
    * voting “no lynch” indicating that you want no one lynched that day

    2) To be counted, a vote MUST be posted in bold typeface using the following format:

    e.g. Vote: Seamus

    3) To change a vote, please post the following:

    e.g. Unvote: TosaInu
    Vote: Seamus


    b) To select a Director: You may vote or not vote at your choice. You may NOT vote to leave the position unfilled.

    1) To be counted, a vote MUST be posted in bold typeface using the following format:

    e.g. Select: Seamus

    2) To change a vote, please post the following:

    e.g. Sack: TosaInu
    Select: Seamus


    8. The GM will adjudicate any remaining discrepancies as needed.


    Available Roles (Usually referred to in the male singular, no disrespect intended):

    Read carefully, there are NO roles that are simple villagers...even the simple villagers.

    Spoiler Alert, click show to read: 
    TOWNIE ROLES

    Townie:
    a) You have no special abilities. As with all residents of Fatlington, you may vote to lynch a suspect each day following day one. You may vote to elect Vigilance Directors on days 1, 3, 5 etc.
    b) Most Townies will appear as “innocent” if investigated by a detective, though 1 in 10 will appear “criminal” despite their innocence. If investigated by a Made, most will appear “innocent” though 2 in 10 will appear “unclear.” This may change based on your actions during the game.
    c) Townies may band together to kill one target per night phase, but must do so in groups of 4. If this strategy is chosen, you will appear “guilty/criminal” in subsequent investigations. Townies who have successfully accomplished 2 murders will all change roles to Wise Guy(Gal). Townies may also band together in groups of 3 to provide protection to one Townie (not in their group), functioning as a Doctor. 2 successful protections (attacked, did not die) allow them to select one of their group as a Doctor.

    Detective:
    a) You may investigate two persons per night phase. The investigation will list the individual as innocent (Townie, Don), criminal (Luca, Made not killing, Wise guy not having killed at all, and some townies), or guilty (Luca or Made on the night of kill, Wise guy or Townie who has killed – you either get the current kill or their whole track record as well). If a "guilty" person is discovered, there is some chance -- not a guarantee -- that the detective will also get information on previous kills and/or interesting data.
    b) You will appear as “innocent” if investigated, unless and until your actions change your role.
    c) Acts as a townie in most respects, but may not participate in a kill group. Other actions may cause role change.

    Doctor:
    a) May protect one person from murder each night phase. After 2 successful protections (different nights, attacked, did not die), the Doctor becomes a Surgeon.
    b) You will appear as “innocent” if investigated, unless and until your actions change your role.
    c) Acts as a townie in all other respects, though this may cause a role change.

    Director of the Committee of Vigilance:
    On the first day phase, and then on each odd numbered day phase thereafter, the town elects the person who will direct the lynching effort. That person shall be director for the next two lynchings following their selection (e.g. Elected Day 1, Director Day 2, Director Day 3, Elected Day 3, Director Day 4 & 5, etc.).
    a) The Director will choose the lynching mode, carry out the lynching, and, in the event of a tie vote, the director will decide who among those tied for the most votes will be executed. The director can execute none, one, more, or all of those tied votees at their discretion. The Director is provided with a special goon squad to aid in the executions, and this squad also makes it impossible to kill the Director while they are in office. While directing the lynchings, the individual in question may not vote.
    b) Investigations will function as per the Director’s other Role.
    c) Ability to act at night is a function of the Director’s other Role.

    FBI Detective:
    a) May investigate two persons per night phase. Results, which parallel those of the regular detective, will not be available, however, until the beginning of the next night phase. FBI resources are slower, but will produce better and more informative results than a regular detective.
    b) You will appear as “innocent” if investigated, unless and until your actions change your role.
    c) Acts as a townie in most respects, but may not participate in a kill group

    Surgeon:
    a) Functions in all respects as a Doctor, but anyone attacking the Surgeon’s protectee not only fails to kill the target, but has a 3 in 10 chance of dying in the attempt.
    b) As Doctor.
    c) As Doctor.

    PIVOT ROLE

    Wise Guy/Gal:
    A wise guy/gal belongs to no criminal family…yet. They may be recruited by a family and start doing “wet work” for that family; they may “go straight” functioning as a regular townie and not getting involved in crime, or they may attempt to operate in conjunction with a group of individuals sharing the same wise guy/gal role, creating their own “family.”
    a) Your abilities will vary with your level of support.
    1) Wise guys can work with a crime family, forming kill groups on a 1 kill attempt per two Mades/Wise gal basis. A Wise guy becomes a “Made gangster” after having participating in 3 killings for a family and having received consent from the family don. They may or may not be made aware of the Don’s identity, at that family’s discretion. They do assume the investigative powers of a Made gangster as well as their investigation status.
    2) Wise guys operating as an independent “family” have no Dons, Mades, or Lucas, and can perform only 1 killing for each 3 Wise guys. Following their 3rd successful murder, these 3 wise guys may choose one of their number to become a Made.
    b) If investigated by a detective, the Wise guy will appear “criminal” if they have not been involved in a killing and “guilty” if they have…even if that killing was a while back. If investigated by a Made, they will appear either as “criminal” or “unclear.”
    c) Alternatively the Wise guy may choose to function as a regular Townie, not participating in any criminal activity. If they assume a Townie role and become one of the Townie roles, they lose Wise guy status and turn to the "light side of the force."

    MAFIOSO ROLES

    Don(na):
    A Don is the leader of her/his crime “family.” Their objective is to eliminate all of the other dons in the game, and to have more members in their crime “family” than the total of innocent townies and opposing criminals, thus gaining control and becoming the “Capo de tutti Capi.” At the outset of the game, only their Luca and the initial Made Gangster of the family know them.
    A Don normally cannot kill opponents during a “night” phase, and must work through others. If the Don has lost all the other members of her/his family, they may perform: a) 1 kill per “night” phase. However, subsequent to any such killing they will be identified as “guilty” if investigated by a detective, and “criminal” if investigated by a made. Or b) investigate two people [in the style of a Made Gangster below] to facilitate recruiting. A solo Don, unlike a Made, may not do both. In addition, a Don is normally protected by a Luca, making them very difficult to kill.
    b) Normally, however, they appear as “innocent” if investigated by a detective or made, so they can camouflage themselves well. Even the FBI detective is unlikely to spot them (3 in 10 “Criminal”).
    c) A Don can function as a regular townie in other respects, but cannot kill during a night phase or join a kill group until they are the sole survivor of their family.

    Luca
    A Luca is one of the two initial “Made” gangsters in a crime family. The Luca’s objective is to protect their “Don.” This function is always “on” unless the Luca is undertaking other duties. The Luca is automatically aware of the identity of the family don.
    Should the family Luca be killed, or should a new-made family with Don not have a Luca, other members of the family can form a protective combo to defend the Don. If this combo successfully defends the Don twice [different nights, kill attempt thwarted] then one of the combination will assume the powers of a Luca. The combination needs to include 2 Mades OR 1 Made and 2 Wise guys.
    a) A Luca does not normally kill opponents during a “night” phase, but may function as a Made gangster in this regard (no recruiting investigation), participating in a killing each night. If participating in a killing that “night,” the Luca cannot provide protection for the don. If the Family has lost their Don, the Luca functions as a Made Gangster until the new Don takes over.
    b) A Luca appears “criminal” if investigated by a Detective or Made, but “guilty” only on the night of a killing even if they have participated in killings before.
    c) A Luca may participate in a townie kill group (though this leaves the Don undefended) but may not participate in a protection group.

    Made Gangster
    A Made is one of the two initial “Made” gangsters in a crime family. Their objective is to lead up the “wet work” efforts on behalf of their crime family, eventually controlling the town. The initial made gangster of a family is automatically aware of the identity of the family Don. If a family Don has been killed (or never existed), the Made may become a Don provided that: 1) There is at least one other Made in the family, 2) All the other Made Gangsters in your family agree to your becoming the Don, and 3) the Made did not participate directly in the killing of the previous Don.
    a) Mades can form a kill group with other Mades or with Wise Gals. One kill may be attempted for each two Mades/Wise Guys. In addition, a Made gangster can conduct one “recruiting” investigation per “night” phase. This investigation will determine if the individual is “criminal,” “innocent,” or “unclear.”
    b) If investigated by a Detective or another Made, a Made gangster appears “criminal.” If investigated by a Detective during a “night” phase in which the made gangster is actively involved in a killing, they appear “guilty.”.
    c) A Made may function as part of a Townie killing group, but never a protection group.

    SECRET ROLE(S)

    At least one, and potentially more, will be included. The particulars are…secret.
    Last edited by Seamus Fermanagh; 01-16-2007 at 01:58.
    "The only way that has ever been discovered to have a lot of people cooperate together voluntarily is through the free market. And that's why it's so essential to preserving individual freedom.” -- Milton Friedman

    "The urge to save humanity is almost always a false front for the urge to rule." -- H. L. Mencken

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