For those who havent heard of Mafia before i suggest taking a peek here http://mafiascum.net/wiki/index.php?title=Main_Page
I have made a Iraq war themed one which does tend to stray from historical accuracy, but however im sure some of you will like the theme also.
The Iraq war Mafia
RULES:
The Iraq war Mafia
RULES:
The game alternates between Night and Day until either the Terrorists are eliminated, or the Terrorists have killed everyone else.
During Day, the Occupation forces must choose someone to arrest and send to Gitmo; they are trying to eliminate the Terrorists, but the Terrorists can lead them astray by casting suspicion elsewhere. Generally, players will vote for someone they think is Terrorist (the Terrorist will vote so that they seem to be doing this as well, and might even vote for each other to confuse the Occupation forces); when a player gets a majority of the votes, they are arrested and sent to Gitmo. Their role is revealed by the Moderator, and it is once again Night.
TIPS: People may PM me to give anonymous tips to the police at night. A random CIA operative will be chosen each time a tip is sent and he will receive it. You wont be sure which cop gets the tip... It could be a Islamic one, a proficient one, etc.
One TIP per night. Tips are night actions. You can only make one Night action per night so if you send a tip, you can't perform another action.
- No afterdeath messages whatsoever. People usually hint things without intending to. If you die, too bad. Wait till it ends. I'll pm you when it's done if you want.
- No Posting at night. Once you see the Title Change it has become night so DONT POST.
- Try not to EDIT at all. Correct it in your next message.
- I will add some flavour to my posts. if you think that they're giving you any kind of hint. YOURE WRONG.
Sides:
Insurgents (Want western forces to leave)
Alqaida (Want occupiers dead)
Occupation forces (Want terrorists dead)
Neutrals
The insurgents are made up of:
1 leader
1 soldier
1 Informant
Alqaida are made up of:
Leader
IED bomber
Occupation forces are made up of:
1 US president
1 CIA operative
1 Abu Garaib soldier
1 F-16 pilot
1 western businessman
Civilian
1 arms dealer
1 Sunni militia
2 Shiite militia
1 Insane sniper
1 Iraqi Officer
1 Civilian doctor
1 Civil rights activist
2 Roaming civilians
-Conflict varies depending on how many Terrorists are left in Iraq
-The only roles that will show up upon death are CIA, Iraqi officers and western businessmen. Without specifications of sanity or efficiency.
-Civilians objective generally is to stay alive, early on this could probably be achieved by staying out of the frey, but later it will be essential for their survival that they find a faction and ally themselves with them (possibly in return for protection they offer their unique service)
Possible roles:
Leader
Cannot be killed, is automatically killed/captured (removed from active gameplay) once all his goons (underlings) are killed. They order the night kills (pm to GM) for the faction with the consultation of his underlings. Leaders are always innocent to investigation.
Soldier
Can attempt to kill, obey their leader, wins when their side is the only one left
Insane sniper
The crazy sniper has the ability to Night Kill. He wins when everybody else is dead.
IED bomber
Defends one person with his life each turn, if that person is attacked the bomber dies and so does the attacker
Iraqi officer
Each turn the Iraqi officers can watch one target and see where he/she goes
Inconspicuous – always finds target
Blind – 50% chance to find target, if doesn't finds other random person
CIA operative/Informant
Each turn the CIA operative can investigate one person (including allies for corruption etc) and find out his role
Proficient/ex Iraqi intelligence officer – always finds truth
Racist/paranoid – always finds the target to be terrorist
Pinko liberal/Lazy – always finds the target innocent
*secretly converted to Islam – works for terrorists, can still be proficient/racist/pinko.
Abu Garaib soldier
Can detain one person without charge each night turn and therefore prevent them using their role that night turn
Western businessman
Can lobby for influence once each turn and 'buy' (take) someones vote for who to arrest that turn (getting 2 votes)
Arms dealer
Gives whoever he chooses a free night kill (wins if terrorists remain and alive)
F-16 pilot phantom pilot
Can night kill one target, if kills innocent is withdrawn from theater due to civilian protest (killed), is occupation force member
US president
Is leader of occupation forces, has 2 votes for who to arrest this turn at GITMO
Sunni militia:
The Sunni militia has the ability to Night Kill. He is pro Occupation
Shiite militia:
The Shiite militia has the ability to Night Kill. He is pro Insurgent
Civilian doctor
A very powerful ally to the Town. Each night, the Doctor contacts the Game Moderator, choosing one player to protect during the night from a night kill.
Insane Doctor: This doctor has 50% chance of killing his patient instead of protecting him.
Paranoid Doctor: This doctor not only protects his patient but he also roleblocks him. See also, Jailkeeper
Naïve Doctor (a.k.a. Quack): This doctor's protection is ineffective.
Weak Doctor: This doctor dies if he protects an anti-town player.
CPR Doctor (also a Quack variant): This doctor kills his patient if he is not attacked.
Civil rights activist
The Civil rights activist has the ability to prevent an arrest that day. During twilight (end of day turn), the CRA may ask the moderator to stop an arrest. The CRA cannot stop his own Arrest or prevent a player from being Arrested twice.
Roaming civilian
Can hide behind one target of its choice, the target being killed instead if the civilian is targeted. If the person the civilian is hiding behind is targeted, both die.
I have made a Iraq war themed one which does tend to stray from historical accuracy, but however im sure some of you will like the theme also.
The Iraq war Mafia
RULES:
The Iraq war Mafia
RULES:
The game alternates between Night and Day until either the Terrorists are eliminated, or the Terrorists have killed everyone else.
During Day, the Occupation forces must choose someone to arrest and send to Gitmo; they are trying to eliminate the Terrorists, but the Terrorists can lead them astray by casting suspicion elsewhere. Generally, players will vote for someone they think is Terrorist (the Terrorist will vote so that they seem to be doing this as well, and might even vote for each other to confuse the Occupation forces); when a player gets a majority of the votes, they are arrested and sent to Gitmo. Their role is revealed by the Moderator, and it is once again Night.
TIPS: People may PM me to give anonymous tips to the police at night. A random CIA operative will be chosen each time a tip is sent and he will receive it. You wont be sure which cop gets the tip... It could be a Islamic one, a proficient one, etc.
One TIP per night. Tips are night actions. You can only make one Night action per night so if you send a tip, you can't perform another action.
- No afterdeath messages whatsoever. People usually hint things without intending to. If you die, too bad. Wait till it ends. I'll pm you when it's done if you want.
- No Posting at night. Once you see the Title Change it has become night so DONT POST.
- Try not to EDIT at all. Correct it in your next message.
- I will add some flavour to my posts. if you think that they're giving you any kind of hint. YOURE WRONG.
Sides:
Insurgents (Want western forces to leave)
Alqaida (Want occupiers dead)
Occupation forces (Want terrorists dead)
Neutrals
The insurgents are made up of:
1 leader
1 soldier
1 Informant
Alqaida are made up of:
Leader
IED bomber
Occupation forces are made up of:
1 US president
1 CIA operative
1 Abu Garaib soldier
1 F-16 pilot
1 western businessman
Civilian
1 arms dealer
1 Sunni militia
2 Shiite militia
1 Insane sniper
1 Iraqi Officer
1 Civilian doctor
1 Civil rights activist
2 Roaming civilians
-Conflict varies depending on how many Terrorists are left in Iraq
-The only roles that will show up upon death are CIA, Iraqi officers and western businessmen. Without specifications of sanity or efficiency.
-Civilians objective generally is to stay alive, early on this could probably be achieved by staying out of the frey, but later it will be essential for their survival that they find a faction and ally themselves with them (possibly in return for protection they offer their unique service)
Possible roles:
Leader
Cannot be killed, is automatically killed/captured (removed from active gameplay) once all his goons (underlings) are killed. They order the night kills (pm to GM) for the faction with the consultation of his underlings. Leaders are always innocent to investigation.
Soldier
Can attempt to kill, obey their leader, wins when their side is the only one left
Insane sniper
The crazy sniper has the ability to Night Kill. He wins when everybody else is dead.
IED bomber
Defends one person with his life each turn, if that person is attacked the bomber dies and so does the attacker
Iraqi officer
Each turn the Iraqi officers can watch one target and see where he/she goes
Inconspicuous – always finds target
Blind – 50% chance to find target, if doesn't finds other random person
CIA operative/Informant
Each turn the CIA operative can investigate one person (including allies for corruption etc) and find out his role
Proficient/ex Iraqi intelligence officer – always finds truth
Racist/paranoid – always finds the target to be terrorist
Pinko liberal/Lazy – always finds the target innocent
*secretly converted to Islam – works for terrorists, can still be proficient/racist/pinko.
Abu Garaib soldier
Can detain one person without charge each night turn and therefore prevent them using their role that night turn
Western businessman
Can lobby for influence once each turn and 'buy' (take) someones vote for who to arrest that turn (getting 2 votes)
Arms dealer
Gives whoever he chooses a free night kill (wins if terrorists remain and alive)
F-16 pilot phantom pilot
Can night kill one target, if kills innocent is withdrawn from theater due to civilian protest (killed), is occupation force member
US president
Is leader of occupation forces, has 2 votes for who to arrest this turn at GITMO
Sunni militia:
The Sunni militia has the ability to Night Kill. He is pro Occupation
Shiite militia:
The Shiite militia has the ability to Night Kill. He is pro Insurgent
Civilian doctor
A very powerful ally to the Town. Each night, the Doctor contacts the Game Moderator, choosing one player to protect during the night from a night kill.
Insane Doctor: This doctor has 50% chance of killing his patient instead of protecting him.
Paranoid Doctor: This doctor not only protects his patient but he also roleblocks him. See also, Jailkeeper
Naïve Doctor (a.k.a. Quack): This doctor's protection is ineffective.
Weak Doctor: This doctor dies if he protects an anti-town player.
CPR Doctor (also a Quack variant): This doctor kills his patient if he is not attacked.
Civil rights activist
The Civil rights activist has the ability to prevent an arrest that day. During twilight (end of day turn), the CRA may ask the moderator to stop an arrest. The CRA cannot stop his own Arrest or prevent a player from being Arrested twice.
Roaming civilian
Can hide behind one target of its choice, the target being killed instead if the civilian is targeted. If the person the civilian is hiding behind is targeted, both die.
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