The Great Sloosh himself is helping me co-host this game. Any questions can be directed towards him or myself.
TL Mafia LVIII has ended 11.01.2013
PMs: No
Clues: No
Lynch: Standard Deadline 22:00 GMT (+00:00)
Smurfs: Whatever
Hydras: No
Fun: Yes
+ Show Spoiler [Day/Night] +
Role List and Mechanics
Mafia
Mafia KP is # of Mafia /2 rounded up AFTER choosing roles. There are 6 members of Mafia, starting KP is equal to 3.
Mafia can sacrifice their KP to use these roles. There is no limit how much KP they can sacrifice. Every role follows the usual mechanics unless stated otherwise. A member must be chosen to use the role, but nobody needs to be picked for executing the kills.
+ Show Spoiler [how it works] +
I think the KP sacrificing mechanic was not explained well. Mafia don't PERMANENTLY sacrifice the KP - they sacrifice it for a cycle.
So:
N1 Mafia picks 2 roles for 0.5KP - they have 2 KP left for kills.
D2 they start with fresh 3KP - they might sacrifice 1 kp for the Day Cop leaving them with 2KP at night - but they can still sacrifice more.
I hope everyone understands this, nobody asked how it exactly worked so here you go.
So:
N1 Mafia picks 2 roles for 0.5KP - they have 2 KP left for kills.
D2 they start with fresh 3KP - they might sacrifice 1 kp for the Day Cop leaving them with 2KP at night - but they can still sacrifice more.
I hope everyone understands this, nobody asked how it exactly worked so here you go.
0.5KP
Jailer
Framer (Town->Mafia, Mafia->Town)
Medic
Roleblocker (Players without roles are not notified about a roleblock, same goes with Jailer.)
Godfather (Return as Town to checks in addition can choose role to appear as, default Vanilla Townie)
Night Role Cop
Mason (Let's one of members communicate with someone for 48 hours. Can be used during the day.)
Mad Hatter (You can make one of your members a Mad Hatter and immediately put a bomb on someone. If the Member dies, the bomb activates dealing 1KP. The bomb and "role" disappears after the Night)
Doublevote(Gives a hidden vote which is only shown in the final votecount. Can be activated during the day. There can only be one Doublevoter active during the day.)
1KP:
Day Vigilante (Need to pick a member to get the role during the day during the night. Then he pms the host and kill is executed as fast as host sees it.)
Day Role Cop (A role Cop to use during the day! Can't be activated on Day 1. Can be activated any time.)
Townie Roles
It is not guaranteed every role will be in game.
All Town roles are Night roles besides Mason which can be activated during the day and Doublevote which obviously works during the day. Veteran has passive additional life so he's going to survive a Day shot.
Vanilla Townie! - They can have names, too!
Mad Hatter (2 bombs, only activated when NK'd, can only move or plant during one night)
Medic
Mason (picks who he/she wants to talk for 48h as in cycle, can't pick the same guy twice ever)
Night Vigilante (1 bullet)
Dreamflower (2 bullets, dies if shoots a townie)
Parity Cop
Doublevoter (gets a hidden vote only shown in the final votecount)
Alignment Cop
Role Cop (If a Goon gets a role, he gets that role back as a check.)
Veteran
Vengeful Vigilante (1 bullet, can only shoot people on a Townie lynch.)
Busy Paramedic (Can only protect on odd or even nights, depending on the pm received)
Slow Alignment Cop (Needs two cycles to receive result. Needs to end one investigation to start another one. N1 check -> received D3, not D2.)
Coward (Can flee from the Town during the night becoming actionproof. One time use.)
The roles might have from one to infinite use, this does not apply to vigilantes because they always have the specified amount of bullets.
Win Condition:
Town: Eradicate all Mafia.
Mafia: Create a scenario where Town can't win.
NOTE:
Depending on the interest the game might be as small as 20 people.