It should have been just a normal night. The goblins had been driven off, a kobold ambush crushed by a single soldier. There was nothing to threaten the dwarves of Orbfalls, or so they thought.
The Representative of the Metalworker’s guild wandered the halls of the fortress, admiring the brilliant architecture wrought by the dwarves of the fortress. He passed through the dining hall, greeting the few dwarves still drinking their booze or nursing hangovers. His destination was the same as always: the massive, obsidian gates that guarded passage to the fortress. Caravans from around the world came to the fortress just to see the gates, and they were not disappointed. 20 feet tall, wrought from pure adamantine, they were a sight to behold. His path would take him there, as it did every night, at this time.
From the shadows, another dwarf watched the guildmaster with interest. His crossbow sat next to him, a poisoned bolt already prepared to fire. His companions should be in position any minute now. This was the night that the world would remember, the time when dwarven society changed forever.
Something caught the guildmaster’s eye, and he turned his attention to something he had never seen before. A lantern was hung out of place, as if the socket had recently been inserted. He frowned: what purpose would such a thing hold? From behind him, there came a low-pitched whistle.
The whistle. That was the signal. With a practiced motion, the dwarf snatched up the crossbow, took aim, and planted a bolt in the back of the guildmaster. As he slumped to the ground, two more bolts struck home, and the assailants scattered, fleeing for the safety of anonymity.
Hello, and welcome to The Greatest Battle of Orbfalls: A Tale of Treachery and Mafia.
This is a fairly nonstandard mafia setup, with custom roles and a new lynch system (which were reviewed by Webadict and Mephansteras).
The game has thirteen players, of which 3 are traitors. The loyalists win when all of the traitors are incapacitated, and the traitors win when all of the loyalists are incapacitated. The traitors have a nightkill and are the mafia of this setup.
put all votes in red
Days are 72 hours long, nights are 24, weekends don't count.
Editing posts is forbidden, as are pm's to anyone but the mod.
NEVER quote a mod pm.
Each player has one extend, which will extend the day 24 hours. To ask for an extend, put extend in bold
Shortens may be requested the same way. A shorten will be granted if the majority of the players vote to shorten AND there is a majority lynch vote
Dead players are allowed one bah post but may not otherwise post in the thread or interfere with the game. Bah posts may not include any game related information.
Prods will be sent as requested, but only after a player has been gone at least 24 hours. If a day/night cycle goes by without response, they will be replaced.
Now for the special rules:
The roles:
Mayor
Broker
Manager
Bookkeeper
Hammerer
Captain of the Guard
Chief Medical dwarf
Militia Commander
2x Militia Captains
Mason's Guild Representative
Carpenter's Guild Representative
These roles are not tied to a particular alignment: any role could be any alignment.
And most importantly: the lynch rules:
Voting for who to "lynch" proceeds as usual. However, upon day end, the game enters a special "twilight" phase. The twilight phase lasts 24 hours, or until I have all of the votes for choice of punishment. The votes are secret, and the thread will be locked during both the twilight and night phases.
There are three choices for punishment: a beating (flips loyalty and removes the player from the game for a turn), jail sentence (flips loyalty and removes the player from the game for two turns), and hammering (death, and loyaltyflip as an aside). Absence for a turn means missing the immediately following night and the next day night cycle, absence for two turns removes the player from the game for the next night and the next two day night cycles. While removed from the game, the player cannot be targeted and cannot post in the thread or any chats they may be in.
This is a semi-open setup: the abilities of the roles will not be revealed at the start of the game to anybody but the holder of that role. (I will, however, spill the beans at the end).
That being said, I went through painstaking measures to ensure parity between the sides, consulting with two veterans and running simulations. So, who's up for a game of dwarf fortress mafia?
Players:
MastahCheese Died Night 2, Town Hammerer
Caz Pufferfish Died Night 4, Scum Militia Captain
TheDarkStar Town Mason's Guild Representative
Persus13 Serial Killer Militia Captain
Tiruin Town Mayor
Deathsword Town Captain of the Guard
Imperial Guardsman Beaten Twilight 1, Town Manager
Tawarochir Jailed Twilight 2, Town Militia Commander
Flabort Died Night 2, Town Broker
WhitiusOpus Jailed Twilight 4, Scum bookkeeper
Jiokuy Died Night 2, Town Carpenter's Guild Representative
SuperBlackCat Beaten Twilight 3, Jailed Twilight 5, Scum Chief Medical Dwarf