Day 1 StartDay 1 DaykillsDay 1 EndDay 2 StartDay 2 EndDay 3 StartDay 3 EndDay 4 StartDay 4 DaykillsDay 4 End and game overPower Hungry Mafia 2 (hardcore mode)<something something flavortext>
Welcome to the second (of more, depending on reception) Power Hungry Mafia. This is going to be a game "for funsies" as role abilities (and perhaps even alignments to a certain degree) are going to be completely randomized. Which means it is more likely than not going to be an
unbalanced hot mess. Also, as the name would indicate, not only will you be getting random abilities, you're going to be getting a double handful of them. This is a semi-bastard game (as you may be given misleading information from role abilities). Roles will be randomly taken from the
Xylbot role list with maybe a few surprises sprinkled in as the mod sees fit.
Rules:
- Votes in
bold red. If I can't tell who or what you're voting for, you may be mocked.
- A tie vote at the end of the day results in a no lynch.
- Get the attention of the mod with
bold orange. You don't have to, but it makes less likely I'll miss a question.
- No posting after you're dead, except the customary "bah" post. Said post may not have game-related info.
- No PMs to other players. No direct quotes from the mod.
- No editing posts.
- Days are 48 hours; nights are 24 hours. Deadlines are hard in that any voting or actions after deadlines will not be recorded, even if the mod is not present to process phase transitions.
- Weekends do not advance the game time.
- If you are inactive for 48 hours you will be modkilled.
- [
HARDCORE MODE] There are no extensions except by the grace of the mod.
- You get one action per phase (e.g. day, night) unless your role says otherwise.
- The Mafia does not automatically have a factional night kill ability. Work with what you're dealt.
- Night actions can be sent in advance during the day phase (if that's what you want to do).
- Stealing the
Natural Action Resolution for action resolution order.
- Day actions will be processed in order they are received.
- Additional rules/guidelines/etc. will likely be stolen from webadict's games.
<stolen from NQT>
- In general, players are not informed of whether they are successful in their action.
- In general, players are not informed of who targeted them. This includes the Inform ability (i.e. informing a player of your alignment will send them a message which says "Town" if you are Town, it won't say "NQT is Town".
- Players are not informed when they are poisoned or infected or primed.
- Unless a power states that it targets a random player or yourself, it normally cannot self-target. I.e. if your power is once per night you can block your target, you can't choose yourself.
</stolen from NQT>
- Recruit actions will fail on Cult and Mafia members. Town and other third parties can be recruited.
- Information in <angle brackets> on a roleflip represents information unknown to the player.
- More rules to be added as the mod remembers them and/or clarifications are needed.
Player List [12/7+?]:Superdorf Town, killed N3TricMagic Town, lynched D3IcyTea31 Town, daykilled D1Nirur Torir SK, lynched D1Persus13 Town, lynched D4hector13 Cult, lynched D2Maximum Spin Mafia, daykilled D1KitRougard Town, killed N4kingawsume Mafia, modkilled D1- randomgenericusername SK team, won!
Deus Asmoth Mafia, daykilled D4- notquitethere SK team, won!
- This can no longer be you!