"Oh no." Oh, yes.
"You
can't be serious." But I'm always serious. Comedy is serious business.
"Not this shit again..." Oh, come on, you know you love it.
"Please, don't make us do this shit again." I'm not
making you do anything. You're signing up to this silly little game of your own free will, aren't you?
"I don't desire hats!" Perhaps not. But someone will. The temptation will be there. The mere fact of its existence will taint the game.
Isn't that a lovely idea?
"No." Well, you're wrong, then.
This is a BYOR game of Mafia. You probably already know what Mafia is, but if you don't, please refer to the spoiler below.
What is Mafia?
Mafia is a social deduction game! I make no guarantees about what unique and terrifying horrors await you in this match, but I can say at the very least there will be a Town team and there will probably be a Mafia.
The Town are an uninformed majority. If you're a Town player, you're aware of your own alignment and not the alignment of any other players. You're opposed to the Mafia and any other hostile Third Parties, should they be present, and you win the game once all anti-Town players have been eliminated from the game.
The Mafia are an informed minority. Each of the Mafia is aware of the alignment of the other Mafia players. This makes them a coordinated, but small team up against the uncoordinated, but massive, Town. The Mafia win once the number of uneliminated Mafia equal or surpass the number of remaining uneliminated non-Mafia players, so long as there is no way to interrupt that condition and at least one Mafia player is still alive.
How are players eliminated?
An eliminated player is referred to as dead, and cannot post further in the thread, and in most circumstances cannot use their Abilities.
The game of mafia is played in two Phases. During the Day, a vote is held where every player has one vote by default. The Town must deduce who the Mafia are, while the Mafia attempt to blend in and manipulate the vote for their own benefit. At the end of the Day, which occurs either on a deadline, or when a majority of players are voting one person (this is an optional rule known as the Hammer) whichever player has the most votes on them is eliminated. This is referred to as Execution.
(In previous games, Execution was known as the Lynch, but that term has certain connotations, so we as a community are shifting away from its use.)
During the Night, the thread is locked and public discussion cannot occur. Most Abilities are useful during the Night. The Mafia have access to two privileges that give them an edge despite their small numbers. The Mafiakill is the shared Ability to forcefully eliminate a player of the Mafia's choice. The second privilege is the scumchat, a private Discord chat which allows the Mafia to communicate and coordinate in secret in both Phases.
In any case, as this is a BYOR game, your role will be determined by the role name you submit to me. You may submit anything within reason, and Bay 12's standards for "within reason" are pretty wide. You could submit a character such as
Batman or
Mallory Rivets, or perhaps an abstract concept such as
String Theory or
Rectangles, maybe even some weird and arbitrary construct such as
Shakespeare With A Chainsaw or
Endless Retaliation Wizard. If you want, you can even try to game the system by submitting a Shakeragian role such as
The FBYOR7 Role That Grants Invincibility And Immortality.
(I reserve the right to deliberately misinterpret role submissions as needed to maintain game balance, or if it would be especially funny.)
(You may optionally submit a media link if needed to provide context for your submission.)
If you wish to join, simply post some variation of
In and send me your role submission via PM.
Let's lay out the more specific rules of
this game of mafia.
-
Day Phases last 72 hours for the first and second Days, and 48 hours afterwards. They will still end immediately on hammer. I reserve the right to extend the Day if needed for real-life circumstances, or if some high-power Day ability resolves.
-After a hammer occurs, cease posting. If the Day ends without a hammer, players other than the player voted (if any) out are permitted to finish up any current conversations, but the player voted out should not post.
-
Night Phases last 24 hours, but may resolve faster if everyone submits their actions promptly. If you intend not to action, I would appreciate receiving a
No Action PM just so I can get to work sooner.
-In terms of thread conduct, try not to be overly aggressive, but some aggression is acceptable as a tactic.
-Do not directly quote PMs or private communications from me in the thread or in any non-alignment confirmed chat. You may freely paraphrase, and I encourage you to do so.
-You can't directly quote from private chats you possess in the thread or in other private chats, as such was previously used as a tactic to confirm the existence of private chats. You are, again, encouraged to paraphrase.
-You
may directly quote from public mod communications like vote counts or answers to public questions, for example.
-Do not edit your posts, thank you.
-I'm using sane Natural Action Resolution. While I reserve the right to make super-priority actions, by default your Night actions are resolved according to the Natural Action Resolution as seen on mafiascum wiki, paradox resolution handled via the emergency list, and then rolling for initiative if even that fails.
-To simplify, effects that affect other effects resolve first, in a chain. Kills resolve last.
-
On action failures: there are multiple different types of action failure. Most will give you a result of
Your action failed. when they occur. Let's go over the most common types.
Failure to target: Congrats, your target is outside of the game space due to a banishment effect or commuter ability, and cannot be targeted. Your action failed, because you couldn't even use your ability in the first place. Any shots you would have used have not been used.
Failure upon use: Something jammed you at the moment you used it. 'Target player's action will fail' would fall under this category, as would action failure due to "(Status) Curse: Your actions have a 50% chance to fail when used!" or such. Any shots you would have used have not been used.
--Roleblock: A roleblock is a specific type of power that forces action failure. Unlike other failures, if someone is roleblocked, they are explicitly given the message You were roleblocked. - but only if they attempted to act. If a player was roleblocked and did not attempt to act, they do not receive this message. This also does not consume shots.
Failure upon arrival: You successfully used your ability, but alas, woe is you, you hit a player who causes all non-kill actions used on them to fail. Unfortunately in this case your ability fully resolved, it just didn't do its job, so you do lose any shots you tried to use.
Unreported failure: You successfully used your ability, you got the You performed your action message - and your killshot on webadict hit a protect action. You aren't told your action failed, and technically it didn't - but the effect failed completely even if your action didn't.
This should help resolve some of the confusion I've seen about Night action messages.
The Codex:(Always Appears) The Town must eliminate every anti-Town player and have at least one living Town player to win. Anti-Town players are any players that have win conditions directly opposed to the Town. A Mafia player would be anti-Town, but a Survivor would not be.
(Will Probably Appear) The Mafia must eliminate enough players such that the number of living Mafia players equal or outnumber the other living players, and furthermore at least one Mafia player must still be alive. This win condition will only trigger if there are no remaining ways to eliminate the Mafia - so a Town double voter or vigilante killer could obstruct it. The Mafia will always possess a totally private scumchat which any living Mafia may communicate freely in, as well as a factional Mafiakill. In a game with a secondary scumteam, the Mafiakill may kill in a less direct manner, otherwise it will be a straightforwards kill.
(Very Rare, Requires Large Game) The alternative scumteam may take up any villainous-sounding factional name. They share the same rules and win condition as the Mafia. In the event that there is an alternative scumteam, each of the scumteams will have an alternative scumteam name, so as to properly signal to them the situation.
All alignments below this line belong to the Third Parties category.
(Common) The Mafia-Ally simply wins when the Mafia players do, without actively being on their team (and thus gaining none of their special privileges).
--(Rare) The Other-Ally could be allied to any of the alignments present. While not being of that alignment, they will win when a player that possesses that alignment wins.
(Uncommon) The Survivor must be alive at the end of a certain Day number, including surviving the execution that Day, in order to win. Depending on game size this number will probably be 3, 4, or 5. If the game ends before that number they will also lose.
--(Rare) The Joint-Survivor exists as a team of two. They have the win condition of the Survivor, but modified - at least one of them must be alive at the selected time.
Any type of Survivor that wins immediately exits the game.
(Uncommon) The Serial Killer wins when every player that is not themselves has been eliminated. If every player including themselves is dead, they will still win. They typically have some form of lethal ability to help accomplish this, though usually not so direct as the Mafia's kill.
(Very Rare, Requires Large Game) The Cult win when the number of living players of their alignment equal or outnumber all non-Cult remaining living players, and there is no longer any way to stop them through kills, vote manipulation, or otherwise. As a courtesy, if there is a Cult, I guarantee you that at the start of the game there will only ever be one Cult player. The Cult player will possess a means of transforming any player that is not scum or Joint-Survivor into another Cult player. This methodology will be limited.
(Rare) The Hunter is opposed to a specific alignment decided by me. As long as that alignment loses, the Hunter wins. If their opposed target is Town then they count as anti-Town, otherwise they do not. The Hunter need not be alive to accomplish this win condition.
Abilities that can be used are referred to as Actions. The set of all abilities is simply called Abilities. (Setup), (Reference), (Info) and (Status) tags indicate non-Abilities.
(Setup): This effect triggers pre-game, and typically involves giving you a choice.
(Reference): This isn't technically a part of your role, but describes something used by another part of your role. Still shows up on roleflip, though.
(Info): Some free information about some part of the setup as a whole. Will be [REDACTED] on death.
(Status): This isn't an ability, but is rather a status condition that afflicts you. If it appears to do nothing, there may be abilities owned by some other player that make use of it. Does not show up on your roleflip, since it isn't technically part of your role.
(Night): This action is used during the Night phase.
(Day): This action is used during the Day phase. Depending on importance level, either resolves at the end of the Day, at the next votecount, or immediately (effectively 'as soon as I can get to my computer and resolve it'). Immediately is reserved for actions of great importance.
(X): This action can be used during either the Day or Night phase.
(Auto): This ability has a passive effect and cannot be used.
(1-Shot): This action can only be used once, or if it is a passive ability, it can only trigger once. See also (2-Shot), or (3-Shot).
(Disabled): This ability cannot be used and has no effect. Either seen as an inflicted condition, or as a locked ability you must fulfill prerequisites to use.
(Innate): A very special ability. Cannot be Disabled, modified, or stolen. Generally immune to being affected in any way, except by a (Super) ability. If your entire role is moved, you will still keep your Innate abilities, though this may produce odd results.
(Super): An ability of absolute power. Ignores the effects of all non-Super abilities. Very rare.
(Mafiakill): An action used by the mafia or other scumteam to kill in some way. Can only be used by the mafia or an alternative-scumteam, and will take up that faction's kill slot for the Night.
(Hat) A hat ability. See Hats.
(Free): You may use one Free action per valid phase without it counting towards your actions-per-phase limit.
On Targeting:
[target] indicates targeting a single player other than yourself. If you target a player, you visit them in order to enact your action.
[choice] indicates that you choose a player, but do not target them.
[self] indicates an action affecting yourself. You do not visit yourself.
[(dead)] indicates an action targeting or choosing an eliminated player.
[] indicates a non-targeted action.
These may be chained or combined, and I may make up new tags if I need to. An example would be (4-Shot).
You have the right to know the functionality of any tag within your set of abilities, if it does have functionality innate to the tag.
You have the right to know how many Shots remain in a shotted ability you possess.
A
Hat ability is a special ability, and a core mechanic of
FBYOR 7.
At the start of the game, all but two players will start with a bonus
Hat ability. (I will create a pool of
Hat abilities and randomly distribute them according to this rule.)
During the Night, any player may use the
Mug,
Graverob, or
Assess abilities. (See below.)
(Free, Night) Mug [target]:
You must have hats... You steal a random Hat ability your target possesses at the end of the Night. If you do not currently possess a Hat ability, you instead steal
all the Hat abilities your target possesses. Caveat: if multiple players attempt to Mug the same player, then
instead a random player among those players steals a random Hat ability from each player attempting to Mug your target.
(Free, Night) Graverob [target (dead)]:
Hats belong to the living! Choose a Hat ability possessed by a dead player, and steal it. Caveat: If multiple players attempt to Graverob the same Hat, then a random player among those players receives that Hat.
(Free, Night) Assess [target]:
Do they have... hats? Learn how many Hats the target has at the end of this Night, as well as the name of a random Hat among those.
If any living player possesses 5 or more Hat abilities at the end of the Day, after the execution, that player wins and all other players lose.
If at the start of the Day, any player possesses 4 or more Hat abilities, it will be publicly announced that it is currently HATLO. All players who currently possess 1 or fewer Hats will then be named.
Full credit given to
Egan_BW for running the original
Hat Mafia.
Player List:- Magma Mater
- TricMagic
- Crystalizedmire
- VermillionSkies
- notquitethere
- Imp
- Salvatore Monday - Killed Night 1 - "Ceci n'est pas une role"
- toastercultist
- EuchreJack
- Jim Groovester
- ToonyMan
- The Canadian kitten - Executed Day 1 - The log driver waltz
- Krr1ss
- Agentt
I'll send out personalized invitations to new or old players if I need to.
Yes, I'm aware that this is a very silly, horrible premise. Hat Mafia taught us that much. The mere fact that this is a closed-setup BYOR should help avoid the breakingness of it, however.