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Author Topic: Dwarven Mafia - The Elves are Among Us!  (Read 2937 times)

TolyK

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #15 on: January 19, 2011, 02:22:56 pm »

here would be fine  ;D
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Argembarger

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #16 on: January 24, 2011, 07:48:36 am »

Honestly it's just an edit/expansion of this

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TolyK

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #17 on: January 24, 2011, 08:43:39 am »

wow that was EXACTLY what I was thinking of  :o
this is my first time seeing that btw...

Is it ok if I start my other mafia, then do this one?
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webadict

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #18 on: January 24, 2011, 08:59:23 am »

You'll have to edit some of it, since:

1. Elves are severely underpowered.
2. Nobles are severely overpowered.
3. Dwarves need some balancing.
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TolyK

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #19 on: January 24, 2011, 09:00:55 am »

I know. I'll make it work...
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webadict

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #20 on: January 24, 2011, 10:35:53 am »

Here's how I would revamp it for a new Mafia:

The Dwarves
Peasant – This Dwarf has no skills at all.
Surgeon – The Surgeon can choose a player to heal each night, saving them if death comes.
Hunter – This Dwarf's hunting experience can tell him who their target is targeting for each night.
Ambusher – This Dwarf can use his skills to determine who is targeting a chosen player each night.
Woodcrafter – Because he works with wood, the Sheriff will confuse him for an Elf. Make this a role that is hidden.
Fortress/Royal Guard – The Guard can protect a Dwarf every night, but dies if someone tries to harm their protectee. taking the attacker with them. There are two types of Guards: Fortress and Royal. Royal Guards have the extra ability to sense nobles when guarding them. Make either: Royal Guards take their attacker with them, or Royal Guards can only protect Nobles (they fail otherwise).
Mechanic – This Dwarf can stop another player from leaving their room at night.

The Nobles
Champion – The Champion cannot be hammered during the day, because of his Superdwarvenly Toughness. Unlynchable Townies aren't so fun.
Child – The Child's social skills are so adept, he can determine the truth of one post made by any player each day. Children are kind of overpowered.
Philosopher – The Philosopher, with his Ph.D, thinks that he is a Surgeon, but really can't heal anyone.
Duke/Duchess – The Duke or Duchess has the power to stop the lynching of anyone but themselves.
Sheriff – The Sheriff can determine whether a player is a Dwarf or not. Twice a round, he can determine role.
Hammerer – The Hammerer can choose a player to hammer each night. Provided that no one targets him, as he is very edgy. He is immune to conversion.

Abilities
Grudged – This Dwarf's vote counts for nothing because no one likes him.
Lovers – These two know each other to be Dwarves, and can't bare to live their lives without each other.
Friendly – This Dwarf's vote counts for double, because he's a trustworthy person.
Cowardly Civilian – This Dwarf runs from everything, choosing another player to hide behind each night, but dies if they die.

The Elves
Elf – This treehugger is hiding among the Dwarves, trying to teach them for harvesting too many trees. He is given a random non-Noble power.
Elf Druid – This is the leader of those treacherous Elves. He is immune to being killed at night and when he is lynched, he converts a random voter. Every Day/Night, he gains a random ability from the following: Child, Surgeon, Sheriff, Duke, Metalcrafter, Guard, Ambusher, Hunter, Mechanic, and Champion. He also appears a Noble. He is given a random Noble power at the start of the game.

Elf Abilties
Sly Elf – All his posts come up as though he were a normal Dwarf.
Covert Elf – The Sheriff can't sense he's an Elf without close inspection.

You'll need some more Noble roles and Dwarf roles.
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TolyK

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #21 on: January 24, 2011, 12:09:59 pm »

The Dwarves
Peasant – Normal Dwarf.
Surgeon – Protects player from mafia. Dies if attacked.
Hunter – Finds who specific person targeted.
Ambusher – Finds who targeted specific person
Fortress Guard - Protects non-noble or fails. Dies if attacked.
Royal Guard – Protects noble or fails. Dies and kills if attacked.
Mechanic – Dwarven roleblocker.

The Nobles
Philosopher – The Philosopher, with his Ph.D, thinks that he is a Surgeon, but really can't heal anyone.
Sheriff – The Sheriff can determine whether a player is a Dwarf or not.
Hammerer – Hammers a dude every night if he wants to.
Chief Medical Dwarf* - Protects player from mafia. Doesn't die at night if protecting.
King - Mandates are not met. "Hammer him!" (if still alive hammerer follows his heed)

Dwarven Abilities
Grudged – This Dwarf's vote counts for nothing because no one likes him.
Lovers – These two know each other to be Dwarves, and can't bear to live their lives without each other.
Friendly – This Dwarf's vote counts for double, because he's a trustworthy person.
Cowardly Civilian – This Dwarf runs from everything, choosing another player to hide behind each night, but dies if they die.

The Elves
Elf – This treehugger is hiding among the Dwarves, trying to teach them for harvesting too many trees. He is given a random non-Noble power.
Elf Druid – This is the leader of those treacherous Elves. He is immune to being killed at night. He is given a random Noble power at the start of each turn.

Elf Abilties
Covert Elf – The Sheriff can't sense he's an Elf without close inspection.
Recruiter* - Turns non-noble to elf cause once per turn. If noble then they die.
Clean-Up Crew* - Removes night corpse once per game.

*May be OP

(please remove the hidden attribute above)
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Dariush

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #22 on: January 24, 2011, 12:57:36 pm »

Surgeon – Protects player from mafia. Dies if attacked.
Do you mean 'dies if the target player is attacked'? Then it's not doctor, but some sort of protector.
Fortress Guard - Protects non-noble or fails. Dies if attacked.
Royal Guard – Protects noble or fails. Dies and kills if attacked.
Basically, nerfed versions of Surgeon?

Hammerer – Hammers a dude every night if he wants to.
Basically, vigilante?
Chief Medical Dwarf* - Protects player from mafia. Doesn't die at night if protecting.
So, a 'real' doctor?
King - Mandates are not met. "Hammer him!" (if still alive hammerer follows his heed)
Does he know who the Hammerer is? Is the reverse true? If no vote, hammerer chooses for himself?

Cowardly Civilian – This Dwarf runs from everything, choosing another player to hide behind each night, but dies if they die.
But doesn't die if he himself is targeted? What happens then?
Elf Druid – This is the leader of those treacherous Elves. He is immune to being killed at night. He is given a random Noble power at the start of each turn.
Won't Hammerer/King who failed to kill him immediatly reveal his identity in the morning?

Covert Elf – The Sheriff can't sense he's an Elf without close inspection.
Wait, what?
Clean-Up Crew* - Removes night corpse once per game.
And what happens?
*May be OP
Do you mean that you yourself are going to play?

JanusTwoface

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #23 on: January 24, 2011, 01:01:06 pm »

Clean-Up Crew* - Removes night corpse once per game.
Why? Is there something interesting about the dead?

*May be OP
Do you mean that you yourself are going to play?
Overpowered.
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TolyK

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #24 on: January 24, 2011, 01:28:27 pm »

Surgeon – Protects player from mafia. Dies if attacked.
Do you mean 'dies if the target player is attacked'? Then it's not doctor, but some sort of protector.
Yes, but makes sense that doctor dies. I guess it's basically cannon-fodder.
Fortress Guard - Protects non-noble or fails. Dies if attacked.
Royal Guard – Protects noble or fails. Dies and kills if attacked.
Basically, nerfed versions of Surgeon?
Yes. Partially.

Hammerer – Hammers a dude every night if he wants to.
Basically, vigilante?
Yes.
Chief Medical Dwarf* - Protects player from mafia. Doesn't die at night if protecting.
So, a 'real' doctor?
Yes.
King - Mandates are not met. "Hammer him!" (if still alive hammerer follows his heed)
Does he know who the Hammerer is? Is the reverse true? If no vote, hammerer chooses for himself?
Does not know hammerer. Hammerer is forced to go by king's mandate unless the king is dead/doesn't mandate.
Cowardly Civilian – This Dwarf runs from everything, choosing another player to hide behind each night, but dies if they die.
But doesn't die if he himself is targeted? What happens then?
Then there is no killing for the elves since there was no-one there. Or we could have it booby-trapped, like real dwarf's room...
Elf Druid – This is the leader of those treacherous Elves. He is immune to being killed at night. He is given a random Noble power at the start of each turn.
Won't Hammerer/King who failed to kill him immediatly reveal his identity in the morning?
Yes, but elves don't lose when druid is killed. It's just a setback.
Covert Elf – The Sheriff can't sense he's an Elf without close inspection.
Wait, what?
I quoted that off the last one - he looks like a townie. People must guess he's mafia.
Clean-Up Crew* - Removes night corpse once per game.
And what happens?
A pool of blood. We know who was killed, but not profession.
*May be OP
Do you mean that you yourself are going to play?
No no no, I meant "over powered"
Answered in bold.
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just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

TolyK

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Re: Dwarven Mafia - The Elves are Among Us!
« Reply #25 on: January 24, 2011, 01:29:31 pm »

Clean-Up Crew* - Removes night corpse once per game.
Why? Is there something interesting about the dead?
Yes, we get to know profession/affiliation if we have their corpse.
*May be OP
Do you mean that you yourself are going to play?
Overpowered.
yep
again bold. didn't notice this...
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