Chicka Chicka 1, 2, 3 [FULL GAME]

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Chicka Chicka 1, 2, 3 [FULL GAME]

#1

Post by G-Man »

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As an accountant and a father of a 3-year-old 4-year-old 5-year old (my goodness this idea has been cooking for a while!), strange things pop into your head at night. Last night I came up with this!

Inside the spoiler tag is the original post. Hiding it here because I want the roles and team descriptions to be up here too.
Spoiler: show
I'm not sure if I'll need an outright co-host for this but I'm definitely looking for some help with creating interesting powers. I've also been intrigued by the recent discussion of individual win conditions. Not sure how many can be created but here's my thought process so far:

Everyone loves a second chance in a mafia game but when a player comes back from the dead, it usually means that they are a zombie and they are summarily re-eliminated.

This game has no set player requirement. Once sign-ups stall, they close. Then the players are each assigned one of 100 possible roles and the game begins. When a player dies, they are not eliminated right away. They will remain dead through the night phase but then they shall return to the game the following day with a new role. Once all 100 roles have been exhausted, eliminations become final.

Each role is a number between 1 and 100. Each role may have multiple win conditions. Here is a sample of what's been devised so far:
1- One is the loneliest number, so you can only win as the last number standing. You are a serial killer to the end. On any night beginning in a 1, you get to kill as many players as the number following the 1 in the night phase number (eg. on Night 13, you can kill three players).

2- Two can be as bad as one. It is, after all, the loneliest number since the number one. You are also a serial killer but you can win coincidentally if only even or prime numbers remain.

3- Three is a magic number. Yes it is, it's a magic number. [secrets]

4- Three may be company, but four's a crowd. You have BTSC with all other active multiples of four and Team 4 has one kill to use each night. The #4 can win if only Team 4 remains, if only even numbers remain, or if it is the last # standing. The #4 is not part of Team 8 but everyone on Team 8 is also part of Team 4, essentially giving Team 8 two kills.
The same rules apply to multiples of 5, 6, 7, 8, 9. Also of special note is that a player gets their own free kill if the night # matches their role #. For instance, if #5 is alive on Night 5, it gets to help Team 5 pick who to kill AND it also gets it's own special kill.

Each BTSC team will have their own BTSC chat room. Players will be forbidden from telling their BTSC partners what their actual role # is. This will prevent someone like #12 from telling Team 4 who is on Team 6.

Thusly, a number like 36 is technically a part of Team 4, Team 6, and Team 9 all at the same time. I may require players to limit themselves to a maximum of two BTSC teams because, as the numbers get higher, it gets kind of messy (then again, that's the point).

Roles are not doled out in order- they will be randomized. This way, it's not predictable when a player re-enters the game.

Because there are so many teams involved, this game shouldn't drag on forever but it is likely to take longer than normal. Fair warning- I'm considering running this as a speed game unless there is serious interest in making it a full game. I think the speed format will help keep the BTSC teams smaller and their members revolving much faster.


So whatcha think? Too complicated? Not complicated enough? Anyone want to help me come up with more role descriptions?

TEAMS:

THE FATAL 5's
Members: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100
Kills On: Odd nights (if the team is active)
Kill Conditions: Four or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE SINISTER 6's
Members: 6, 12, 18, 24, 30, 36, 42, 48, 54, 60, 66, 72, 78, 84, 90, 96
Kills On: Even nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE LUCKY 7's
Members: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77, 84, 91, 98
Kills On: Odd nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE CRAZY 8's
Members: 8, 16, 24, 32, 40, 48, 56, 64, 72, 80, 88, 96
Kills On: Even nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE NASTY 9's
Members: 9, 18, 27, 36, 45, 54, 63, 72, 81, 90, 99
Kills On: Odd nights (if the team is active)
Kill Conditions: Two or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE PERILOUS PRIMES
Members: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89,97
Kills On: Potentially every night (if the team's kill conditions are in play)
Kill Conditions: Can fill the void IF 1) a prime number of members are active, AND 2) another team fails to meet their kill conditions, AND 3) neither the Evil Evens or Obnoxious Odds have claimed an open spot OR enough odd/even teams are inactive such that there is another slot available after the Evil Evens and/or Obnoxious Odds have claimed a kill for the night.
BTSC Conditions: Two or more members must be active for the team chat to open up

THE EVIL EVENS
Members: 4, 22, 26, 34, 38, 44, 46, 52, 58, 62, 68, 74, 76, 82, 86, 92, 94
Kills On: Even nights (if the team's kill conditions are in play)
Kill Conditions: 1) An even number of team members must be active in the game AND 2) either the Sinister 6's or the Crazy 8's fail to meet their kill conditions for the night
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE OBNOXIOUS ODDS
Members: 33, 39, 51, 57, 69, 87, 93
Kills On: Odd nights (if the team's kill conditions are in play)
Kill Conditions: 1) At least one member must be active in the game AND 2) one of the Fatal 5's, Lucky 7's, or Nasty 9's fail to meet their kill conditions for the night
BTSC Conditions: Two or more team


ROLES:

Coming Soon!
1-10
Spoiler: show
# 1
Alias: The Lone Gunman
Source: Standard serial killer win condition (last man standing)
Member Of: Independent- will never join a team
Power Type: Nightly Power
Role Description: At one time, you were on top of the world and everyone respected you. Then your position as the first number got to your head and now everyone resents you for it. Scorned and ignored by your peers, you are hell-bent on making all the other numbers pay for their lack of respect. Each night you get to kill any player of your choice. If you are active on a night that contains a one in its number, you get a second kill. You can only win if you are the last player standing.



# 2
Alias: Secret Service Agent
Source: 1902- The year the United States Secret Service took on the full-time duty of protecting the President
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you select one player to protect against all powers that can result in death. You do not protect against non-lethal powers. If your mark is targeted for death, you will die in his or her place. However, because you are one of the world’s elite bodyguards, you will also kill the assailant.



# 3
Alias: Triangle Man/Woman
Source: The triangle is the strongest geometric shape
Member Of: Perilous Primes
Power Type: Passive Ability (cannot be blocked or replicated)
Role Description: You are the strongest number around. You cannot die unless all other players in the game have died once since your role was activated.



# 4
Alias: Wielder of the Great Elements
Source: The Four Great Elements
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: Each night you may select one of the four elemental powers for use on another player. EARTH allows you to hide a player in a mound of dirt for a night, both protecting and blocking them. WIND allows you to blow votes off of a player's total the following day but you cannot control who those votes land on. FIRE allows you to burn a dead body, preventing anyone from investigating it. WATER allows you to flood another player with all of the votes cast against you the following day. You must use each element once before using any of them for a second time.



# 5
Alias: The Pope
Source: 2005- The year Pope Benedict XVI is elected Pope of the Catholic Church
Member Of: Fatal 5’s, Perilous Primes
Power Type: Limited Night Power
Role Description: Blessed by God, you can make yourself immune to lethal night powers on non-consecutive nights. Your protection power can only be blocked if you are abducted.



#6
Alias: Forensic Specialist
Source: 1906- The year the NYPD officially adopts fingerprinting as an investigative tool
Member Of: Sinister 6’s
Power Type: Day and Night Power
Role Description: Once each day and once each night you can select one player to add to your fingerprint database. Once you have collected at least two sets of fingerprints, you can choose to check a dead body for any fingerprints in your database in lieu of adding a new set. A positive match indicates that one or more players in your database targeted the deceased player while their recently-eliminated role was alive. Once a player reanimates into the game, you cannot check them for fingerprints, as they are no longer a corpse.



# 7
Alias: John Doe
Source: The Seven Deadly Sins
Member Of: Lucky 7’s, Perilous Primes
Power Type: Limited-Use Power
Role Description: Each night you can choose to afflict another player with one of the seven deadly sins. Each sin requires the afflicted player to carry out a specific task the following day. If the player accomplishes their task, they will be rewarded. If they fail, they will be punished. Each sin may only be used once, so you become vanilla once all seven have been used.



# 8
Alias: The Magic 8-Ball
Source: The Magic 8-Ball
Member Of: Crazy 8’s
Power Type: Nightly Power
Role Description: Each night you may ask the host any question you like about another player. The answer to your question will be one of the possible answers on a standard Magic 8-Ball toy. As a result of your investigation, the player you inquire about will be forced to respond only with Magic 8-Ball answers for the next day period.



# 9
Alias: No. 9
Source: *secret*
Member Of: Nasty 9's
Power Type: *secret*
Role Description: *secret*



# 10
Alias: Credit Analyst
Source: In 2010, Greece saw its sovereign credit rating downgraded to ‘junk’ status
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you can downgrade the value of another player’s vote. Their reduced vote value will remain in effect after your death and can only be restored to a value of 1 when they die after your role has been eliminated from the game.
11-20
Spoiler: show
# 11
Alias: The Art Thief
Source: in 1911, The Mona Lisa was stolen from the Louvre
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you can steal another player’s power and use it as your own. You can steal day powers to use the next day as well. You cannot, however, strip someone of a passive ability.



# 12
Alias: The Coward
Source: In 1912, J. Bruce Ismay, then chairman of the White Star Line, disobeyed the ‘women and children first’ order and climbed aboard a lifeboat during the sinking of the Titanic
Member Of: Sinister 6’s
Power Type: Nightly Power
Role Description: Lacking all honor and respectability, you use one player each night as a human shield. Unless that player is abducted or directly NK’d, they will take the brunt of all powers directed at you that night. If you fail to send in your target PM to the host, you will hide behind a randomly selected teammate, putting them at risk.



# 13
Alias: The Unlucky One
Source: The superstitions surrounding the number 13
Member Of: Perilous Primes
Power Type: Passive Ability
Role Description: Bad luck follows the player who NK’s you or casts the clinching vote for you. That player will be cursed for the rest of the game unless he or she reanimates to the Lucky 7’s. Unless this occurs, that player and the team(s) they are a current member of cannot win the game. Dying will not free this player from the curse; only reanimation to the Lucky 7’s. Their death will, however, remove the curse from the rest of their now former teammates.



# 14
Alias: Evil Cupid
Source: Valentine’s Day is February 14th
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you select two players and make them lovers. If one should be lynched or NK’ed, the other will die of grief the next day. Your targets will be told they have a lover’s connection but not to whom. Upon reanimation, their lover’s connection will be broken. Your death does not eliminate any existing lover connections.



# 15
Alias: Phosphorus
Source: The atomic number of phosphorus is 15
Member Of: Fatal 5’s
Power Type: Passive Ability
Role Description: Your chemical composition causes you to glow in the dark. Because of this unique property, no one is capable of sneaking up on you at night. Your glow allows you to learn the identity of anyone who targets you at night. If multiple players target you on the same night, you will be given a list of those players names but not the powers that each of them used. You can choose to have your lists shared publically in the thread upon your death.



# 16
Alias: Birthday Girl
Source: In the US, a girl’s 16th birthday is referred to as her Sweet 16 and is supposed to be an important day
Member Of: Crazy 8’s
Power Type: Passive Ability (cannot be blocked or replicated)
Role Description: The loss of you at such a young and tender age will cause all the other players to mourn your death. If you are lynched, there will be two consecutive night phases. If you are killed by any other means, there will be two consecutive day phases.


# 17
Alias: Mata Hari
Source: In 1917, the exotic dancer known as Mata Hari was arrested, tried, and executed for being a German spy during World War I.
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: A seductive dancer, you use your body to distract one player each night, blocking them from using their power(s). Your moves and your charm also convince your target to reveal to you who they were going to target with their power(s) that night.


# 18
Alias: Prohibition
Source: The 18th Amendment to the US Constitution made the production, transport and sale of alcohol illegal.
Member Of: Sinister 6’s, Nasty 9's
Power Type: Nightly Power
Role Description: Each night you select one word that will be prohibited the following day. The prohibited word will not be made public knowledge until the day is over. Anyone using the prohibited word will receive a penalty vote. The value of penalty votes will vary, depending on the frequency of use of the prohibited word.


# 19
Alias: Women’s Suffrage
Source: The 19th Amendment to the US Constitution gave women the right to vote
Member Of: Perilous Primes
Power Type: One-Time Use Power
Role Description: Once during the game, you may modify the lynch poll so that only female players can vote. All players will still be on the lynch poll though.


# 20
Alias: The Trade
Source: In 1920, a deal to trade Babe Ruth from the Boston Red Sox to the New York Yankees was announced.
Member Of: Fatal 5’s
Power Type: Limited-Use Power
Role Description: Babe Ruth wore the number 3 on his jersey, so you are able to make three trades during the course of the game to add members to your team. Ruth was traded strictly for money but you have other forms of currency at your disposal. Each time you make a trade, it will cost you something different- your team’s next NK attempt, one use of three of your teammates’ powers, or three of your teammates’ votes. Your trades cannot be refused by the team you are taking a player from.

21-30
Spoiler: show
# 21
Alias: Repeal of Prohibition
Source: The 21st Amendment to US Constitution nullified the 18th Amendment, making alcohol production legal again
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you search for #18. If you find him/her, their power will be nullified. If you succeed, you will receive special recognition at the end of the game.


# 22
Alias: *secret*
Source: *secret*
Member Of: Evil Evens
Power Type: *secret*
Role Description: *secret*


# 23
Alias: The Governor
Source: Gifford Pinchot took office as governor of Pennsylvania in 1923
Member Of: Perilous Primes
Power Type: Limited-Use Power
Role Description: While you are alive, you may pardon two lynches and switch the results of another. When switching lynch results, you cannot choose who dies in place of the leader in the lynch poll. The player with the second-highest vote tally will be lynched instead.


# 24
Alias: Jack Bauer
Source: The main character of the TV series 24
Member Of: Sinister 6’s, Crazy 8’s
Power Type: Nightly Power
Role Description: Each night you may interrogate one player. If the interrogated player is a member of the Sinister 6’s or the Crazy 8’s, you learn their identity in secret. If the interrogated player is aligned with any other team, your interrogation will be included in the night post and your target’s role will be exposed to everyone.


# 25
Alias: One-in-four
Source: Each possible power-use outcome ha a 25% chance of occurring
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you select a player to target. You have an equal chance of blocking, protecting, killing, or doing nothing to them. You provide the target’s name only. The outcome will be randomized.


# 26
Alias: The Alphabet
Source: There are 26 letters in the English alphabet
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: The player you select each night will be required to cycle through the Enlgish alphabet as they post the following day phase. The first letter of their first post must begin with the letter A. Each successive post must begin with the following letter in the alphabet. Once the player reaches the letter Z, they must start all over again at A. Failure to post in sequence will result in punishment.


# 27
Alias: Forever 27
Source: A number of famous musicians have died at the age of 27
Member Of: Nasty 9's
Power Type: Nightly Power
Role Description: The player you select at night will spend the next day phase communicating only through the lyrics one of the members of the 27 Club.


# 28
Alias: The Flying Doctor
Source: The Royal Flying Doctor Service of Australia was founded in 1928
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you select a player to be on call for. If a lethal power is used against them, you will attempt to fly to their rescue. Because it takes time to reach your target, you only have a 50% chance of curing what ails them. You cannot self-target.


# 29
Alias: Popeye
Source: The cartoon character Popeye first appeared in print in 1929
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you search for your can of spinach. You can check three players each night. If you find your spinach, you will be immune to all negative powers that night and unlynchable the following day. Once your spinach is found, a new one will be hidden and your search begins anew.


# 30
Alias: *secret*
Source: *secret*
Member Of: Fatal 5’s, Sinister 6’s
Power Type: Nightly Power
Role Description: *secret*

31-40
Spoiler: show
# 31
Alias: Las Vegas
Source: Gambling became legal in Las Vegas, Nevada in the year 1931
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: At the end of each day, you select one player. That night, you will play a game of blackjack with them. Your opponent must wager either their next vote or the next use of their day/night power. If you win, you claim their vote or power. If they win, they retain their vote or power. If the house (host) wins, both players will lose their vote the following day.


# 32
Alias: Mr. Freeze
Source: Water freezes at 32 degrees Fahrenheit
Member Of: Crazy 8’s
Power Type: Nightly Power
Role Description: Each night, you can freeze a player in their tracks. This will block them from using their powers for that night or the following day if they have a day power.


# 33
Alias: The French Soldier
Source: The international dialing code for France is +33
Member Of: Obnoxious Odds
Power Type: Nightly Power
Role Description: Each night you afflict a new person. The following day, your target must taunt everyone addressing them directly in the style of the French knights from Monty Python and the Holy Grail.


# 34
Alias: The Silencer
Source: The Estonian Era of Silence began in 1934
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: Each night you select one player to be silenced the next day.


# 35
Alias: Andrew Jackson
Source: In 1835, Andrew Jackson survived the first assassination attempt on a US President. Both guns that his assailant had misfired.
Member Of: Fatal 5’s, Lucky 7’s
Power Type: Passive Ability
Role Description: You will survive the first two attempts to NK you. You are not, however, protected against lynches.


# 36
Alias: The Drama Queen
Source: The 36 dramatic situations
Member Of: Sinister 6’s, Nasty 9's
Power Type: Nightly Power
Role Description: Each night, you get a new dramatic situation. Some situations will be powers to use that night. Others may be tasks that you must complete the following day.


# 37
Alias: Mel Balnc
Source: In 1937, Mel Blanc got his big break providing voice work for Warner Bros. Looney Tunes animated shorts.
Member Of: Perilous Primes
Power Type: Nightly Powers
Role Description: Upon entering the game, the host will give you a list of characters voiced by Mel Blanc. Each night, you select at least one player who will be required to post like one of those characters the following day.


# 38
Alias: Punch Buggy
Source: The first Volkswagen Beetle was produced in 1938
Member Of: Evil Evens
Power Type: Limited-Use Power
Role Description: At any point while you are alive, you may start a marathon game of Punch Buggy. Once the game starts, the host will randomly incorporate pictures of VW Beetles (all models count) into his posts. The first player to post “Punch buggy” and the color of the vehicle will earn a point. Whoever has the most points at the end of each day and night phase is credited with a win for that phase. The player who wins the most phases upon the death of #38 will receive a special win a special prize.


# 39
Alias: The Old Testament
Source: There are 39 books in the canonical Hebrew Bible
Member Of: Obnoxious Odds
Power Type: Nightly Power
Role Description: Each night you select a player who must include a verse of Old Testament scripture in each of their posts the next day. Each verse posted must be different. No repeats allowed. Each time the player fails to post a verse of Old Testament scripture, the number of required verses will increase.


# 40
Alias: Pinocchio
Source: Walt Disney’s Pinocchio was released in 1940
Member Of: Fatal 5’s, Crazy 8’s
Power Type: Nightly Power
Role Description: Each night, you select a player to be Pinocchio the following day. Any time they tell a game-related lie, they receive a penalty vote in the lynch poll.

41-50
Spoiler: show
# 41
Alias: *secret*
Source: *secret*
Member Of: Perilous Primes
Power Type: *secret*
Role Description: *secret*


# 42
Alias: The Button
Source: Hitchhikers Guide to the Galaxy Mafia from The Piano
Member Of: Sinister 6’s, Lucky 7’s
Power Type: Limited-Use Power
Role Description: You are in the possession of a big, red button. It is welcoming in appearance and clearly must do something. If you wish, you may choose to press it.


# 43
Alias: Albert Hoffman
Source: In 1943, Albert Hoffman embarked on the first LSD trip
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you select one player to send on an acid trip, insanifying them the next day.


# 44
Alias: Father Charles O’Malley
Source: O’Malley is the main character of the Oscar-winning film Going My Way, which was released in 1944
Member Of: Evil Evens
Power Type: Passive Limitation
Role Description: Holy and righteous, you cannot cast the first vote for any player nor can your vote break a tie between two players at the time of your vote. If you violate either of these rules, your vote will not count and you will be punished.


# 45
Alias: Stephen Perry
Source: In 1845, Stephen Perry patented the rubber band
Member Of: Fatal 5’s, Nasty 9's
Power Type: Nightly Power
Role Description: Each night you may give rubber bands to anywhere from three to seven players. If alive the next day, those players may shoot their rubber bands at other players. Any player hit by two rubber bands will have their vote nullified. Any player hit by three or more rubber bands will be blocked the following night.


# 46
Alias: Diana
Source: Project Diana began in 1946, signaling the birth of radar astronomy
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: Each night you get to bounce a radar signal off one player of your choice. You must also choose a frequency for this test (select one of the other factions in the game). Upon the return of your radar signal, you will learn whether or not that player is on the faction you checked them for.


# 47
Alias: The Mirror
Source: The atomic weight of silver (used in mirrors for its reflective properties) is 47
Member Of: Perilous Primes
Power Type: Passive Ability
Role Description: You automatically reflect all powers back at those who attempt to use them on you, affecting the user instead.


# 48
Alias: Lover
Source: The #48 is classified as a betrothed number
Member Of: Sinister 6’s, Crazy 8’s
Power Type: Passive Ability
Role Description: You and #75 are betrothed to each other. If one of you dies, the other will take their own life during the next lynch or night post. You may win with each other’s teams if you both survive to the end of the game. You may also send messages to each other through the host.


# 49
Alias: Elizabeth Blackwell
Source: In 1849, Elizabeth Blackwell became the first woman to receive a medical degree in the US
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you select one player to be your patient for the night. If they are targeted for a NK, you will prevent them from dying.


# 50
Alias: Anton Chigurh
Source: The killer from No Country for Old Men used the flip of a coin to determine who lived and died (50% odds)
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you select one player to target. They must choose between heads or tails in a coin flip. If the coin flip matches their choice, they live. If not, they die.

51-60
Spoiler: show
# 51
Alias: *secret*
Source: *secret*
Member Of: Obnoxious Odds
Power Type: *secret*
Role Description: *secret*


# 52
Alias: The National Security Agency
Source: The NSA was founded in 1952
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: Information is your thing. Every other night you will learn which roles are active in the game but not who has which role.


# 53
Alias: The Porn Peddler
Source: The first issue of Playboy Magazine was released in 1953.
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you can block a player of your choice by distracting them with an issue of Playboy. This does not neutralize passive abilities.


# 54
Alias: Polio Vaccine
Source: The first large-scale field trial of the polio vaccine was conducted in 1954
Member Of: Sinister 6’s, Nasty 9's
Power Type: Nightly Power
Role Description: Each night you may select up to three players to vaccinate against all night powers for that night. Once you have vaccinated all players once, you may give out up to two ‘booster’ shots each night.


# 55
Alias: Letter to the Editor
Source: Gazeta 55 (an Albanian newspaper)
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you get to write a letter to the editor (host). As long as you are not blocked, your letter will be published early the following day phase.


# 56
Alias: Body Snatcher
Source: The original version of Invasion of the Body Snatchers hit theaters in 1956.
Member Of: Lucky 7’s, Crazy 8’s
Power Type: Nightly Power
Role Description: Each night you get to replicate another player’s power and use it on anyone of your choice. You will not be told what their power is though, requiring you to wield their power blindly, so be careful.


# 57
Alias: The Cat in the Hat
Source: Dr. Seuss’s beloved book, The Cat in the Hat was published in 1957
Member Of: Obnoxious Odds
Power Type: Nightly Power
Role Description: Each night you can target one player, who will have to write all of their posts in a rhyming, nonsensical style akin to Dr. Seuss.


# 58
Alias: The Asymptomatic Carrier
Source: The Asian Flu Pandemic came to an end in 1958, after claiming over two million lives worldwide
Member Of: Evil Evens
Power Type: Passive Ability
Role Description: You are infected with a deadly strain of influenza but aren’t hurt by it. Every person you vote for will become infected. You will also infect every player who targets you with a day or night power. Anyone you infect will, in turn, infect anyone they vote for and any player using a night or day power on them. Once 2/3 of all players have become infected, one player will die each day. Two day phases after #58 dies, the virus will stop spreading but infected players will still be at risk of dying until the infection rate drops below 50%.


# 59
Alias: Swiss Suffrage Referendum
Source: In February of 1959, 67% of Swiss voters rejected a referendum on women’s suffrage
Member Of: Perilous Primes
Power Type: Limited-Use Power
Role Description: Once during the game, you can strip all female players of their right to vote in the lynch poll.


# 60
Alias: Stopwatch
Source: There are 60 minutes in an hour
Member Of: Fatal 5’s, Sinister 6’s
Power Type: Limited-Use Power
Role Description: At any time of your choosing (day, night, mid-phase), you may start a countdown clock. From this point until your death, every time an hour passes without a post being made, the head of the last person to post will explode, killing them. You are not immune from this danger.

61-70
Spoiler: show
# 61
Alias: The Cutoff
Source: In 1961, the United States cut off all diplomatic relations with Cuba
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night, you select two players. As long as you remain alive, your nightly pairings may not address each other directly in the thread. They may not ask each other questions, quote any of each other’s’ posts, or reply directly to each other’s posts. They may still vote for each other but they may not target each other with any day or night powers.


# 62
Alias: The 100-point Game
Source: In 1962, Wilt Chamberlain scored 100 points for the Philadelphia Warriors in a single game
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: On your first night in the game, you may select one of two things to happen first. Either the next day’s total post count (all players combined) will be limited to 100 posts or you can require any player to make exactly 100 posts for face a penalty. Once you have selected which option will come first, these post requirements will alternate until you die.


# 63
Alias: The Feminine Mystique
Source: Betty Friedan’s famous book was first published in 1963
Member Of: Lucky 7’s, Nasty 9's
Power Type: Limited-Use Power
Role Description: Once during the game, you can provide protection to all female players. This protection will prevent any night powers from hitting them and they will all be left off the following day’s lynch poll.


# 64
Alias: When I’m Sixty-Four
Source: The Beatles tune “When I’m Sixty-Four”
Member Of: Crazy 8’s
Power Type: Passive Ability
Role Description: The song asks, “Will you still need me, will you still feed me when I’m sixty-four?” At the start of the game, there will be a poll whether or not to feed #64 when it enters the game. If the players vote in favor of feeding #64, the person holding that role will live on as a vanilla civvie. If the majority votes not to feed #64, the player holding that role will slowly starve to death over the course of the next two day phases.


# 65
Alias: The Quartering Act
Source: The Quartering Act of 1765 required certain establishments to provide quarter for British troops stationed in the American colonies
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you may select one of the factions to provide quarter to you. The following day and night phases, you will be granted access to their team chat/thread and any PMs dispersed to the team by the host.


# 66
Alias: The Tourist
Source: US Route 66 was a famous highway for sightseers and plenty of places had postcards visitors could send home with their attractions on it
Member Of: Sinister 6’s
Power Type: Nightly Power
Role Description: Each night you can write a private postcard to another player or a public postcard to everyone. It can say anything you like.


# 67
Alias: The Redistributor
Source: In 1867, Karl Marx’s book, Das Kapital, was published, advocating socialist economic policies.
Member Of: Perilous Primes
Power Type: Limited-Use Power
Role Description: Once all game, you may strip every player of their right to vote and redistribute voting privileges as you see fit.


# 68
Alias: The Heidi Game
Source: On Novermber 17, 1968, an NFL game between the New York Jets and the Oakland Raiders ran later than the scheduled broadcast time. Rather than extend its coverage of the game, viewers on the east coast saw NBC cut away from the final minutes of the game in favor of the movie Heidi, which was scheduled to begin at 7:00 pm.
Member Of: Evil Evens
Power Type: Limited-Use Power
Role Description: Twice all game, you can require the host to skip on posting the night post. This will not block any night actions, it will merely keep secret all night actions that would have been revealed in the night post.


# 69
Alias: *secret*
Source: *secret*
Member Of: Obnoxious Odds
Power Type: *secret*
Role Description: *secret*


# 70
Alias: The Weirdo
Source: In mathematics and number theory, 70 is the smallest of the ‘weird numbers.’
Member Of: Fatal 5’s, Lucky 7’s
Power Type: Passive Ability
Role Description: You are a weird number. So weird, in fact, that the other numbers keep their distance from you at night, making you immune to night kills.

71-80
Spoiler: show
# 71
Alias: The Ford Pinto
Source: The infamous Ford Pinto hit the streets in 1971
Member Of: Perilous Primes
Power Type: Passively Triggered Ability
Role Description: Every third vote against you has a 50% chance of causing you to detonate, taking that voter with you to the grave and cancelling the rest of the day phase.


# 72
Alias: Achilles
Source: The number 72 is considered an Achilles Number.
Member Of: Sinister 6’s, Crazy 8’s, Nasty 9's
Power Type: Passive Limitation
Role Description: You may be on three teams at once but you have a weakness. You can only cast the second or seventh vote for any player. Trying to vote any other way will result in punishment.


# 73
Alias: Battle of the Sexes
Source: In 1973, Billie Jean King defeated Bobby Riggs in the second Battle of the Sexes tennis exhibition.
Member Of: Perilous Primes
Power Type: Limited-Use Power
Role Description: On any day of your choosing, you may institute a Battle of the Sexes, where female players may only vote for male players and male players may only vote for female players.


# 74
Alias: Ten Cent Beer Night
Source: On June 4, 1974, the Cleveland Indians offered fans beer at 10₵ per cup. By the ninth inning, fans were so drunk and disorderly that the game had to be called early, a forfeit by Cleveland.
Member Of: Evil Evens
Power Type: Limited-Use Power
Role Description: Twice during the game, you can stop the night early. Any night power requests already sent in will go through but no additional power requests will be accepted after your PM to the host is received.


# 75
Alias: Lover
Source: The #75 is classified as a betrothed number
Member Of: Fatal 5’s
Power Type: Passive Ability
Role Description: You and #75 are betrothed to each other. If one of you dies, the other will take their own life during the next lynch or night post. You may win with each other’s teams if you both survive to the end of the game. You may also send messages to each other through the host.


# 76
Alias: *secret*
Source: *secret*
Member Of: Evil Evens
Power Type: *secret*
Role Description: *secret*


# 77
Alias: Password
Source: During World War 2, Swedish soldiers used the number 77 as a password to signify that they were Swedish. The Swedish pronunciation of 77 was so unique that they could tell if the person saying it was authentically Swedish, Norwegian, or German.
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you may pick a player and you will learn their alignment but not their specific role.


# 78
Alias: The Tarot Reader
Source: There are 78 cards in a standard tarot deck.
Member Of: Sinister 6’s
Power Type: Nightly Power
Role Description: At the end of each day, you will be given a tarot card. Before the lynch post, you must tell the host if you wish to keep the card or give it to another person. You do not get to peek at the card first. Each card bestows either a gift or a curse upon the player it is revealed to.


# 79
Alias: *secret*
Source: *secret*
Member Of: Perilous Primes
Power Type: *secret*
Role Description: *secret*


# 80
Alias: The Grain Embargo
Source: In 1980, the United States instituted a grain embargo against the USSR in response to the Soviet invasion of Afghanistan.
Member Of: Fatal 5’s, Crazy 8’s
Power Type: Nightly Power
Role Description: Each night you will embargo a player of your choice. That player will die two day phases later unless you are lynched or NK’d. This player will be told that they have been embargoed and are marked for death unless #80 is eliminated.

81-90
Spoiler: show
# 81
Alias: The Bodyguard
Source: In 1981, US President Ronald Reagan and several three others were wounded during an assassination attempt on Reagan in Washington, D.C..
Member Of: Nasty 9's
Power Type: Nightly Power
Role Description: Each night, you may select one player to protect from lethal powers. If they are targeted the night you protect them, you will take the brunt of any lethal powers used against them.


# 82
Alias: Lead
Source: The atomic number for lead is 82.
Member Of: Evil Evens
Power Type: Daily Ability
Role Description: Being made out of lead, your votes carry so much weight that they are worth double.


# 83
Alias: Fraggle Rock
Source: The children’s TV show Fraggle Rock debuted in 1983.
Member Of: Perilous Primes
Power Type: Limited Use Power
Role Description: On any night of your choosing, you may declare the next day to be Fraggle Rock Day. This request will be recognized even if you are killed that same night. On Fraggle Rock Day, all players are divided into three groups- Fraggles, Doozers, and Gorgs. Each player will be told what faction they belong to but they may not share it with the other players. If a player votes for another player belonging to their faction that day, that vote will not count.


# 84
Alias: The Crack Dealer
Source: In 1984, crack cocaine exploded in use in impoverished inner-city neighborhoods in the USA.
Member Of: Sinister 6’s, Lucky 7’s
Power Type: Restricted Power
Role Description: Each night, you may select any player of your choice to hook on crack. As long as the two of you are alive, the addict will trade their vote to you for more crack. Once you successfully hook someone on crack, you may attempt to create new addicts every other night. If/when #84 dies, all crack-addicted players will go through withdrawal. These players’ votes will not count until they get through withdrawal, which lasts two day and night phases from #84’s death. Crack addicts have a 25% chance of dying during withdrawal.


# 85
Alias: Blood Screening
Source: In 1985, the FDA approved a blood test that enabled blood donations to be screened for HIV/AIDS.
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night, you develop a screening test for all of your teammates. Each night, the test screens out and blocks all powers from a faction of your choice from successfully targeting any member of the Fatal 5’s. You must screen out all teams once before screening one again.


# 86
Alias: 86
Source: The term 86 is slang for getting rid of or cancelling something.
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: You are a standard role-blocker. Each night you may select one player to block, cancelling out both active power uses and passive abilities.


# 87
Alias: The Rainbow Coalition
Source: In 1987, Jesse Jackson ran once again for the Democratic nomination for President of the United States, describing his vision of governance as a rainbow coalition of minorities.
Member Of: Obnoxious Odds
Power Type: Nightly Power
Role Description: Each night, you may select one player who must post in rainbow colors the following day. That player must cycle through the colors of the rainbow with each successive post.


# 88
Alias: *secret*
Source: *secret*
Member Of: Crazy 8’s
Power Type: *secret*
Role Description: *secret*


# 89
Alias: Hellin’s Law
Source: Hellin’s Law is a principle that roughly one in every 89 pregnancies results in the birth of twins, one in every 892 pregnancies results in the birth of triplets, and on in every 893 pregnancies results in the birth of quadrupltes.
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night, you may create a special BTSC chat room for up to three players (yourself included if you wish) for the next day and night phase.


# 90
Alias: The Poles
Source: Both the North and South Pole have a latitude of 90 degrees.
Member Of: Fatal 5’s, Sinister 6’s, Nasty 9's
Power Type: Restricted-Use Power
Role Description: Your first night in the game, you may select two players. They will be at odds with each other until one of them dies. Both players must feud and vote for each other until one of them is dead. Once one of these ‘polar opposites’ dies, you may select two new players to afflict.

91-100
Last edited by G-Man on Thu Apr 06, 2017 1:22 pm, edited 18 times in total.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#2

Post by Epignosis »

So...

Three Dog Night Mafia? :confused:
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#3

Post by Marmot »

Chicka chicka boom boom
Will there be enough room?
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The answer: all of them, if you are a marmot.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#4

Post by Marmot »

I like complicated mafia.
I really like numbers.
I really like long games.

This sounds like my kinda game. :grin:
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#5

Post by Tangrowth »

Numbers are awesome. :nicenod:
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#6

Post by thellama73 »

This looks utterly insane and unmanageable.

I love it.
Epignosis wrote:If llama is good, it means we exist in a universe in which multitasking llama can call out the first of two mafia while simultaneously calling out two civilians.

I don't want to live in that universe.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#7

Post by thellama73 »

I'm going to run a parallel game based on letters of the alphabet, including alphanumeric symbolism and Greek and Hebrew gematria.
Epignosis wrote:If llama is good, it means we exist in a universe in which multitasking llama can call out the first of two mafia while simultaneously calling out two civilians.

I don't want to live in that universe.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#8

Post by Marmot »

thellama73 wrote:I'm going to run a parallel game based on letters of the alphabet, including alphanumeric symbolism and Greek and Hebrew gematria.
Will Prince be a role?
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#9

Post by thellama73 »

Metalmarsh89 wrote:
thellama73 wrote:I'm going to run a parallel game based on letters of the alphabet, including alphanumeric symbolism and Greek and Hebrew gematria.
Will Prince be a role?
Hilarious. No.
Epignosis wrote:If llama is good, it means we exist in a universe in which multitasking llama can call out the first of two mafia while simultaneously calling out two civilians.

I don't want to live in that universe.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#10

Post by Dom »

G-Man... you are a true gem. This concept is amazing and I cannot wait to play it.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#11

Post by G-Man »

Okay, so I've worked out a few game mechanics already to help prevent people from being outted.

TEAM CHAT ROOMS:
-Players will enter a team chat room using a letter as their posting identity. So if Black Rock is the #9, instead of Black Rock posting in the chat as Black Rock or as #9, she will post as the letter A. If there are two other members of the chat, they will be letters B and C respectively.

-If a player is on multiple teams at a time and involved in more than one team chat, he or she may have a different posting letter for each chat room. It will be up to the player to keep them straight.

-Revealing your player name or your # role in the chat will be forbidden. Doing so will result in your team losing it's next kill opportunity. This way, you all have to be persuasive in your chat rooms because your team may be plotting to kill you. I may relax this rule once there are no more reanimations possible and all kills become final.

-If a player dies and is reanimated to another team, they are forbidden to re-enter their old team chat room. Players who do so will be removed from the game entirely. I've considered creating a new chat room every time a new member joins a team but I'd rather trust the honor system because creating new rooms every night sounds like too much work (and this game already sounds like it's going to be a LOT of work).


REANIMATION:
-I realized that reanimating players poses a problem. If someone is lynched and comes back the next day, their new team is going to know who their new member is even though they can't say so. In order to fix this, players will only reanimate into the game when two or more dead players exist. That way, teams don't know exactly who their new teammate is but they'll be able to make an educated guess. Those lynched will have to wait for the NK results and will be reanimated at the start of the next day. That also prevents someone who was lynched from reanimating right away and then being killed at night right away.


TEAMS:

THE FATAL 5's
Potential Members: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100

THE SINISTER 6's
Potential Members: 6, 12, 18, 24, 30, 36, 42, 48, 54, 60, 66, 72, 78, 84, 90, 96

THE LUCKY 7's
Potential Members: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77, 84, 91, 98

THE CRAZY 8's
Potential Members: 8, 16, 24, 32, 40, 48, 56, 64, 72, 80, 88, 96

THE NASTY 9's
Potential Members: 9, 18, 27, 36, 45, 54, 63, 72, 81, 90, 99

THE PERILOUS PRIMES
Potential Members: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89,97

THE EVIL EVENS
Potential Members: 4, 22, 26, 34, 38, 44, 46, 52, 58, 62, 68, 74, 76, 82, 86, 92, 94

THE OBNOXIOUS ODDS
Potential Members: 33, 39, 51, 57, 69, 87, 93


I'm currently working on rules and stipulations on when and how these teams form. There will also be rules governing when and how each team can kill. Not all teams will be active at the same time. Each individual number role will have its own power or ability though some will be more vanilla than others. I'm going to try to avoid too much repetition of powers but there will probably be some repeating core powers that will have unique variations.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#12

Post by Tangrowth »

I want to play this right now.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#13

Post by G-Man »

Okay, I've worked up about 20 of the 100 roles so far for the game. It's hard because I'm trying to give each number a power that has some kind of meaning to the number itself based on use of said number in art, entertainment, science, etc. I'm also finding some powers that I can connect to certain events in history from a year ending in that # (i.e.- the #96 has a protection power because in 1796 the first smallpox vaccine was administered). It's slow work but it should make things a little more meaningful. I will have to review all the roles at the end to make sure that no one team is too powerful though. After I do that, I'll start posting some roles for you guys to review/pick apart/oggle at.

Here are a few more recent developments:

TEAM RESTRICTIONS:

THE FATAL 5's
Kills on: Odd Nights (if the team is active)
Kill Conditions: Four or more team members must be active in the game
BTSC Conditions: Two or more players must be active for the team chat to open up

THE SINISTER 6's
Kills on: Even Nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more players must be active for the team chat to open up

THE LUCKY 7's
Kills on: Odd Nights (if the team is active)
Kill Conditions: Two or more team members must be active in the game
BTSC Conditions: Two or more players must be active for the team chat to open up

THE CRAZY 8's
Kills on: Even Nights (if the team is active)
Kill Conditions: Two or more team members must be active in the game
BTSC Conditions: Two or more players must be active for the team chat to open up

THE NASTY 9's
Kills on: Odd Nights (if the team is active)
Kill Conditions: Two or more team members must be active in the game
BTSC Conditions: Two or more players must be active for the team chat to open up

THE PERILOUS PRIMES
Kills on: Potentially Every Night (if the team's kill conditions are in play)
Kill Conditions: Can fill the void IF 1) their BTSC condition is met, AND 2) another team fails to meet their kill conditions, AND 3) neither the Evil Evens or Obnoxious Odds have claimed an open spot OR enough odd/even teams are inactive such that there is another slot available after the Evil Evens and/or Obnoxious Odds have claimed a kill for the night.
BTSC Conditions: The number of active members must be a prime # in order for the chat room to open up

THE EVIL EVENS
Kills on: Even Nights (if the team's kill conditions are in play)
Kill Conditions: 1) An even number of team members must be active in the game AND 2) either the Sinister 6's or the Crazy 8's fail to meet their kill conditions for the night
BTSC Conditions: Two or more players must be active for the team chat to open up

THE OBNOXIOUS ODDS
Kills on: Odd Nights (if the team's kill conditions are in play)
Kill Conditions: 1) An odd number of team members must be active in the game AND 2) one of the Fatal 5's, Lucky 7's, or Nasty 9's fail to meet their kill conditions for the night
BTSC Conditions: Two or more players must be active for the team chat to open up



NIGHT PRIZES:
So far, I have come up with a list of 134 number series and sequences that will be used for night polls. Voting in the night polls is not mandatory but the results of the poll will impact the game. Sometimes there will be just one prize (an extra vote the next day, a night protection, etc.) that will be awarded to the active numbers appearing in the winning series/sequence. Other times, there will be multiple prizes up for grabs and the best prize will go to the series/sequence obtaining the most votes in the night poll.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#14

Post by thellama73 »

This looks so awesome. When is it happening?
Epignosis wrote:If llama is good, it means we exist in a universe in which multitasking llama can call out the first of two mafia while simultaneously calling out two civilians.

I don't want to live in that universe.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#15

Post by G-Man »

I plan on formally submitting it to the speed game queue once all the roles have been created and reviewed. Given the length of the speed queue, I figure this will run sometime next year.
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#16

Post by Ricochet »

So probably after I bore everyone to death with my post-rock game... :blush:
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Re: Chicka Chicka 1, 2, 3: A Numerical Mafia Marathon

#17

Post by G-Man »

Ricochet wrote:So probably after I bore everyone to death with my post-rock game... :blush:
I got nothing against post-rock. I love me some Explosions in the Sky! :guitar:
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#18

Post by G-Man »

Could one of you lovely mods perhaps move this thread into The Drawing Board? I'd like to make this an official speed game submission. I have about 40 out of the 100 roles finished but I figure I've got enough time to finish the other 60 roles and get some feedback before this game would be even near the top of the queue.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#19

Post by Epignosis »

G-Man wrote:Could one of you lovely mods perhaps move this thread into The Drawing Board? I'd like to make this an official speed game submission. I have about 40 out of the 100 roles finished but I figure I've got enough time to finish the other 60 roles and get some feedback before this game would be even near the top of the queue.
PM llama or S~V~S. They are in charge of that.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#20

Post by G-Man »

Will do. Thanks!
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#21

Post by G-Man »

It's taken three months but I finished creating all the roles for this game. I still have to write the roles up formally so they can be posted here. I am also running some sampling models to get a feel for how many members of each team need to be active for the team to gain their kill. I also need to look at the roles on each team to make sure no one team is over-powered.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#22

Post by G-Man »

I finished assigning powers to all the numbers and I've done some sampling to get a feel for how many players need to be active for each team to qualify for their kill. The lowest number on each team will have the final say on their team's kill and will be responsible for letting me know the team target. They will also get to select which member of their team does the killing. Certain blocking functions can block a team kill request while others may only affect individual powers. You will have to read the role descriptions for full details. Roles will be posted a few at a time as I write them out in full.

The more I think about it, the less I think I care about anonymous chat rooms. You're going to have to screw people over to win this game (teammates included) and there are only 21 roles that are on more than one team. I think we'll keep the rule of no roleclaiming in the thread but you can share your role in the chatrooms at your own risk. You can go incognito with your own teammates, completely open and honest with them, or somewhere in between.

Not a whole lot has changed to the information below, but now it is official.

THE FATAL 5's
Members: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100
Kills On: Odd nights (if the team is active)
Kill Conditions: Four or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE SINISTER 6's
Members: 6, 12, 18, 24, 30, 36, 42, 48, 54, 60, 66, 72, 78, 84, 90, 96
Kills On: Even nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE LUCKY 7's
Members: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77, 84, 91, 98
Kills On: Odd nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE CRAZY 8's
Members: 8, 16, 24, 32, 40, 48, 56, 64, 72, 80, 88, 96
Kills On: Even nights (if the team is active)
Kill Conditions: Three or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE NASTY 9's
Members: 9, 18, 27, 36, 45, 54, 63, 72, 81, 90, 99
Kills On: Odd nights (if the team is active)
Kill Conditions: Two or more team members must be active in the game
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE PERILOUS PRIMES
Members: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89,97
Kills On: Potentially every night (if the team's kill conditions are in play)
Kill Conditions: Can fill the void IF 1) a prime number of members are active, AND 2) another team fails to meet their kill conditions, AND 3) neither the Evil Evens or Obnoxious Odds have claimed an open spot OR enough odd/even teams are inactive such that there is another slot available after the Evil Evens and/or Obnoxious Odds have claimed a kill for the night.
BTSC Conditions: Two or more members must be active for the team chat to open up

THE EVIL EVENS
Members: 4, 22, 26, 34, 38, 44, 46, 52, 58, 62, 68, 74, 76, 82, 86, 92, 94
Kills On: Even nights (if the team's kill conditions are in play)
Kill Conditions: 1) An even number of team members must be active in the game AND 2) either the Sinister 6's or the Crazy 8's fail to meet their kill conditions for the night
BTSC Conditions: Two or more team members must be active for the team chat to open up

THE OBNOXIOUS ODDS
Members: 33, 39, 51, 57, 69, 87, 93
Kills On: Odd nights (if the team's kill conditions are in play)
Kill Conditions: 1) At least one member must be active in the game AND 2) one of the Fatal 5's, Lucky 7's, or Nasty 9's fail to meet their kill conditions for the night
BTSC Conditions: Two or more team
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#23

Post by Marmot »

OMG numbers!

Squee!
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#24

Post by Ricochet »

Image

Since every team seems to kill, I have no problem saying that I won't accept anything other than being a nasty 9.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#25

Post by G-Man »

Here are the first five roles:

# 1
Alias: The Lone Gunman
Source: Standard serial killer win condition (last man standing)
Member Of: Independent- will never join a team
Power Type: Nightly Power
Role Description: At one time, you were on top of the world and everyone respected you. Then your position as the first number got to your head and now everyone resents you for it. Scorned and ignored by your peers, you are hell-bent on making all the other numbers pay for their lack of respect. Each night you get to kill any player of your choice. If you are active on a night that contains a one in its number, you get a second kill. You can only win if you are the last player standing.



# 2
Alias: Secret Service Agent
Source: 1902- The year the United States Secret Service took on the full-time duty of protecting the President
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you select one player to protect against all powers that can result in death. You do not protect against non-lethal powers. If your mark is targeted for death, you will die in his or her place. However, because you are one of the world’s elite bodyguards, you will also kill the assailant.



# 3
Alias: Triangle Man/Woman
Source: The triangle is the strongest geometric shape
Member Of: Perilous Primes
Power Type: Passive Ability (cannot be blocked or replicated)
Role Description: You are the strongest number around. You cannot die unless all other players in the game have died once since your role was activated.



# 4
Alias: Wielder of the Great Elements
Source: The Four Great Elements
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: Each night you may select one of the four elemental powers for use on another player. EARTH allows you to hide a player in a mound of dirt for a night, both protecting and blocking them. WIND allows you to blow votes off of a player's total the following day but you cannot control who those votes land on. FIRE allows you to burn a dead body, preventing anyone from investigating it. WATER allows you to flood another player with all of the votes cast against you the following day. You must use each element once before using any of them for a second time.



# 5
Alias: The Pope
Source: 2005- The year Pope Benedict XVI is elected Pope of the Catholic Church
Member Of: Fatal 5’s, Perilous Primes
Power Type: Limited Night Power
Role Description: Blessed by God, you can make yourself immune to lethal night powers on non-consecutive nights. Your protection power can only be blocked if you are abducted.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#26

Post by Ricochet »

Wow, my mind can't process any of this.

Why is the Pope part of the Primes AND the Fivers?
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#27

Post by G-Man »

Ricochet wrote:Wow, my mind can't process any of this.

Why is the Pope part of the Primes AND the Fivers?
Because the number five is both a prime number and a multiple of five.

There are five "multiple-based" teams. All multiples of 5, 6, 7, 8, and 9 have their own team. There is also a team for prime numbers and teams for the even and odd numbers that are neither prime nor a multiple of 5, 6, 7, 8, or 9. There are a few numbers that happen to be on more than one team. In fact, the numbers 72 and 90 belong to three teams each.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#28

Post by Ricochet »

But how does belonging to different teams work in Mafia?

Before you point at your design in the opening post, please note I may not have actually read much of that. :blush:
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#29

Post by G-Man »

Ricochet wrote:But how does belonging to different teams work in Mafia?

Before you point at your design in the opening post, please note I may not have actually read much of that. :blush:
This isn't a traditional mafia game. Think of it more as a team-oriented take on the "last man standing" concept; "last team standing" if you will. The players who are on two or three different teams are most at risk because they are obviously not 100% committed to any one team. Will their teammates kill them out of lack of trust or use them for intel on the other team(s) they belong to?

This is a game where opportunism takes the lead. But each team has specific conditions to meet in order to submit a team kill. The twist is that everyone get resurrected to a new role and team(s) when they die until the very end. Short-term opportunism is in conflict with long-term strategy for winning. It could very well be a total mess of a game. I've done that on at least one occasion once before. :blush:
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#30

Post by Tangrowth »

Nice roles so far!!!

I will have to play this.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#31

Post by Tangrowth »

I also was thinking each role would only be the Number itself, so it's even more amazing that you've come up with specific roles with the alias, source, etc. Love it.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#32

Post by G-Man »

MovingPictures07 wrote:I also was thinking each role would only be the Number itself, so it's even more amazing that you've come up with specific roles with the alias, source, etc. Love it.
Giving purpose and meaning to each number just goes to show how big a dork I really am. :srsnod:
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#33

Post by G-Man »

Here are the next five roles:

#6
Alias: Forensic Specialist
Source: 1906- The year the NYPD officially adopts fingerprinting as an investigative tool
Member Of: Sinister 6’s
Power Type: Day and Night Power
Role Description: Once each day and once each night you can select one player to add to your fingerprint database. Once you have collected at least two sets of fingerprints, you can choose to check a dead body for any fingerprints in your database in lieu of adding a new set. A positive match indicates that one or more players in your database targeted the deceased player while their recently-eliminated role was alive. Once a player reanimates into the game, you cannot check them for fingerprints, as they are no longer a corpse.



# 7
Alias: John Doe
Source: The Seven Deadly Sins
Member Of: Lucky 7’s, Perilous Primes
Power Type: Limited-Use Power
Role Description: Each night you can choose to afflict another player with one of the seven deadly sins. Each sin requires the afflicted player to carry out a specific task the following day. If the player accomplishes their task, they will be rewarded. If they fail, they will be punished. Each sin may only be used once, so you become vanilla once all seven have been used.



# 8
Alias: The Magic 8-Ball
Source: The Magic 8-Ball
Member Of: Crazy 8’s
Power Type: Nightly Power
Role Description: Each night you may ask the host any question you like about another player. The answer to your question will be one of the possible answers on a standard Magic 8-Ball toy. As a result of your investigation, the player you inquire about will be forced to respond only with Magic 8-Ball answers for the next day period.



# 9
Alias: No. 9
Source: *secret*
Member Of: Nasty 9's
Power Type: *secret*
Role Description: *secret*



# 10
Alias: Credit Analyst
Source: In 2010, Greece saw its sovereign credit rating downgraded to ‘junk’ status
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you can downgrade the value of another player’s vote. Their reduced vote value will remain in effect after your death and can only be restored to a value of 1 when they die after your role has been eliminated from the game.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#34

Post by Marmot »

G-Man wrote:
MovingPictures07 wrote:I also was thinking each role would only be the Number itself, so it's even more amazing that you've come up with specific roles with the alias, source, etc. Love it.
Giving purpose and meaning to each number just goes to show how big a dork I really am. :srsnod:
You're a dork.

:P
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#35

Post by G-Man »

Here are five more roles. I hope to keep posting a few each week now that the baby's schedule is normalizing.


# 11
Alias: The Art Thief
Source: in 1911, The Mona Lisa was stolen from the Louvre
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you can steal another player’s power and use it as your own. You can steal day powers to use the next day as well. You cannot, however, strip someone of a passive ability.



# 12
Alias: The Coward
Source: In 1912, J. Bruce Ismay, then chairman of the White Star Line, disobeyed the ‘women and children first’ order and climbed aboard a lifeboat during the sinking of the Titanic
Member Of: Sinister 6’s
Power Type: Nightly Power
Role Description: Lacking all honor and respectability, you use one player each night as a human shield. Unless that player is abducted or directly NK’d, they will take the brunt of all powers directed at you that night. If you fail to send in your target PM to the host, you will hide behind a randomly selected teammate, putting them at risk.



# 13
Alias: The Unlucky One
Source: The superstitions surrounding the number 13
Member Of: Perilous Primes
Power Type: Passive Ability
Role Description: Bad luck follows the player who NK’s you or casts the clinching vote for you. That player will be cursed for the rest of the game unless he or she reanimates to the Lucky 7’s. Unless this occurs, that player and the team(s) they are a current member of cannot win the game. Dying will not free this player from the curse; only reanimation to the Lucky 7’s. Their death will, however, remove the curse from the rest of their now former teammates.



# 14
Alias: Evil Cupid
Source: Valentine’s Day is February 14th
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you select two players and make them lovers. If one should be lynched or NK’ed, the other will die of grief the next day. Your targets will be told they have a lover’s connection but not to whom. Upon reanimation, their lover’s connection will be broken. Your death does not eliminate any existing lover connections.



# 15
Alias: Phosphorus
Source: The atomic number of phosphorus is 15
Member Of: Fatal 5’s
Power Type: Passive Ability
Role Description: Your chemical composition causes you to glow in the dark. Because of this unique property, no one is capable of sneaking up on you at night. Your glow allows you to learn the identity of anyone who targets you at night. If multiple players target you on the same night, you will be given a list of those players names but not the powers that each of them used. You can choose to have your lists shared publically in the thread upon your death.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#36

Post by Tangrowth »

I cannot wait to see the final role list. Loving the updates!
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#37

Post by Ricochet »

Whoa, I definitely approve of 9. :srsnod:
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#38

Post by Marmot »

Golden with out a doubt will receive the Number 12.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#39

Post by Tangrowth »

Metalmarsh89 wrote:Golden with out a doubt will receive the Number 12.
:haha:
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#40

Post by a2thezebra »

I am so in.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#41

Post by Golden »

Lol, G-Man made a role just for me!
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#42

Post by G-Man »

MovingPictures07 wrote:I cannot wait to see the final role list. Loving the updates!
I can't wait to see what you guys think of some of my roles. It's hard to pick a favorite, but there are a few downright evil roles that I am proud of. Wait until you guys get a load of 58, 84, and 97. :eek: :feb:

Ricochet wrote:Whoa, I definitely approve of 9. :srsnod:
There are a total of 10 roles that I'm keeping secret. Some are pretty darn cool, if I do say so myself. :slick:

Golden wrote:Lol, G-Man made a role just for me!
Believe it or not, the name of #12 is coincidence. It's a modified version of a role known to some as a hider. But yeah, you should totally land that role in the game. :P
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#43

Post by Golden »

Is this a speed game for 100 people?
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#44

Post by G-Man »

Golden wrote:Is this a speed game for 100 people?
Nope. It's a speed game for 19 people. When you die, you get a new role and come back to life. This continues until there are no more roles left to reanimate into. Then the game proceeds like a true speed game. Last team standing wins.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#45

Post by Ricochet »

G-Man wrote:
Golden wrote:Is this a speed game for 100 people?
Nope. It's a speed game for 19 people. When you die, you get a new role and come back to life. This continues until there are no more roles left to reanimate into. Then the game proceeds like a true speed game. Last team standing wins.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#46

Post by Marmot »

Ricochet wrote:
G-Man wrote:
Golden wrote:Is this a speed game for 100 people?
Nope. It's a speed game for 19 people. When you die, you get a new role and come back to life. This continues until there are no more roles left to reanimate into. Then the game proceeds like a true speed game. Last team standing wins.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#47

Post by Ricochet »

Metalmarsh89 wrote:
Ricochet wrote:
G-Man wrote:
Golden wrote:Is this a speed game for 100 people?
Nope. It's a speed game for 19 people. When you die, you get a new role and come back to life. This continues until there are no more roles left to reanimate into. Then the game proceeds like a true speed game. Last team standing wins.
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My goal will be to occupy 20 different roles.
Yes, first thought that crossed my mind was that MM will switch to 10 new roles while the rest of us reach a third.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#48

Post by G-Man »

Here are the next five roles. It's a tame but interesting batch:

# 16
Alias: Birthday Girl
Source: In the US, a girl’s 16th birthday is referred to as her Sweet 16 and is supposed to be an important day
Member Of: Crazy 8’s
Power Type: Passive Ability (cannot be blocked or replicated)
Role Description: The loss of you at such a young and tender age will cause all the other players to mourn your death. If you are lynched, there will be two consecutive night phases. If you are killed by any other means, there will be two consecutive day phases.


# 17
Alias: Mata Hari
Source: In 1917, the exotic dancer known as Mata Hari was arrested, tried, and executed for being a German spy during World War I.
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: A seductive dancer, you use your body to distract one player each night, blocking them from using their power(s). Your moves and your charm also convince your target to reveal to you who they were going to target with their power(s) that night.


# 18
Alias: Prohibition
Source: The 18th Amendment to the US Constitution made the production, transport and sale of alcohol illegal.
Member Of: Sinister 6’s, Nasty 9's
Power Type: Nightly Power
Role Description: Each night you select one word that will be prohibited the following day. The prohibited word will not be made public knowledge until the day is over. Anyone using the prohibited word will receive a penalty vote. The value of penalty votes will vary, depending on the frequency of use of the prohibited word.


# 19
Alias: Women’s Suffrage
Source: The 19th Amendment to the US Constitution gave women the right to vote
Member Of: Perilous Primes
Power Type: One-Time Use Power
Role Description: Once during the game, you may modify the lynch poll so that only female players can vote. All players will still be on the lynch poll though.


# 20
Alias: The Trade
Source: In 1920, a deal to trade Babe Ruth from the Boston Red Sox to the New York Yankees was announced.
Member Of: Fatal 5’s
Power Type: Limited-Use Power
Role Description: Babe Ruth wore the number 3 on his jersey, so you are able to make three trades during the course of the game to add members to your team. Ruth was traded strictly for money but you have other forms of currency at your disposal. Each time you make a trade, it will cost you something different- your team’s next NK attempt, one use of three of your teammates’ powers, or three of your teammates’ votes. Your trades cannot be refused by the team you are taking a player from.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#49

Post by Epignosis »

G-Man wrote:# 17
Alias: Mata Hari
Source: In 1917, the exotic dancer known as Mata Hari was arrested, tried, and executed for being a German spy during World War I.
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: A seductive dancer, you use your body to distract one player each night, blocking them from using their power(s). Your moves and your charm also convince your target to reveal to you who they were going to target with their power(s) that night.
We have a player here named Matahari.
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Re: Chicka Chicka 1, 2, 3 [SPEED GAME]

#50

Post by G-Man »

Here's another set of roles all nice and written up. I look forward to writing for #24. :srsnod:

# 21
Alias: Repeal of Prohibition
Source: The 21st Amendment to US Constitution nullified the 18th Amendment, making alcohol production legal again
Member Of: Lucky 7’s
Power Type: Nightly Power
Role Description: Each night you search for #18. If you find him/her, their power will be nullified. If you succeed, you will receive special recognition at the end of the game.


# 22
Alias: *secret*
Source: *secret*
Member Of: Evil Evens
Power Type: *secret*
Role Description: *secret*


# 23
Alias: The Governor
Source: Gifford Pinchot took office as governor of Pennsylvania in 1923
Member Of: Perilous Primes
Power Type: Limited-Use Power
Role Description: While you are alive, you may pardon two lynches and switch the results of another. When switching lynch results, you cannot choose who dies in place of the leader in the lynch poll. The player with the second-highest vote tally will be lynched instead.


# 24
Alias: Jack Bauer
Source: The main character of the TV series 24
Member Of: Sinister 6’s, Crazy 8’s
Power Type: Nightly Power
Role Description: Each night you may interrogate one player. If the interrogated player is a member of the Sinister 6’s or the Crazy 8’s, you learn their identity in secret. If the interrogated player is aligned with any other team, your interrogation will be included in the night post and your target’s role will be exposed to everyone.


# 25
Alias: One-in-four
Source: Each possible power-use outcome ha a 25% chance of occurring
Member Of: Fatal 5’s
Power Type: Nightly Power
Role Description: Each night you select a player to target. You have an equal chance of blocking, protecting, killing, or doing nothing to them. You provide the target’s name only. The outcome will be randomized.
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