Important Gameplay/Posting Rules (PLEASE READ):
This is a Light Game. That means that all players have a limit on how many times they are allowed to post during each phase. This is otherwise a straightforward mafia game.
- The general post limit will be 45 posts per phase. No player should exceed their 45-post limit during any Day phase unless given explicit permission to do so.
- In the event that a player exceeds their allowed post-limit during any phase:
- First violation - Player receives 1 additional vote in the poll the following day for every 5 posts above their limit, starting with the first extra post.
- Second violation - Player is silenced for the first 24 hours of the following Day and has their post limit cut in half, in addition to receiving extra votes.
- Third violation - Player is modkilled.
Word of a breakout conspiracy has made it back to the Warden and his staff -- you didn't think the warden would let those degenerates run free without eyes and ears on the ground, did you? If there's one thing the Warden can't tolerate it's a bruise to his ego. He has made it his personal goal to root out and snuff the breakout attempt before anyone slip through his grasp. The only problem is he's got no clue who's involved, who the ringleaders are, or what the plan is. Can he crack down before the inmates escape, or will they achieve their hard earned freedom after all?
Inmates (Town) (13):
- Eagle Eyes Phil* - Former head of security for one of the largest gangs in the metropolitan area, Phil knows how to spot a rat. On odd nights, he can check a player's alignment.
- Danny Tightpants* - No one's brave enough to ask Daniel how he got his nickname, and frankly no one wants to know. All they need to know is that he's on their side; and he feels the same about them. On even nights, he can check a player's alignment.
- Sammy the Lookout - Sammy's always known how to track his targets without leaving a trace, and things are no different on the inside. Three times during the game at night, Sammy can track a player to find out who, if anyone, they targeted that night.
- Jimmy Hot Fingers - If you need something done, Jimmy Hot Fingers is the man for you. No one knows quite what he's up to, but you better believe he's up to something. Two times during the game at night Jimmy can watch a player to learn who, if anyone, targeted them that night.
- Peepin' Tom - Poor Tom couldn't resist living up to his namesake, and those old habits have landed him in Sockville. But he's not without his uses on the inside! Three times during the game, Tom can target a player to learn what actions were performed on them, but not who performed those actions.
- Charlie Hustle - Every gang needs a wildcard! It helps to thwart the Warden's plans if not even the rest of the breakout crew knows for sure what's going on, and that's where Charlie comes into play. Twice during the game, Charlie can target two players, redirecting all night actions from one target to the other and vice versa.
- Lonnie the Conman - Lonnie's the best conman in the game, to the extent that most folks just assume he got himself locked up on purpose. But now he's trying to help spring his fellow inmates, and he does so with his trademark deft touch. Each day, Lonnie can distract the guards, freeing up one other player to exceed the standard 45-post limit for the phase. *secrets*
- Prison Mike - Mike's not cut out for prison. He thought it would be a step up from his demeaning 9-5 office job, but boy was he wrong. His only solace is the friend he made in his cellmate, Danny Peanuts. Mike shares BTSC with Danny throughout the game.
- Danny Peanuts - Danny's a good guy at heart. He knows he's made mistakes, but he thinks he's ready to start a new life on the outside. He's included his cellmate Mike in the breakout scheme out of pity, but all he can really do is make sure Mike doesn't crack and squeal to the Warden. Danny shares BTSC with Prison Mike throughout the game.
- Seamus Fitzroy - The ringleader of the whole operation, and the man with all the connections. Two times during the game, Seamus can have a player of his choice transferred to the infirmary for a night, protecting them from fatal night actions. In addition, *secrets*
- Hairpin Pete - Pete's a bit of a loose trigger, but everyone was too afraid to exclude him from the plot once he found out about it. Pete's liable to fly off the handle at any moment, though. Once during the game, he can nightkill a player of his choice.
- Tricky Jack - Jack's no expert at anything in particular, but he knows how to be useful in a number of ways. Jack has three 1-shot abilities to be used on any separate night phases during the game. They are: 1-shot double vote, 1-shot protection, 1-shot track/watch (player decides which is used).
- Johnny Tightlips - Ain't nobody squealing on Johnny's watch, that's for sure. Twice during the game, Johnny can force one player to stay in his cell with him at night. This will both roleblock and protect that player.
Prison Guard (Mafia) (3):
- Snitching Richie - The Warden's man on the inside. Richie reports back to the Warden with any information he can glean from his fellow inmates. Twice during the game, he can perform an undetectable game at the Warden's behest. Alternatively, he can forego one of these untraceable kills to learn a specific player's role.
- Sgt. Harrison - The Warden's second in command and head of the prison guard, no one power trips quite like Sgt. Harrison. Once during the game, Harrison can show his power by taking out a player regardless of any protective actions which might be used on them that night. Twice during the game, Harrison can toss a prisoner's cell at night, preventing them from performing any night actions.
- Warden Golden - Let no one forget that Sockville Penitentiary is Warden Golden's domain. The inmates may think they run this place, but they're dead wrong. Once during the game, the Warden can dispose of a player without a trace. No role will be displayed upon this player's death. In addition, *secrets*