Live Action Mafia

A game of sneakiness and paranoia
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 Post subject: Welcome, Warlocks!
PostPosted: Tue Feb 14, 2017 11:31 pm 
Welcome, Warlocks! You are:

ajliu
jaysonl
ksedlar

You’re expert craftsmen descended directly from the mystics of yore, whose ceremonies earned them respect from all the world. You weave traditional ritual magic into the fabric of the world to bestow useful items upon your friends. Your art is an inherently selfless one, so you can never grant these items to yourself or to other warlocks - instead you wish to enlighten the rest of your fellow citizens. Unfortunately, you’re competing in the public eye with those upstart, alternative, knockoff mages whose magic is far inferior to yours.

Each of you has a power, usable twice per day, to grant items to a player by guessing that player’s role (via a “set a trap” mechanism). You’ll be told whether you were successful in your trap or not, and the player will receive their item immediately when you guess (modulo Mods’ response time). As a faction you may only successfully trap each player once as each role. You won't be told when your teammates trap, you'll just silently fail if you repeat a (player, role) pair that has already been successfully trapped. So communicate with each other!

Whenever items that you created are used, it releases blood into the world. Whenever mages’ items are used, it releases mana into the world.

Warlock Goal: more blood than mana exists in the world by the end of game. This is a secondary goal, so any town / mafia / third party goals you might have come first. The amount of mana and blood in the world will be posted publicly each night.

Blood Fountains: when any warlock departs from the world of the living, their escaping soul unleashes a blood fountain bubbling up from the abyss. This fountain releases 1 blood into the world each day, including the day when it begins existing.

Blood Power-ups: when the Blood-minus-Mana delta is positive, warlocks gain powerful bonuses, but when it is negative, they suffer. These bonuses/drawbacks apply only while the delta is at least as big in absolute value as specified:

+8 Each warlock can use their classical role abilities twice each day (if they have a classical role for which that makes sense).
+6 Any time someone attempts to trap a warlock, the trap fails.
+4 Each warlock's vote quietly counts for 2, but is only recorded as counting for 1.
+2 Warlocks no longer need to visit kill sites to use abilities that would otherwise require them to do so.
+1 Each day, the warlock forum will receive an inspirational image or text.
0 Nothing happens.
-1 Each day, each warlock must do a push-up for every point they are losing by.
-2 If a warlock needs to visit a kill site to use an ability, they must stay there for at least one minute.
-4 Each warlock's vote quietly counts for 0, but is recorded as counting for 1.
-6 Any time a warlock attempts to trap someone with their warlock item-giving ability, the trap fails and no item is given, but the attempt generates +1 blood.
-8 Warlocks may not use their classical role powers, and any previously activated role powers lose their beneficial effects.

Mages have symmetric Mana Power-ups, Mana Fountains, and Mage Goal.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Wed Feb 15, 2017 9:17 am 
Question: Can different warlocks trap the same person multiple times? E.g. Can ajliu trap me and nastya, while I trap ajliu and nastya, while nastya traps me and ajliu? If so, we should definitely do that for the first day!


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Wed Feb 15, 2017 9:49 am 
Jackie clarifies, "you can never grant these items to yourself or to other warlocks," but all of us could trap the same person.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Wed Feb 15, 2017 12:54 pm 
Rules Change: The limit on only successfully trapping a (player, role) combination once is now faction-wide as opposed to per-player.

This overrides my earlier clarification.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Wed Feb 15, 2017 8:23 pm 
nastya is evicted and jaysonl is now a warlock. jaysonl had not been assigned a role yet so everything is fine. Sorry for the delay; nastya had been communicating with us and we had reason to believe she'd post earlier.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Wed Feb 15, 2017 9:26 pm 
Are items generated randomly for players we successfully set a trap on? Will we know which item they get?


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Wed Feb 15, 2017 9:34 pm 
ajliu wrote:
Are items generated randomly for players we successfully set a trap on?

That's a mystery.

ajliu wrote:
Will we know which item they get?

No.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Thu Feb 16, 2017 11:57 pm 
Yesterday wasn't bloody enough! You each owe one push-up today.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Fri Feb 17, 2017 11:44 pm 
You guys are up by three! Good job! "If at first you don't succeed, ramp up the blood."

In other news, you can be lazy and not visit kill sites.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Sat Feb 18, 2017 11:27 pm 
You're at a delta of 0 now. No effects.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Mon Feb 20, 2017 12:24 am 
Congrats, you're up by 3 again!

"Like the economy, blood comes in cycles, but the tide is ever upward until it engulfs the world in a red ocean."

Feel free to skip kill sites.


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Mon Feb 20, 2017 11:34 pm 
Congrats, you're up by 5 :)

Your votes will silently count double. You know what they say: "If you can't produce enough blood via standard political processes, hold a secret coup to take control of executions and get the blood flowing!"


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 Post subject: Re: Welcome, Warlocks!
PostPosted: Tue Feb 21, 2017 11:40 pm 
You're up by 2, so no more voting shenanigans. "When you lose political control, play bloody to get it back." Keep being lazy about kill sites, though!


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