Mafia Round 10 - Witness Protection Program Link to post #79 which is the updated and live version of the rules ##### These rules have been submitted for examination and improvements. Failure to point out a loop hole/ exploit until after the game has begun may result in a mod kill. SPF Tribune MAFIA TOWN (water_moon) - With the trial of the century coming up you'd think our little town would be more worried about the media circus surrounding the trial of The Big Boss in only a few days, but the latest in a seemingly random series of murders has rocked the town. Furthermore, this investigative reporter has found that the murders aren't the work of some random serial killer or deranged lunatic. They seem to be targeting ex members of the mafia who are slated to testify against Big Boss about his illegal activities. Sure there are a few randoms in there but the killer or killers could just be missing the main targets, after all the witness protection program isn't called that for nothing even if it is affording scant protection and the DA's office is going to have trouble fighting for a conviction. With that in mind the mayor has ordered a curfew, and anyone out at night is likely to be detained and questioned, but do you really think the cops have a hope of catching our killers? I don't either, so I suggest our fair city start a write in campaign, maybe we can give a few leads to the detectives! ROLES Plain old town members – plain townies, yes, but not nearly so clueless. The townies are paired up (one on one.) This is your long time school buddy, neighbor, or romantic interest. You know they weren't recently relocated here “for their protection” and you know what they're up to at night. You have their phone number/email, and you may chat with them at night. Power roles: DA's office – you're responsible for the safety of those you've relocated, but the best thing you can do is to re-relocate your witnesses. Sure it keeps 'em safe, but they're MIA as far as other townies are concerned. Removes up to 3 players from the game. No more than 1 per night. They are alive for winning conditions, but are unable to vote or participate in any way at either night or day. (Semi doc.) Investigative Reporter - you pick who to look at, the entire town finds out who and what they are. Can investigate those dead or alive. Role revealer, on any one person per night. (Combo cop/ undertaker.) I'm not sure if I want to put these two in to be paired in the general group or put them together. *********************** Witnesses – these ex-mafia have turned state's evidence and are trying to stay alive long enough to testify. They each recognize another one of their number, but that person won't know it. I'm setting up a place where they can meet and comment anonymously at night, but at least one member of one assassin group will know where it's at too, and being on the internets, it's always findable. A secret known by more than two, is no secret. This group is townie, but they are the mafia targets. If there are more Assassins than Witnesses left alive by the trial date, the town losses. ************************ Assassins – These are the mafia hitmen. They've been hired to protect Big Boss's interests. But Big Boss isn't stupid, and he certainly didn't put all his eggs in one basket. There are two groups, they are working together but they don't know who the others are. The groups may not be equal. Players may converse privately within their group at night. Power roles: False witness - Group A's power role. You switch targets for the investigative reporter. And if you're alive and free by the trial you're a very convincing witness, so you can sway a jury pretty hard. Breaks ties at trial time. Snoop – Group B's power role. You too can look into somebody's activity, but you'll only know if they have mafia ties or not. Limited role reveal. Turncoat – you're the member of one of the above assassin groups. But you, as an individual, get to pick at the start of the game who's side you're really on. You will be given the location where the witnesses meet. You will know some of the assassins. You can stay loyal to Big Boss or betray the man who has made you his goon. But you will testify for the side you chose at the beginning of the game. RULES Days and nights are 36 hours each. Everyone can talk privately at “night” with their buddies, but during the “day” all discussion is limited to this thread. The town isn't quite so bloodthirsty, when you vote it's via a letter to the editor. Thanks to newspaper deadlines and such, there is no unvoting. Voting must be in bold but I encourage it to be around story goodness, so separate lines are not required. The police will come and arrest the person with the most votes. If there is a tie, there is no lynch. But don't be fooled, unless you are a plain old townie, in no way, shape, or form is it okay to get “lynched”. Witnesses will die in prison and assassins can't testify if they're locked up. Real world days don't end early, and these won't unless 2/3rd of the players request it so. The investigative reporter is the only method of role reveal. Posting after I have ended the day will result in a retraction (ie. You must edit it out, immediately) editing is an editor's prerogative, so if you edit your posts once they're up, other than a retraction, we will no longer accept submissions from you (mod kill.) When you sign up, please include your time zone/the best times for you to get to a computer so I can try to pair up townies with people they have a chance of talking to. The number of days until the trial, and numbers of witnesses/assassins will be dependent upon the number of people joining. But I'm thinking the number of days to trial will be likely 2 or 3 greater than the number of witnesses. Big boss is intent on killing witnesses so I'm thinking 1 more assassin (total). Winning conditions: The game ends if all the witnesses die. The trial is called off, the Mafia wins. If there are more witnesses alive than assassins they can testify for the DA's office and lock Big Boss up for good. If the number of assassins is greater than the number of remaining witnesses, the mafia has won. Big Boss walks free and terrorizes the town, those whom he doesn't kill, he grinds beneath his heel. In the case of a tie, if the false witness is still alive, the mafia wins. If not then the assassins just don't have the character references needed to be believable enough, and Big Boss gets life. Suggestions? Questions? I know it's ambitious and different from previous rounds so I need your halp.