View Single Post
Old 05-20-2015, 09:09 PM   #1
Mazrim
CP Gamemaster
 
Mazrim's Avatar
 
Join Date: Feb 2010
Location: The Gary
Exp:
Exclamation CP Mafia 4 - The Unknown Host - Game Over!

CP Mafia - The Unknown Host

Life was pretty boring in space. It’s always the same black view, maybe a point of light from a distant star will be a different colour than usual, but as Captain Burton knew, that view wasn’t getting any better in this system. His transport ship gave him some creature comforts he never had in a cargo hauler, and he tried to be friendly with the passengers, but the cold of space was no friend to him.

Looking back on his childhood, it was easy to see how they could tease you with the sense of the unknown. There’s a whole galaxy to discover! You could be the first person to see a new phenomenon, a previously undiscovered race, or an ancient artifact. Years of training to be a pilot only got him stuck on a junky old cargo hauler for a decade. He was lucky enough to find out from an acquaintance about this operation. It wasn’t great money, but it would do until…

Burton was snapped out of his reminiscing when the ship shuddered slightly. That was odd...the ship’s radar would have detected even micro-meteorites or debris near the ship before it hit. Damage reports came up negative, so the hull didn’t suffer any significant damage from the collision.

Captain Burton yawned and leaned back in his chair. That was probably the most excitement he would see on his way back home. Why did he agree to this route again?

Several days later, the crew made an alarming discovery. Not only had the Captain locked himself in the cabin, but the ship was slowly turning. Eventually, they pulled a mining laser out of the hold to cut open the hatch to the cabin. The Captain wasn’t there. On the chair were...veins. A mass was growing there, pulsing in a regular rhythm, and they flowed from the chair to the consoles around the cabin.

How did this thing get here? What did it want with this ship? The crew immediately contacted headquarters to find out anything they could. Unfortunately for the passengers of the ship, they wouldn’t hear from the crew again. The ship was under the alien species’ control, and they had to figure out what they could do before they also became a part of this host.


Rules
  • If you need to contact me, use Personal Message (PM) on Calgarypuck. I will receive an email and Tapatalk will push the message to my phone, so I will see it quickly.
  • Absolutely NO talking about the game outside this thread unless you have been specifically told that you can. This means PMs, other forums, Skype, MSN, IRC, ICQ, you name it. Please respect this, as it ruins the game otherwise.
  • I would suggest turning on "Invisible" mode in your User CP (under Edit Options) to prevent people from trying to guess your identity based on what you're viewing in the forums or when you're online.
  • Don’t edit your posts, this is cheating. If you make a mistake, quote your post and fix it in another post.
  • To vote for someone, you must put the vote in bold: ie. Vote: Mazrim or it won’t count. Don’t use bold for anything else unless you have been specifically told otherwise. To cancel your vote (you must do this before changing it to someone else), post Unvote.
  • You cannot quote any PMs I send you in the thread. You cannot quote any outside communications in the thread. Investigation results may be revealed, but you can’t quote the PM to prove it. If you absolutely want to talk about something like this, be very careful with what you say.
  • Do not post any fake day actions.
  • No "truth or dare" or "Toxx Clause" or metagaming to prove your identity. This includes things like posting screenshots of your profile or saying "I'll eat my pubes if I'm a Mafia." Basically anything outside the thread itself being used to confirm yourself is against the spirit of the game.
  • If you’re not playing or you are killed, you are not allowed to provide advice in any form to the living players. You may post a final message after being killed, but you can’t reveal any information that may assist the living players. Prefix these posts with “-----Dead Post-----
  • Please try to post at least once per real time day. If you aren’t participating enough I will have to replace you. It’s in the Town’s interest to encourage as much discussion as possible, because otherwise it’s far easier for the Mafia to lay low the entire time.
  • At the start of each day I will post how many votes are required to lynch a player. When that number (the final vote is known as the hammer) is reached, the day is OVER.
  • Do not post after hammer has been reached. Do not post during night phases.
  • If you break these rules, you could be modkilled, which means you are immediately lynched and the day ends. Please don’t let that happen.

If you need general information about anything mafia related, feel free to browse this helpful wiki: http://mafiawiki.notesmash.org/wiki/Main_Page

Game Setup

Alignment and roles of all players was determined by random.org, ie. I gave each player a number, and ran it through the RNG to assign roles. Be careful with your assumptions.

This is a semi-open format game, which puts 14 innocent passengers against a host faction which will try to turn them to help their kind. The passengers need to live long enough to try to remove the host from the ship. Because the number of players on the scum (Host) side will changing throughout the game, that is why the format is “semi-open”.

Just like a normal mafia game, the town (Passengers) will vote on a person to lynch each day. The converted hosts (Turned) do not need to be killed for the town to win, only the 3 main hosts themselves - what remains of The Captain, his Second in Command and his Engineer.

The Captain will send the host spore first. On Night 0 (pre-game night), he will send the spore to a player of his choosing, so there could be a player turned on Day 1. The spore works as follows:
  • Each night, whoever has the spore must pass it on to another player. If they do not submit a choice, I will decide via random.org.
  • Whoever receives the spore has a 50% chance of being turned, assuming they are town-aligned at the time. If turned, they will change alignment and goals to align with the host. I will use random.org’s coin flipper (with a Canadian Loonie, of course) to determine this. Heads, you stay town, tails, you are turned.
  • If the holder of the spore is lynched, it will return to the Captain, but he must kill a turned player for this to happen. Otherwise he must wait a full day to regain the spore.
  • If the Captain is dead when the holder of the spore is lynched, the Second in Command can receive the spore ONLY by killing a turned player, and he must also wait a day. The Engineer is the same, after the Second in Command dies.
  • If the holder of the spore is not lynched and the host wishes to recover it, they must kill a turned player and wait the timeframes listed previously.
  • The hosts are protected from the spore, and cannot be turned by receiving it.

Scum/Host:

Captain - Aside from starting with the spore, he may also send telepathic messages (no more than 30 words) to all turned players each night. He is not allowed to reveal his or the other host’s identity in these messages (not even via slight hinting). The hosts will know the identities of the currently living turned at all times.

Second in Command, Engineer - These two roles do not have the ability to send messages, but can communicate with the Captain in a Quicktopic thread.

Turned - They will have their own Quicktopic thread to communicate with each other outside the thread, but they will not know the identities of the hosts.

Town/Passengers:

Government Agent - He was in transit but now finds himself fighting off the government’s secret enemy. Each night, he can determine a player’s alignment and kill them if they are turned. He is unable to detect the hosts as he does not have the necessary equipment with him. Because his skill takes place before the spore turns a player, targeting the person receiving the spore will always fail unless they were already turned. As he has some training against the host, he will be harder to convert. I will flip two coins for him, and he must turn tails twice to be turned. If he is turned, he will lose his ability to kill.

Smuggler - The smuggler was transiting to a new location, and his skills can come in handy in this situation. Every night, he can open a hidden compartment he found for himself or another player and hide for the night. The player who hides in the compartment will be safe from being turned. A player can only hide once, however. If the smuggler hides the person passing the spore, the smuggler will take the spore. If turned, he will lose his ability to hide.

Genetic Anomaly - One of the passengers has a natural resistance to the spore. The first attempt to turn them will automatically fail, but any further attempts can succeed.

Vanilla - Just a generic passenger. There are 11 initially.

Cardflip

Role and alignment will be revealed upon death (also known as a cardflip). No cardflip will contain an explicitly false alignment for the deceased.

Cardflips will be posted approximately 30 minutes after deadline. Hammer functions much like the deadline, and I will post cardflip as close to 30 minutes after hammer as I can.

Only investigative roles will be told if their action fails. If it does, they won’t be told why.

Victory Conditions

The Host wins when they and the Turned account for 50% or more of the total living players in the game.
The Passengers win when the Captain, Second in Command and Engineer have been killed.

Deadlines

Days will last a maximum of 5 real time days and may be extended at my discretion. Nights will last around 24 hours (timing will depend on when the last day ended). Excluding nights, deadlines will always be set for 10:00 PM Mountain Time.

Hammer cannot occur in the first 24 hours of a day. If a majority has been reached sooner than that, the hammer will drop automatically at the 24 hour mark, provided there is still a majority vote. This way days can’t be rushed, giving everyone a fair chance to post.

A majority of votes are needed to hammer someone. More than 1/3rd of the votes is needed for a deadline lynch. If the deadline passes with a tie, there will be sudden death. Any votes not placed on the leaders will be wiped, allowing for a potentially larger pool of players to hammer. If no one hammers within 30 minutes, there will be no lynch. Note that sudden death would push the cardflip up to 11:00 PM Mountain Time.

GOOD LUCK!

Players

Victorious
squiggs96 - Passenger
Puxlut - Genetic Anomaly
GGG - Government Agent
Lego Man starseed - Passenger
dissentowner - Passenger


Dead:
activeStick, Smuggler - Lynched Day 1
GirlySports, Passenger - Lynched Day 2
East Coast Flame, Passenger - Lynched Day 3
devo22, Passenger - Lynched Day 5
SebC, Turned - Killed Night 5
Timbo, Passenger - Lynched Day 6
mrkajz44, Second in Command - Lynched Day 7
Oling_Roachinen, Turned - Killed Night 7
bizaro86, Captain - Lynched Day 8
Peanut, Engineer - Lynched Day 9
Party Elephant, Turned - Killed in Endgame
Hockeyguy15, Turned - Killed in Endgame


Timeline

Day 1 Ends, activeStick lynched.
Day 2 Begins
Day 2 Ends, GirlySports lynched.
Day 3 Begins
Day 3 Ends, East Coast Flame lynched.
Day 4 Begins
Day 4 Ends with no lynch.
Day 5 Begins
Day 5 Ends, devo22 lynched.
Day 6 Begins, SebC killed Night 5.
Day 6 Ends, Timbo lynched.
Day 7 Begins
Day 7 Ends, mrkajz44 lynched.
Day 8 Begins, Oling_Roachinen killed Night 7.
Day 8 Ends, bizaro86 lynched.
Day 9 Begins
Game Over! Peanut Lynched.

Last edited by Mazrim; 07-12-2015 at 12:37 PM.
Mazrim is offline   Reply With Quote
The Following 13 Users Say Thank You to Mazrim For This Useful Post: