CHILDREN OF THE SERPENT [MAFIA]
Posts
Pages:
1
CHILDREN OF THE SERPENT
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
There've never been any snaks in this valley and yet, a big sneaky bastard is blocking his path. He doesn't have a clue. Is it poisonous? He decides to be careful and softly pushes it with an end of his walking stick. The snake slowly turns his face. Two wells of darkness above sharp blades dripping with poison.
He knows, he gotta run.
The serpent slowly starts raising in front of him, keeping its eyes on his face. A cloak of darkness surrounds the traveller...
It's almost night, when Someone opens door at Happy Inn of the Peaceful Valley. It's the traveller. His rugged clothes are more rugged than they were several hours ago and he got two big holes in his chest, remnants of the serpent's fangs. He falls on the floor. And with a hissing voice, he whispers:
"The Big Snaak is coming and there's nothing you can do to stop it."
Right after He shares his message, He passes away.
Fortunately, there's a bard in the inn. And she's not afraid. She runs her fingers through strings of her fine instrument and the sweet sound immediately attracts attention.
"Every ballad has an end. We can wait for the end to come, or we can try to prevent it. The Serpent is too weak on its own and I'm sure it has followers among us. If we find them, I'll be able to sing a song about heroic guests from the Peaceful Valley."
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
This is an Mafia game with an open setup darivated from Cult C9. It puts a twist on a classic Mafia. There're no mafia kills, instead there's a cult leader and every night the leader recruits one villager in the cult. There will be other roles, but they depend on the number of players.
Basic info about mafia:
Extra rules:
Extra rules:
>Villagers needs to lynch the cult leader to win.
>Cultists need to reach parity to win.
>No game related chat outside of the thread, unless you're a cultist and have a special chat.
>Majority lynch is in action.
>It's possible to no lynch.
>It's forbidden to comment in the thread at night.
>Do not edit your comments
>If you're not sure about something, ask me
Day/Night:
48h/24h
Setup:
For 9 players one of the following setups will be chosen at random:
1)1 Cult Leader, 1 Bard, 1 Alarmist, 6 Vanilla Towns
2)1 Cult Leader,1 Inquisitor, 1 Sleepwalker, 6 Vanilla Towns
3)1 Cult Leader,1 Bard, 1 Inquisitor, 6 Vanilla Towns
4)1 Cult Leader,1 Alarmist, 1 Sleepwalker, 6 Vanilla Towns
Roles:
Cult Leader: Can recruit one villager every night. If successful, the player becomes a Cultist
Bard: Is a gentle soul. If targeted by Cult Leader, Bard dies instead of becoming a Cultist.
Alarmist: Can protect one player from cult recruitment every night.
Inquisitor: Can scan one player every night to find if they're cult or not cult.
Sleepwalker: Randomly changes position with another player at night.
Players:
1. Jero
2. Muffle
3. Demonlord
4. Aneko
5.
6.
7.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
There've never been any snaks in this valley and yet, a big sneaky bastard is blocking his path. He doesn't have a clue. Is it poisonous? He decides to be careful and softly pushes it with an end of his walking stick. The snake slowly turns his face. Two wells of darkness above sharp blades dripping with poison.
He knows, he gotta run.
The serpent slowly starts raising in front of him, keeping its eyes on his face. A cloak of darkness surrounds the traveller...
It's almost night, when Someone opens door at Happy Inn of the Peaceful Valley. It's the traveller. His rugged clothes are more rugged than they were several hours ago and he got two big holes in his chest, remnants of the serpent's fangs. He falls on the floor. And with a hissing voice, he whispers:
"The Big Snaak is coming and there's nothing you can do to stop it."
Right after He shares his message, He passes away.
Fortunately, there's a bard in the inn. And she's not afraid. She runs her fingers through strings of her fine instrument and the sweet sound immediately attracts attention.
"Every ballad has an end. We can wait for the end to come, or we can try to prevent it. The Serpent is too weak on its own and I'm sure it has followers among us. If we find them, I'll be able to sing a song about heroic guests from the Peaceful Valley."
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
This is an Mafia game with an open setup darivated from Cult C9. It puts a twist on a classic Mafia. There're no mafia kills, instead there's a cult leader and every night the leader recruits one villager in the cult. There will be other roles, but they depend on the number of players.
Basic info about mafia:
In its simplest form, Mafia consists of two sides: the Mafia, and the Town. The Mafia's goal is to kill the innocents, while the Town's goal is to kill the Mafia.
At the beginning of the game, the Moderator will secretly send everyone their role. The Mafia will know each other, while (in the basic game) everyone else will only know their own role.
The game has two phases, the first of which is Day. During Day, the Town must choose someone to Lynch; they are trying to eliminate the Mafia, but the Mafia can lead them astray by casting suspicion elsewhere. Generally, players will vote for someone they think is Mafia (the Mafia will vote so that they seem to be doing this as well, and might even vote for each other to confuse the Town); when a player gets a majority of the votes, they are lynched. Their role is revealed by the Moderator, and it becomes Night.
During the Night, the thread is locked and no one can talk publicly. The Mafia, however, can speak to each other privately to plot strategy and decide who to murder before the next Day begins. In this way, they can silence members of the Town who are threats to them. At the end of the Night, the murder is carried out and another Day begins. In effect, the Town gets to kill someone, and then the Mafia gets to kill someone.
The game alternates between Day and Night until either the Mafia are eliminated, or the Mafia have killed everyone else (or nothing can prevent the same).
At the beginning of the game, the Moderator will secretly send everyone their role. The Mafia will know each other, while (in the basic game) everyone else will only know their own role.
The game has two phases, the first of which is Day. During Day, the Town must choose someone to Lynch; they are trying to eliminate the Mafia, but the Mafia can lead them astray by casting suspicion elsewhere. Generally, players will vote for someone they think is Mafia (the Mafia will vote so that they seem to be doing this as well, and might even vote for each other to confuse the Town); when a player gets a majority of the votes, they are lynched. Their role is revealed by the Moderator, and it becomes Night.
During the Night, the thread is locked and no one can talk publicly. The Mafia, however, can speak to each other privately to plot strategy and decide who to murder before the next Day begins. In this way, they can silence members of the Town who are threats to them. At the end of the Night, the murder is carried out and another Day begins. In effect, the Town gets to kill someone, and then the Mafia gets to kill someone.
The game alternates between Day and Night until either the Mafia are eliminated, or the Mafia have killed everyone else (or nothing can prevent the same).
Extra rules:
Extra rules:
>Villagers needs to lynch the cult leader to win.
>Cultists need to reach parity to win.
>No game related chat outside of the thread, unless you're a cultist and have a special chat.
>Majority lynch is in action.
>It's possible to no lynch.
>It's forbidden to comment in the thread at night.
>Do not edit your comments
>If you're not sure about something, ask me
Day/Night:
48h/24h
Setup:
For 9 players one of the following setups will be chosen at random:
1)1 Cult Leader, 1 Bard, 1 Alarmist, 6 Vanilla Towns
2)1 Cult Leader,1 Inquisitor, 1 Sleepwalker, 6 Vanilla Towns
3)1 Cult Leader,1 Bard, 1 Inquisitor, 6 Vanilla Towns
4)1 Cult Leader,1 Alarmist, 1 Sleepwalker, 6 Vanilla Towns
Roles:
Cult Leader: Can recruit one villager every night. If successful, the player becomes a Cultist
Bard: Is a gentle soul. If targeted by Cult Leader, Bard dies instead of becoming a Cultist.
Alarmist: Can protect one player from cult recruitment every night.
Inquisitor: Can scan one player every night to find if they're cult or not cult.
Sleepwalker: Randomly changes position with another player at night.
Players:
1. Jero
2. Muffle
3. Demonlord
4. Aneko
5.
6.
7.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
This reminds me of the irl game I played with about 15 people where one of my best friends and I were the original cult and we completely wrecked town.
Heck yes I'm in! Though I may not be as active as I've been in previous games. Don't have much time on my hands.
Heck yes I'm in! Though I may not be as active as I've been in previous games. Don't have much time on my hands.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
One note. It says town must eliminate all cultists, but I suppose killing the cult leader must also end the game? After all, town loses with only one mislynch if that is not the case.
If cult recruits, then town lynches, then cult recruits, then town lynches, etc., then from N1 onwards the amount of cultists never decreases, it can only stay stable.
If cult recruits, then town lynches, then cult recruits, then town lynches, etc., then from N1 onwards the amount of cultists never decreases, it can only stay stable.
I'm in. I'm also curious about how this going to work. I would assume killing the cult leader would stop the conversions, but at that point it would be almost impossible to pin down cult members because they would have been playing as town until they got converted. It's a strange setup and I'm worried about how balanced it would be.
author=Jeroen_Sol
One note. It says town must eliminate all cultists, but I suppose killing the cult leader must also end the game? After all, town loses with only one mislynch if that is not the case.
If cult recruits, then town lynches, then cult recruits, then town lynches, etc., then from N1 onwards the amount of cultists never decreases, it can only stay stable.
I was in a hurry, when I was writing it, but it's not really the truth. They need to kill the leader to stop the cult from spreading. Without the leader the rest of cultists either commits suicide or it becomes a regular game.
Also, I'll be adjusting some rules. For example in Cult C9 town lynches two times a day. That isn't very elegant, but it gives town space for mistakes. I would like to avoid that too.
I guess I'll make the op clearer now. And thanks for inning!
Pages:
1

















