Joosbawx
2007-09-18, 09:54 PM
The Maltese Falcon Returns (a.k.a. Mafia V)
This game is mostly born out of Joosbawx' love of Film Noir, hard-boiled detective stories, and the genre films and novels like The Maltese Falcon exemplify. The rules are close to Classic Werewolf, but I've decided to put in a bit of a twist, so please familiarize yourself with the following and come back as often as you need for reference sake.The object of the game, beyond simple survival, is to obtain the Maltese Falcon for yourself or benefit of your faction. Therefore, there are multiple ways to win the game, depending upon which faction the player belongs.
Co-Narrators: Andre Fairchilde & Joosbawx
Gameplay Notes
------------------
Since the individual object of the game is to obtain the Maltese Falcon, this means that one Citizen cannot implicitly trust another Citizen as s/he may have an ulterior motive in targeting another individual with a lynching vote. At the beginning of the game the Maltese Falcon is randomly given to one player. If and when that player is killed, the Maltese Falcon moves to the individual or group responsible for that players death.
Example 1: 'Player A', a Citizen, has the Maltese Falcon. S/he is killed by the Shadow Agents or Templar Knights during the night. The Maltese Falcon is then randomly assigned to one of the members of the faction responsible for that death. There will usually be some evidence left behind that would indicate that the deceased was in possession of the Maltese Falcon at time of their demise.
Example 2: 'Player A', belonging to any faction, has the Maltese Falcon. S/he is voted against and lynched by 'popular vote'. At time of death, the Maltese Falcon will be obtained by the player that started the bandwagon against 'Player A'.Day game play consists of finding out who was killed, the District Attorney protecting someone from lynching, and finger pointing by the general population for a 'lynching'.
Night game play consists of the District Attorney protecting someone from death, kills by both the Templar Knights and the Shadow Agents, scries or recruitment attempts by the Templar Knights and the Shadow Agents, the scry or kill by The Shadow, the Mole using their ability to hide the true role of one player, the Private "Eye" and the Patsy.
Anytime the person holding the Maltese Falcon is killed the Maltese Falcon is transferred to the person or group responsible for their death. Killing the player holding the Maltese Falcon is the only way to transfer ownership.
Recruitment - When one of the two factions with recruiting ability attempts to recruit a player, that player is sent a PM from the narrator and given the choice to join or refuse the organizations offer. If the player accepts the offer they join the Knights Templar or Shadow Agents as a 'Neonate/Recruit' for the remainder of the game. A player may only be recruited once per game. If a player refuses a recruitment offer by either faction they can still accept an offer made at a later date; however, the faction attempting the recruitment loses the ability to scry that night in lieu of their recruitment attempt, just as if they had recruited successfully.
Characters Exempt from Recruitment: The Shadow, The Fan Boy, any member of Templar Knights, any member of Shadow Agents, the Private "Eye", and The Patsy. If one of these characters is approached for recruitment the faction making the attempt will simply be informed the player refused, and the player will be informed they were approached with a recruitment offer.
Knights Templar
The "Cult" returns, this time wearing the vestments of the Knights Templar. The Holy Order of Knights...or Un-Holy, depending on whom you believe...are not extinct. Their goal is to increase their numbers, and, most importantly, recover the gift they intended for the King of Spain before it disappears again...The Maltese Falcon. They are led and recruited bythe Templar Marshall who is identified (at death) by the signet ring s/he wears. Templar Knights carry nothing to betray their faction when killed. Templar Neonates, or those recruited during the course of the game by Templars, are not as indoctrinated as the older members and may reveal the name of one other Templar when threatened with death...so be careful whom you recruit. The Knights are aided in their quest by the Templar Oracle who has the ability (75% chance) to divine the role of anyone else; however, due to the extensive indoctrination rituals, the Oracle cannot scry on any night the Knights indoctrinate a Neonate.The tenets of the Order of the Knights Templar strictly prohibit anyone from intentionally revealing their membership upon penalty of death.
Winning the game: The Knight Templar win if they successfully eliminate the entire Shadow Agency and obtain the Maltese Falcon, or if their numbers equal the number of non-Templar Knights players.
Templar Marshall - "Master/Alpha Mason". Gives Templars ability to recruit Neonates. Scries as: Templar - Evil.
Templar Oracle - "Mason Seer". Able to scry and discern role of anyone each night, except on night when Templar Knights recruit Neonate. Can see if target currently holds Maltese Falcon. Scries as: Oracle - Evil.
Templar Knight - "Mason". Scries as: Templar - Evil.
Templar Neonate - "Mason Recruit". May reveal name of one other Templar if put to death. Scries as: Templar - Evil.
Shadow Agents
This extensive network of Agents hold allegiance to no one but themselves and their leader, known only as The Fat Man. Each member of the Shadow Agents is hand-picked by The Fat Man, who has the ability to bring in Shadow Recruits; however, like the Templar Neonates, they are not as seasoned as their Agent counterparts and may fold under pressure if threatened with death. The Brain works hand-in-hand with The Fat Man and has the ability (75% chance) to perceive the role of anyone else; however, due to the extensive background checks that must be performed on any Recruit, The Brain cannot scry on any night the Shadow Agents recruit. All Shadow Agents are under strict orders to eliminate any member that intentionally reveals their true allegiance to anyone outside the organization, upon penalty of death.
Winning the Game: The Shadow Agents win if they successfully eliminate the entire Order of the Knights Templar and obtain the Maltese Falcon, or if their numbers equal the number of non-Shadow Agent players.
The Fat Man - "Mafia Don/Alpha". Gives Shadow Agents ability to obtain new Recruits. Scries as: Agent - Evil.
The Brain - "Mafia Seer". Able to scry and discern role of anyone each night, except on night when Agents recruit. Can see if target currently holds the Maltese Falcon. Scries as: The Brain - Evil.
Shadow Agent - "Mafia". Scries as: Agent - Evil.
Shadow Recruit - "Mafia Recruit". May reveal name of one other Agent if put to death. Scries as: Agent - Evil.
The CitizensThese are the everyday members of society. They usually play by the rules and follow the law; however, that isn't to say that when an opportunity comes along to get a leg up they wouldn't take advantage. The goal of the Citizenry is to get rid of the Shadow Agents and Knights Templar...if, you know, you actually believe in that sort of myth and legend. The Citizens are the pool of potential members the Shadow Agents and Knights Templar may recruit...unless, of course, the Templars or Agents accidentally try to recruit each other. The citizens are really in the game for themselves to survive, and score the Maltese Falcon for themselves if possible, or align themselves with an underground faction if they are approached and choose to join.
Winning the Game: The Citizens win if they successfully eliminate both the Knights Templar and the Shadow Agency. Additionally, a citizen can score a personal win (and a cool signature award!!!) if survive holding the Maltese Falcon at the end of the game.
The Private "Eye" - "Seer". Has completely accurate ability to discern the role of anyone in the game. Scries as: Private "Eye" - Good. Cannot be recruited.
The Patsy - "Fool". Has 25% chance of accurately discerning the role of anyone in the game. Scries as: Private "Eye" - Good. Cannot be recruited.
District Attorney - "Baner". Has ability to us her/his influence to protect any player each day and night from lynching or attack. This role has to send in a PM for Joosbawx for each game day and game night. This role can be recruited by the Templars or Agents. Scries as: District Attorney - Good/Evil (if recruited successfully).
The Mole - "Illusionist/Witch". Has the ability to alter the perceived role of any player when investigated by the Oracle, The Brian, The Patsy, or the Private "Eye". If target is scried, the role defined by The Mole will be the role perceived. Scries as: The Mole - Good/Evil (if recruited successfully).
Citizen - "Villager". Scries as: Citizen - Good.
Sam Spade & Effie - "The Lovers". The Lovers play together and win if they survive the game. If either lover is lynched or attacked, the other Lover is killed also, regardless of faction membership. Lovers are recruited independently, but still remain Lovers. Scries as: Lover - Good.
The ShadowWho knows what evil lurks in the hearts of men? The Shadow knows. This role is special, and stands for Truth, Justice, and the Citizen Way. In this character's eyes anyone can be corrupted...except The Shadow. Therefore, nobody is to be trusted...except The Shadow. Nobody can bring the wrongdoers to justice...except The Shadow. This character acts outside the law in order to destroy all Evil. As a result, he is wanted by both sides of the law and cannot reveal his identity under pain of death to anyone. This character cannot be recruited. The Shadow has three special abilities, and may choose to use either one on any night s/he chooses.
Six times during the game The Shadow may use her/his super-sleuth ability with 100% accuracy to determine any player's alignment...Good or Evil. Secondly, The Shadow has six bullets with which to dispense Justice to those s/he deems as Evil. Thirdly, The Shadow has the ability to protect someone from from attack during the night...much the same as the District Attorney. The Shadow may choose to investigate, kill, protect, or do nothing, and must send PM to Joosbawx each game night.
Alternatively, The Fan Boy believe s/he is The Shadow and has all the same abilities, but simply isn't and doesn't. The Fan Boy acts as though s/he is The Shadow, but, due to the lack of super-sleuth ability and training of any (real) kind, The Fan Boy has only a nominal chance of doing any real good at all...except for helping to hide the real Shadow, perhaps. Due to the obsessive nature of this character, s/he, when scried, shows as The Shadow, also.
Winning the Game: The Shadow wins if s/he survives the game and both the Templar Knights and Shadow Agency are eliminated.
The Shadow - "?????". Scries as: The Shadow.
FanBoy - "anti-?????". Scries as: The Shadow.
Current List of Players (31)
- Updated: Monday, September 24th -
Androgial
Alarra
Almighty Salmon
Atreyu the Masked Llama
Crystall Myr
CurlyKitGirl
Eldritch Knight
EmeraldRose
Emporer Demonking
Endeavourl
evnafets
Fleeing Coward
Freshmeat
Helgraf
HyramGraff
Jontom Xire
Khaldan
Korias
Kyrian
Malmagor Andrigal
North
radikalskippy
Raiser B1ade
Raldor
S.Hadow
Supagoof
Timberwolf
Traveling Angel
Vonriel
whitehelm
Zar Peter
This game is mostly born out of Joosbawx' love of Film Noir, hard-boiled detective stories, and the genre films and novels like The Maltese Falcon exemplify. The rules are close to Classic Werewolf, but I've decided to put in a bit of a twist, so please familiarize yourself with the following and come back as often as you need for reference sake.The object of the game, beyond simple survival, is to obtain the Maltese Falcon for yourself or benefit of your faction. Therefore, there are multiple ways to win the game, depending upon which faction the player belongs.
Co-Narrators: Andre Fairchilde & Joosbawx
Gameplay Notes
------------------
Since the individual object of the game is to obtain the Maltese Falcon, this means that one Citizen cannot implicitly trust another Citizen as s/he may have an ulterior motive in targeting another individual with a lynching vote. At the beginning of the game the Maltese Falcon is randomly given to one player. If and when that player is killed, the Maltese Falcon moves to the individual or group responsible for that players death.
Example 1: 'Player A', a Citizen, has the Maltese Falcon. S/he is killed by the Shadow Agents or Templar Knights during the night. The Maltese Falcon is then randomly assigned to one of the members of the faction responsible for that death. There will usually be some evidence left behind that would indicate that the deceased was in possession of the Maltese Falcon at time of their demise.
Example 2: 'Player A', belonging to any faction, has the Maltese Falcon. S/he is voted against and lynched by 'popular vote'. At time of death, the Maltese Falcon will be obtained by the player that started the bandwagon against 'Player A'.Day game play consists of finding out who was killed, the District Attorney protecting someone from lynching, and finger pointing by the general population for a 'lynching'.
Night game play consists of the District Attorney protecting someone from death, kills by both the Templar Knights and the Shadow Agents, scries or recruitment attempts by the Templar Knights and the Shadow Agents, the scry or kill by The Shadow, the Mole using their ability to hide the true role of one player, the Private "Eye" and the Patsy.
Anytime the person holding the Maltese Falcon is killed the Maltese Falcon is transferred to the person or group responsible for their death. Killing the player holding the Maltese Falcon is the only way to transfer ownership.
Recruitment - When one of the two factions with recruiting ability attempts to recruit a player, that player is sent a PM from the narrator and given the choice to join or refuse the organizations offer. If the player accepts the offer they join the Knights Templar or Shadow Agents as a 'Neonate/Recruit' for the remainder of the game. A player may only be recruited once per game. If a player refuses a recruitment offer by either faction they can still accept an offer made at a later date; however, the faction attempting the recruitment loses the ability to scry that night in lieu of their recruitment attempt, just as if they had recruited successfully.
Characters Exempt from Recruitment: The Shadow, The Fan Boy, any member of Templar Knights, any member of Shadow Agents, the Private "Eye", and The Patsy. If one of these characters is approached for recruitment the faction making the attempt will simply be informed the player refused, and the player will be informed they were approached with a recruitment offer.
Knights Templar
The "Cult" returns, this time wearing the vestments of the Knights Templar. The Holy Order of Knights...or Un-Holy, depending on whom you believe...are not extinct. Their goal is to increase their numbers, and, most importantly, recover the gift they intended for the King of Spain before it disappears again...The Maltese Falcon. They are led and recruited bythe Templar Marshall who is identified (at death) by the signet ring s/he wears. Templar Knights carry nothing to betray their faction when killed. Templar Neonates, or those recruited during the course of the game by Templars, are not as indoctrinated as the older members and may reveal the name of one other Templar when threatened with death...so be careful whom you recruit. The Knights are aided in their quest by the Templar Oracle who has the ability (75% chance) to divine the role of anyone else; however, due to the extensive indoctrination rituals, the Oracle cannot scry on any night the Knights indoctrinate a Neonate.The tenets of the Order of the Knights Templar strictly prohibit anyone from intentionally revealing their membership upon penalty of death.
Winning the game: The Knight Templar win if they successfully eliminate the entire Shadow Agency and obtain the Maltese Falcon, or if their numbers equal the number of non-Templar Knights players.
Templar Marshall - "Master/Alpha Mason". Gives Templars ability to recruit Neonates. Scries as: Templar - Evil.
Templar Oracle - "Mason Seer". Able to scry and discern role of anyone each night, except on night when Templar Knights recruit Neonate. Can see if target currently holds Maltese Falcon. Scries as: Oracle - Evil.
Templar Knight - "Mason". Scries as: Templar - Evil.
Templar Neonate - "Mason Recruit". May reveal name of one other Templar if put to death. Scries as: Templar - Evil.
Shadow Agents
This extensive network of Agents hold allegiance to no one but themselves and their leader, known only as The Fat Man. Each member of the Shadow Agents is hand-picked by The Fat Man, who has the ability to bring in Shadow Recruits; however, like the Templar Neonates, they are not as seasoned as their Agent counterparts and may fold under pressure if threatened with death. The Brain works hand-in-hand with The Fat Man and has the ability (75% chance) to perceive the role of anyone else; however, due to the extensive background checks that must be performed on any Recruit, The Brain cannot scry on any night the Shadow Agents recruit. All Shadow Agents are under strict orders to eliminate any member that intentionally reveals their true allegiance to anyone outside the organization, upon penalty of death.
Winning the Game: The Shadow Agents win if they successfully eliminate the entire Order of the Knights Templar and obtain the Maltese Falcon, or if their numbers equal the number of non-Shadow Agent players.
The Fat Man - "Mafia Don/Alpha". Gives Shadow Agents ability to obtain new Recruits. Scries as: Agent - Evil.
The Brain - "Mafia Seer". Able to scry and discern role of anyone each night, except on night when Agents recruit. Can see if target currently holds the Maltese Falcon. Scries as: The Brain - Evil.
Shadow Agent - "Mafia". Scries as: Agent - Evil.
Shadow Recruit - "Mafia Recruit". May reveal name of one other Agent if put to death. Scries as: Agent - Evil.
The CitizensThese are the everyday members of society. They usually play by the rules and follow the law; however, that isn't to say that when an opportunity comes along to get a leg up they wouldn't take advantage. The goal of the Citizenry is to get rid of the Shadow Agents and Knights Templar...if, you know, you actually believe in that sort of myth and legend. The Citizens are the pool of potential members the Shadow Agents and Knights Templar may recruit...unless, of course, the Templars or Agents accidentally try to recruit each other. The citizens are really in the game for themselves to survive, and score the Maltese Falcon for themselves if possible, or align themselves with an underground faction if they are approached and choose to join.
Winning the Game: The Citizens win if they successfully eliminate both the Knights Templar and the Shadow Agency. Additionally, a citizen can score a personal win (and a cool signature award!!!) if survive holding the Maltese Falcon at the end of the game.
The Private "Eye" - "Seer". Has completely accurate ability to discern the role of anyone in the game. Scries as: Private "Eye" - Good. Cannot be recruited.
The Patsy - "Fool". Has 25% chance of accurately discerning the role of anyone in the game. Scries as: Private "Eye" - Good. Cannot be recruited.
District Attorney - "Baner". Has ability to us her/his influence to protect any player each day and night from lynching or attack. This role has to send in a PM for Joosbawx for each game day and game night. This role can be recruited by the Templars or Agents. Scries as: District Attorney - Good/Evil (if recruited successfully).
The Mole - "Illusionist/Witch". Has the ability to alter the perceived role of any player when investigated by the Oracle, The Brian, The Patsy, or the Private "Eye". If target is scried, the role defined by The Mole will be the role perceived. Scries as: The Mole - Good/Evil (if recruited successfully).
Citizen - "Villager". Scries as: Citizen - Good.
Sam Spade & Effie - "The Lovers". The Lovers play together and win if they survive the game. If either lover is lynched or attacked, the other Lover is killed also, regardless of faction membership. Lovers are recruited independently, but still remain Lovers. Scries as: Lover - Good.
The ShadowWho knows what evil lurks in the hearts of men? The Shadow knows. This role is special, and stands for Truth, Justice, and the Citizen Way. In this character's eyes anyone can be corrupted...except The Shadow. Therefore, nobody is to be trusted...except The Shadow. Nobody can bring the wrongdoers to justice...except The Shadow. This character acts outside the law in order to destroy all Evil. As a result, he is wanted by both sides of the law and cannot reveal his identity under pain of death to anyone. This character cannot be recruited. The Shadow has three special abilities, and may choose to use either one on any night s/he chooses.
Six times during the game The Shadow may use her/his super-sleuth ability with 100% accuracy to determine any player's alignment...Good or Evil. Secondly, The Shadow has six bullets with which to dispense Justice to those s/he deems as Evil. Thirdly, The Shadow has the ability to protect someone from from attack during the night...much the same as the District Attorney. The Shadow may choose to investigate, kill, protect, or do nothing, and must send PM to Joosbawx each game night.
Alternatively, The Fan Boy believe s/he is The Shadow and has all the same abilities, but simply isn't and doesn't. The Fan Boy acts as though s/he is The Shadow, but, due to the lack of super-sleuth ability and training of any (real) kind, The Fan Boy has only a nominal chance of doing any real good at all...except for helping to hide the real Shadow, perhaps. Due to the obsessive nature of this character, s/he, when scried, shows as The Shadow, also.
Winning the Game: The Shadow wins if s/he survives the game and both the Templar Knights and Shadow Agency are eliminated.
The Shadow - "?????". Scries as: The Shadow.
FanBoy - "anti-?????". Scries as: The Shadow.
Current List of Players (31)
- Updated: Monday, September 24th -
Androgial
Alarra
Almighty Salmon
Atreyu the Masked Llama
Crystall Myr
CurlyKitGirl
Eldritch Knight
EmeraldRose
Emporer Demonking
Endeavourl
evnafets
Fleeing Coward
Freshmeat
Helgraf
HyramGraff
Jontom Xire
Khaldan
Korias
Kyrian
Malmagor Andrigal
North
radikalskippy
Raiser B1ade
Raldor
S.Hadow
Supagoof
Timberwolf
Traveling Angel
Vonriel
whitehelm
Zar Peter