March 4, 2011

Here Are The Mafia Rules You Didn’t Request.

Mafia started again, and I’m playing again! This put my mind squarely in Mafia territory, and I found myself working on a set of Mafia rules while I went about and did my thing this evening. Here’s an attempt to get them down in a first draft. When/If I actually present it, I am going to flavor text the fuck out of it even more, don’t you worry. If you have opinions, tell me what you think.

Mafia Complex: Paranoia Mafia

-The Following Flavor Text is RED-Clearance-
MISSION ALERT!
Your friend and ours, Friend Computer, has summoned its mightiest RED-Clearance Troubleshooters here to the Troubledome to attempt to remove traitors from our beloved Alpha Complex once and for all! And you’ll see it all, right here, on So You Think You Can Troubleshoot Survivor Idol! And here come our Troubleshooters now!

Due to the wild and amazingly badass shootout before the show (not pictured) our poor Troubleshooters are only left with 3 clones apiece! Can they manage to find the horrible traitors in time? We’ll find out, because they’re not leaving the studio until your leader and mine, the one and only best friend we all have, Friend Computer, says they are done!

—All Information Past This Point In This Post, Unless Otherwise Stated, Is Ultraviolet Clearance—

Friend Computer has gathered you all here to try a new, improved Troubleshooting method, one that’s 12% more humane, according to early tests in R&D. Friend Computer suspects each and every one of you of belonging to a traitorous Secret Society, thanks to Int-Sec moles within secret societies who report their activities daily. As Troubleshooters, you find trouble, and then shoot it. Friend Computer, in its wisdom, has instructed each of you to find Secret Society members and shoot them with a new type of weapon, called “Lynch Voting.” Even better, Friend Computer has decided that it would raise morale in Alpha Complex .06% to televise use of this method as a brand new reality show, making the entire experience extremely public. All Troubleshooters must report to the Troubledome every morning to vote and decide who Friend Computer will execute. This will continue until Friend Computer believes there are no Secret Society Members left. There’s only one way any Secret Society members are going to get out of this spotlight: by removing everyone not in their society, so that there’s no dissent when they tell Friend Computer there are no traitors left.

That basically means that Troubleshooters are the Town, and Secret Society Members would be the Mafia. Just to be clear.

Each day, everyone will vote on which Troubleshooter is actually a member of a Secret Society. At the end of the day, the person who has the majority of the votes will be executed by Friend Computer. If there is not a clear majority decision, every single player with at least two votes against him or her will die. Friend Computer, in its wisdom, knows it’s better to be safe than sorry.
There will then be a night phase. Members of a secret society may talk to one another during this phase, but no other conversation between players is allowed. Secret Society members will pick one Troubleshooter to kill. At the end of the night, whoever is picked will die.
Days will last the standard 72 hours, or 24 hours after a majority is reached, whichever is soonest. Nights will last the standard 48 hours.
Nobody can die more than once in a day or night.

Along with Secret Societies, Alpha Complex is also plagued with traitors of another kind: horrible mutants. These mutants can have strange and terrible powers. However, they are not always reliable. After the first use in a game, every power is subject to dice rolls to determine it’s effectiveness. This is represented through a failure rating. A first use in the game will always work. The next one will require a roll to pass with the failure rating as set. If the rating was 50, for example, a 50 or higher would have to be rolled on a d100 in order for it to work without a problem. Each use after the second raises the failure rating by ten. Yes, that means that, eventually, there will be no way for the power to go off without a hitch. Failure does not always mean the power does not “work.” It is different for each horrible mutant ability. Some examples follow.

Machine Empathy: The Worst Thing, a Machine Empath can make Friend Computer feel feelings, and manipulate those to get something out of our beloved leader. This means that a Machine Empath can make an Accusation in the name of another troubleshooter, for whatever reason they want, and have it stick. This is kind of a modified Killer. Failure Rating: 90. Failure Effect: Everything goes through, but the Machine Empath is outed.

Highlander Syndrome: Although seeming dead, this horrible mutant will, instead, get back up once without using up a clone. This will not be announced, but those keeping track will potentially pick up on it. This is a passive ability. Failure Rating: 100. Failure Effect: Nothing happens.

Telepathy: Using powers of the mind, this terrible mutant can send a secret message to another person. The sender of this message will not know who sent it, unless the mutant includes their identity in the message itself. Failure Rating: 10. Failure Effect: Everything goes through, but the Telepath is outed.

Flesh Pockets: This mutant’s body is covered in pockets made of their own flesh, which is perfect for carrying things while naked, or for performing sneaky slight of hand tricks. In the current situation, one of most useful of these tricks would be switching lynch ballots at the last minute, while nobody is looking. This mutant can publicly vote however he or she wants, and it will show up as the recorded vote. However, this mutant can make a “real” vote, cast in secret, and it is this secret vote which will determine the outcome of the day. This may be hard to spot unless their vote changes the outcome of the lynch. Failure Rating: 50. Failure Effect: Though not officially outed, the real vote is documented, and not the fake one, in vote tallies.

Compulsion Enhancer: Able to mentally tap into the needs of others, this mutant can create incredibly intense needs to do particular actions in their victims. When activated, the mutant picks an action that can be described in 8 words or less. Examples would be “Vote for shivam with no explanation,” or “Type only in orange text.” The target of the mutant’s ability must follow this order, to the best of their ability, for the rest of the phase when it is used. They cannot confirm, deny, or mention that they are being controlled. Failure Rating: 80. Failure Effect: The target learns the name of the mutant attempting control, does not have to follow the order, and may talk about being controlled freely, if they wish.

Memory Vampirism: With a touch, this horrible mutant can receive visions of past events related to the object at their fingertips. This is most effective, of course, when used on a person-object, otherwise known as a dead body. This mutant can determine any secret society affiliations of any dead clone. This is an active ability, however, so they must pick and choose who to examine. Failure Rating: 0. Failure Effect: The mutant still gets their information, but they are outed.

Xerox Vision: With just a look, this twisted mutant can copy the abilities of fellow horrible mutants. When used on a target, the mutant loses the Xerox Vision ability, but gains the horrible mutant power, if any, which the target possesses. The target does not lose their ability, and does not know they have been affected by Xerox Vision. The target’s power is only copied on the mutant’s current clone, though. A future clone with Xerox Vision has Xerox Vision, not the copied ability. Counters of how many times a power has been used persist throughout copies. A mutant who copied an ability, used it, died, then copied the same ability would be on the second use of the copied ability as far as rolling for failure is concerned. Similarly, that second copy would have had to pass a failure check to have gone off. Failure Rating: 70 Failure Effect: The mutant loses Xerox Vision on this clone and does not gain a new mutation, but knows what power, if any, they would have received if the power had not failed. The target is told Xerox Vision has been used on them, and who used it.

There is one more thing that anyone can do: they can send an accusation of traitorous behavior to Friend Computer at any time during the day, as many times as they wish. Int-Sec agents must do this as part of their job, but Friend Computer knows that the citizens of Alpha Complex must be vigilant if they are going to stamp out traitorous activity wherever it is found, and will gladly listen to any citizen. If backed up with evidence that proves the behavior (links to posts, images, etc.) then Friend Computer will have the accused executed at the end of the day, along with a public explanation of who made the accusation and what the evidence was. If the evidence is not sufficient, it will still be posted and reported, but no execution will take place.
-The Following List Is RED-Clearance-
Here is a list of traitorous behavior.

Being a member of a Secret Society.
Not enjoying the taste of New Diet Bouncy Bubbly Beverage.
Being a mutant or using a mutant power.
Contradicting Friend Computer.
Not answering the Daily Survey.
Lying to or disobeying Friend Computer.
Using or communicating knowledge you do not have clearance for.
Being unhappy, most likely due to not taking your daily Mood Adjustment Supplements.
[LIST ENTRY NOT AVAILABLE AT YOUR CLEARANCE LEVEL]
Making too many accusations.
Not following the rules of the game.
Forming labor unions.
-Thus Ends The RED-Clearance Section-

Everyone in the game has 2 spare clones, waiting in the wings. When they die, their clone comes in to take their place. You have three lives, essentially. Because Friend Computer knows that most citizens are good citizens, and that death is a fantastic teacher of good behavior, it does not assume that clones of the same person carry the same affiliations or mutations as previous versions. Evidence against a dead clone is, therefore, not going to be sufficient evidence to convince Friend Computer to execute a Troubleshooter.

The Troubleshooters win the game by killing all the Secret Society Members. A Secret Society wins by having a majority of the remaining Troubleshooters being members of the society.

Keep your laser, er, lynch vote handy. Trust no one. The Computer is your friend. Trust the Computer.

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