e2mafia: Fallout



(Day)
With 3 alive, it will take 2 to lynch.
No deadline set.



War. War never changes.

The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower.

But war never changes.

In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth.

In 2077, the storm of world war had come again. In two brief hours, most of the planet was reduced to cinders. And from the ashes of nuclear devastation, a new civilization would struggle to arise.

A few were able to reach the relative safety of the large underground Vaults.

You are among those few, one of a hundred citizens chosen to form the group that entered Vault 52. Imprisoned safely behind the large Vault door, under a mountain of stone, you've begun to grow accustomed to your new home.

Life in the Vault is about to change.

- Adapted from Fallout's introduction


Introduction


It wasn't until the first manual audit of Vault 52's supply storage that the first of the troubles was discovered; despite the vault's data banks, which insisted that Vault 52 was designed, built and stocked at an exact 1/10th scale to Vault-Tec's larger, standardized vaults (with a pop. capacity of 100 and 1000, respectively), the audit's results estimated that the resource ratio to standard was, in reality, closer to 1/50th. While the vault's computer core attributed this discrepancy to human error, the Vault Overseer was forced to immediately enact emergency rationing, until such time as a solution was found.

A little over a month passed, when the vault's AutoDoc malfunctioned, leaving Vault 52 without medical care. While several of the more industrious Vault Dwellers attempted to repair the AutoDoc, the internal damage was extensive, and the vault lacked the proper replacement parts. In desperation, a few attempted their luck with the vault's Mr. Handy general maintenance and surgical droid. They were the first of the vault's casualties.

As the injuries rose, so did tensions between the dwellers of Vault 52. Finally, when all options had proven fruitless, the population splintered between those who wished to stay in Vault 52, and those who wished to leave. However, after several attempts at powering-up the massive blast door, the vault dwellers finally understood the last, great irony of Vault 52: even the exit broke. With nothing left to lose, talk of survival and mutiny spread amongst the dissenting minority. They first made their intentions known by overrunning the vault's security office.

The death of the Overseer occurred within the first few days of the fighting. As the superior weaponry of the dissenters met the opposing majority's greater numbers, the numbers from both factions plummeted. The fighting too decreased, becoming erratic and spreading throughout the vault. When it seemed an entire day had passed without the noise of gunfire, klaxon bells suddenly began, assaulting every hall and room of Vault 52. While some headed straight to the Overseer's command centre, others hesitated. Some even met each other with brief hostilities before realizing that they could neither prove nor remember if they were enemies.

When all the survivors had collected within the Overseer's command centre, the klaxon faded, replaced instead by speech from the vault's massive computer core. Addressing the group, the voice introduced itself as an A.I. construct, designed specifically to implement and oversee the sociological experimentation and research within Vault 52. Like other vaults commissioned throughout the United States, this specific vault, the A.I. explained, was designed by Vault-Tec to test its inhabitants and record the results; the seemingly random selection process was, according to the A.I., merely a smoke screen. As a matter of fact, all 100 had been deliberately hand picked, to attain the perfect ratio for the final experiment. After congratulating its small audience, the A.I. continued:

"Now, I will explain the conditions of the final experiment. Each of you will be assigned a new role, based on subtle variations hardwired deep within your subconscious. While some roles may contain instructions for you to follow, others might restrict or define an appropriate behaviour applicable only to you. However, every role will assure that you stay within the proper bounds of the experiment.

As always, the scientific credibility of Vault Fifty-two's research depends on the integrity of its test subjects; any failure to comply with vault regulations (whether listed or unlisted) could contaminate or skew the experiment's results, and so will be met with swift censure, including (but not limited to) the detonation of your wrist-mounted Pip-boy 3000s, as well as future exclusion in any of Vault-Tec's scientific or sociological endeavors.

And, having mentioned the Pip-boy 3000, it would be appropriate now to tell you that I've already uploaded each individual's appropriate role to their personal Pip-boy. The experiment begins now."

Player Status and Vote History

Players			Day 1		Day 2		Day 3		Day 4		Day 5
01. Aerobe:		--		--		Augustine
02. Augustine:		mkb		--		krimson		krimson
03. BaronWR:            --		GhettoAardvark
04. GhettoAardvark:	mkb		--		GhettoAardvark
05. krimson:		mkb		vandewal	Augustine	Augustine
06. lucychili:          mkb		BaronWR		GhettoAardvark	--
07. mkb:		krimson
08. moosemanmoo:        krimson		--		krimson		Augustine
09. Mortuorum Dialogi:  --		--		--
10. Ancientsnow:        krimson		--		--	        --
11. Pfhor:              mkb		--		GhettoAardvark	Swap		
12. sangsoo:            --		BaronWR		--		--
13. Swap:		krimson		BaronWR		krimson		Augustine
14. Tiefling:		mkb		--		--		Swap
15. vandewal:           mkb		--		GhettoAardvark	--

Rules

Rule Clarifications for e2Mafia: Fallout (vital information is bolded)


Day/Night/Twilight/Daybreak, Deadlines
  1. Day lasts until a player is lynched, or the deadline is reached:
    1. If the deadline is reached without a majority vote to lynch, the majority vote will drop to a "reduced majority" (half of the majority vote, rounded up).
      1. If the reduced majority is not met either, day will end without a lynch.
  2. The deadline for each day will be 48 hours+.
    1. Day will start whenever the previous night ends.
      1. The time needed for the e2 server clock to hit midnight is added as extra time.
    2. Once the e2 server clock hits midnight for the first time, day will have 48 hours until deadline.
  3. Each night will last 24 hours.
    1. Night actions or mafiakills that are not submitted by the deadline will be consider skipped.
  4. The deadline for each night will be 24 hours after it starts.
    1. This is to prevent people from deducing roles based on the "Your Fellow Noders" list.
  5. Twilight is the period between Day and Night.
    1. No votes or day actions allowed.
    2. Players may continue to talk publically until it turns to night.
    3. As of now, Twilight lasts at my discretion.
  6. Daybreak is the period between Night and Day.
  7. I will try to post deadline reminders, but find out when server midnight is for you, as well. It's at 5:00pm for me, so if I can do it, you can do it.
Voting
  1. At the start of each day, I will announce how many votes it takes to lynch.
    1. The format is: With (x) alive, it will take (y) to lynch.
      1. (x) is the number of players still alive.
      2. (y) is the majority needed to lynch.
  2. To cast a vote for someone, type ##vote: Player'sName.
    1. To uncast a vote for someone, type ##unvote: Player'sName.
    2. To cast a vote for not lynching anyone, please type ##no lynch.
    3. I will likely excuse typos or accidents, but, aside from that, if you are caught voting incorrectly, I will send you a PM asking you to fix it before I will count your vote.
  3. When a player receives "the last vote needed to lynch" (or "hammer"), the votes are locked in, and that person will be lynched.
    1. We also advance automatically from day to twilight.
  4. A player's alignment and role will be revealed upon death.
Miscellanious Clarifications
  1. The game begins on Day 1; there is no Night 0.
  2. Mafia members may communicate privately with each other, both day and night.
    1. Roles which allow you to communicate privately with another player at night may also communicate privately during the day, unless stated otherwise.
  3. I prefer discussion to stay in the e2mafia group
    1. If you want to use The Speakeasy room, somebody must copy-and-paste the chatlog so that it can be uploaded
      1. If not, it's technically an unfair, private conversation.

We have our own chatterbox room at The Speakeasy so we don't clutter up the regular chatterbox, and it is perfectly fine to use the usergroup message system (/msg e2Mafia $MESSAGE). If you need to message multiple noders at once but do not wish to use the usergroup (i.e. Mafia is trying to message each other), there is a multi-noder messaging tool. To use it, simply use /msg{noder1 noder2 noder3...} $MESSAGE. Please note that there is NO space between /msg and the {!

Note! The need for some kind of archiving for The Speakeasy has become suddenly apparent, since any user not logged in and watching the room at that time is going to miss anything said in there. To that end, I will try to dump chatlogs via Java Chatterbox to one of my scratchpads, namely the one labeled Speakeasy Chatlogs. Please go there to review things; there's date and time stamps on everything as well.

Win Conditions:

  1. If the Mafia kill enough Townies that they make up at least 50% of the living population, they gain control of the Town and win.
  2. If the Townies successfully eliminate all non-Town factions (Mafia, Serial Killer, etc) they win.

Vanilla Roles:

  • Bodyguard: The Bodyguard may select one player to protect per night as per the Doctor power, but may not select himself. If his protected player is targeted, the assassination attempt fails, but if the Bodyguard himself is targeted, then the player that he was protecting learns the role and name of the assassin, and the Bodyguard dies. The Bodyguard is on the Town's side.
  • Cop: During the Night phase, the Cop may Investigate any of the other players by submitting their name to the GM. The GM will then reveal the true role of that player to the Cop. The Cop is on the Town's side.
  • Doctor: During the Night phase, the Doctor submits the name of another player to the GM. That player is considered immune to any attacks during that Night phase. The Doctor is on the Town's side, and is allowed to select himself.
  • Godfather: The Godfather is considered the head of the Mafia team. This may simply entail being the one responsible for sending kill confirmations to the GM, but may also be granted other powers, such as returning innocent on investigations ("He's the most upstanding person in town!") or being immune to night kills. Obviously, he is on the side of the Mafia.
  • Masons: The Masons are a small group of Townies who know each other's true role and name. They are allowed to speak to each other during the Night phase, and are on the Town's side.
  • Outsider: The Outsider (aka Miller) is a regular Townie characterized as being from out-of-town, and viewed with suspicion by other Townies. He shows up as "guilty" on any role investigations, but is actually on the Town's side.
  • Roleblocker: (aka Prostitute) During the Night phase, the Roleblocker may prevent one other player from exercising a Role power, if any. He is on the Town's side.
  • Serial Killer: Much like the Vigilante, the Serial Killer may kill any one player during each Night phase. However, he is considered to be on his own team, and thus does not win the game unless all other players are dead.
  • Siblings: The Siblings are a pair of players, usually (though not always) with opposite alignments, who have a special condition: if either one of them is killed, the other will commit suicide on the next night. If they do not know each other's alignments, they are called "Lovers". They MAY talk at night.
  • Tracker/Watcher: The Tracker and Watcher are two very similar roles: the Tracker may target any player during the night phase to learn who, if anyone, that player targeted. The Watcher may target any player to find out who that player was targeted by. Neither role learns what action was performed. Both roles are on the Town side.
  • Traitor: The Traitor is like a regular Townie, except that he both knows who is in the Mafia and is considered part of their team. However, the Mafia does NOT know who he is, and he appears to be innocent to any investigations, like those from Cops. The Traitor uses his vote to try and keep the Mafia from getting lynched. In some variations, the Mafia may choose at any time to convert a Traitor into the Mafia; in that case, he is allowed to talk to the Mafia at night, but starts appearing guilty to any investigations.
  • Vigilante: During the Night phase, the Vigilante may kill any other player by submitting their name to the GM. The Vigilante is on the Town's side.
This is simply a basic list, and not all (or even any!) of them are required for the game. There are many more Roles out there, which may possibly be added to this list at a later date.

General Etiquette:

  • If you are killed, please do not blab everything you've figured out to any other players. You're dead, after all, and dead men tell no tales.
  • Please do not directly quote any private communication from the GM without explicit permission to do so. The purpose of the game is to rely on your wits and actions to prevent death, without taking recourse to a technically non-game entity.
  • Please keep all game discussion to public areas. The only exception to this rule is if you are a member of the Mafia or the Masons, in which case you are allowed to consult each other in private, regardless of which phase the game is in.
  • If you disagree with the GM about in-game information, please take it up with the GM directly, so as not to spoil the game for anyone else. Do not let this discourage you from contacting the GM at all, of course! Keep in mind that running a Mafia game is a bit more work than playing it, and complaining about legal game actions will not do much more besides annoy.
  • If any actions taken during a phase would conflict with each other, they will be assumed to have taken place simultaneously, or will always succeed unless blocked. For example, if a Serial Killer and a Vigilante have chosen each other as their targets, both players will be killed. Likewise, if the Vigilante had chosen a third player as his target, both the Vigilante and the third player will be killed. Generally, killing a player will not prevent another player's death during the same phase.

Possible Variants:

  • Multiple Mafia families
  • Themes! Indiana Jones, or Pirates vs Ninjas, or Dr. Who, or Renaissance-era Florence, or Colonial America, or 2140 AD, or...
  • Kingmaker: See previous Kingmaker games on GhettoAardvark's scratch pads

GhettoAardvark's Notes:
Past games are archived on my scratchpads, in order of date.
I'm adding some deadline rules so we have something to fall back on:

  • If a majority vote cannot be obtained or if the Mafia fails to submit a kill in three days from the last phase change, it will be called a stalemate and no one will be lynched/killed. Play will continue to the next phase.
  • If you do not submit a vote within three days of the last phase change, you will be considered "abstained".
  • If you repeatedly fail to submit a vote/participate in the game, I may consider rendering you inactive for the rest of the game, so we don't have to wait for you each time. This is obviously open to negotiation and hopefully will not have to be exercised ever.
  • If any player would like to become a GM for the next game, let me know! Obviously I'd like to play at some point too.


Handy tools:
Role assignment tool
SA Forums MafiaWiki
MafiaScum Wiki

Nora is out of the group as per her request due to message spam, but is interested in playing when the next game starts - GA 02/28/09