Games Mafia Game 143 - Cult of the Lamb - END GAME

Kakoha

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ACTIONS AND MECHS





Day 2

Day 3

Day 4

Day 5



 
Last edited:

Kakoha

Registered User
初心者/ Shoshinsha / Beginner
Joined
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Country
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:worship WELCOME, FAITHFUL ONES TO THE CULT OF THE LAMB MAFIA GAME 143 :worship

If you would like to play next time, please announce your participation in the Mafia Game "Discussion" Thread



Ground Rules
General Guidelines
Welcome to MH Mafia! This document provides the rules and guidelines for Hosts and Players participating in mafia games. These rules are designed to ensure fairness, an enjoyable environment and outline the consequences for rule violations.
  • The goal of this text is to provide a set of rules, guidelines and ideas that together are meant to preserve the peace and flow of both individual games and the complete set of games.
  • Please respect the Host's directions while the game is ongoing. Players are expected to follow their instructions without exception, to preserve the peace and flow of the game.
  • Mafia games are part of the larger MH community, and all MH guidelines, including staff authority, remain in effect
  • Mafia is a game of accusation and deception that can sometimes become emotional. Despite this, we ask Players to remain respectful toward the Host(s) and fellow Players.
  • Chronic misbehaviour, general unpleasantness, and disobedience have no place in these games. Griefing includes actions such as spamming, excessive rudeness, deliberately ruining the game, or intentionally derailing discussions.
  • These actions are subject to host assessment and, accordingly, violations as outlined in the Violations section.

The Players
Factions and Win Conditions

  • Players are assigned a role and allegiance at the start of the game by the Host. For information on how to join a game, check the The Host(s) section.
  • Town players (Townies) are the "uninformed majority" that must work to uncover Mafia players. If they eliminate all Mafia players, the Town wins. Each townie knows only their role and affiliation.
  • Mafia players (Mafias) are the "informed minority" who know each other's roles and identities and secretly work together to eliminate Townies. If they can reduce the town's population until there are as many living Townsies as living Mafias, the Mafia wins.
  • Third-party players (TPs) work similarly to the Mafia but have their own faction-specific rules and win conditions. If they are present in the game, both Townies and Mafias also need to eliminate all TPs to win.
  • If multiple Mafia teams are present in a single game, they are treated as opposing individual teams and are not informed of the other teams' existence or identity. Each Mafia team needs to also eliminate all rival Mafia teams to win.
Gameplay Phases

  • Day Phase: All Players post publicly in the game thread, where they can each vote which Player they want to be lynched at the end of the Day. Townies work together to try and lynch a suspected Mafia or TP player, while Mafias and TPs need to blend in to avoid getting lynched.
  • Day Phases generally last 24 hours, but may be lengthened or shortened to accommodate the Host's time constraints and/or the (shrinking) Player base.
  • Night Phase: Town Players cannot discuss the game during this phase, but Mafia members can confer privately and may choose a Player to kill.
  • Night Phases generally last 12 hours, but may be lengthened or shortened as well.
  • Lastly, the number of Mafia Members depends on the number of participants:
    • 7 - 10 = 2 Mafias
    • 11 - 13 = 3 Mafias
    • 14 - 17 = 4 Mafias
    • 18 - 20 = 5 Mafias
    • 21 - 24 = 6 Mafias
    • 25 - 27 = 7 Mafias
    • 28 - 31 = 8 Mafias
      etc.
Role Actions

  • Players with Day actions may use them at any time of the Day Phase before the last hour. Unless specified otherwise in the role description, their effects are immediate.
  • Players with Night actions may use them at any time of the Night Phase, and before it is over, may change their mind as often as they like (the Host takes into account the most recent action sent).
  • The order of effects for Night actions is decided by their Priority, with higher-priority actions being processed first. Conflicting actions of the same Priority are resolved via coin flip.
  • Players may submit Night actions in advance (queued up, as it were).
  • Players failing to submit actions on time will forfeit the actions for that Phase.
  • Find the full list of roles here
  • Find the full list of role interactions here
  • Find the full list of Player PM formats here
Posting

Each Player must post at least 3 times per Day Phase.

Prohibited Actions (1 violation) (non-exhaustive)

  • Minor edits exclusively to fix a single or a few grammar/aesthetic changes are allowed if they are marked (clearly), otherwise, result in a penalty.
  • Repeated and/or unwanted spamming, abusive language, excessively derailing discussions.
  • Posting after death or influencing the game once eliminated.
  • Posting more than 100 times a day.
  • Failing to meet the minimal posting threshold.
  • Posting in the game thread during the Night Phase; Day End means Day End, no posts or votes after that point are considered. Posting a lot or long after the Phase has ended may result in being penalized.
Prohibited Actions (2~3 violations) (non-exhaustive)

  • Major edits to posts that change the meaning of the information initially presented.
  • Sharing or quoting information and/or screenshots from PMs relating to the game. This includes quoting your Host, your role PM, or any private communication with other Players.
  • This also includes describing unimportant PM details, such as, but not limited to, the colour/font of the text, fluff pics, choice of words, etc., with the intent to confirm your PM contents to yourself or other players.
  • Fake screenshots, quotes and descriptions will be treated the same as genuine ones.
  • Refers to privileged information provided by the Host through, for example, PMs. You can only share or fake role results in a non-identifiable way.
  • Discussing the game outside the game thread with active Players.

Failure to post, or commit any other kind of Rule Break listed above, is subject to violations as outlined in the Violations section.
Griefing, or deliberately committing game-disruptive behaviour, is considered a separate offence and warrants warnings and violations on its merit, detailed in the Bad Conduct section.

Voting
  • Each Player must place at least one vote during the Day Phase.
  • You can only vote for one person at a time and cannot vote for yourself.
  • You may not take back a vote, even if you vote for them by mistake. You are not allowed to edit your vote text.
  • A first vote is considered a regular vote. A second vote is a locked vote, which weighs stronger than a regular vote in case of a tie.
  • Players may change their vote once. The second vote is considered a "lock" and cannot be changed.
  • To vote, Players must bold their votes and use the format: votekill [Player Name] or vote lock [Player Name]. Typing it this way ensures the host can easily find votes on every page of text.
  • If a Player receives enough votelocks to ensure their lynch and every Player has posted at least once, the Host may choose to end the Day Phase prematurely (without awarding violations to any Player who had not yet voted).
Failure to vote is subject to violations as outlined in the Violations section.

Lynching

  • The Player with the most votes at the end of the Day Phase is lynched, and their role is revealed.
  • In case of a tie, the Player with more locked votes is lynched. If still tied, the Host resolves the lynch via coin flip.
  • A lynch is the last action to be processed during the Day Phase.
DeadPad

  • Dead Players are out of the game and cannot post or influence the game in any way. They are not allowed to “like” or “heart” any game-related posts by Players either.
  • Dead Players may be invited to a private chatroom (the DeadPad) by the Host to spectate the game and discuss the proceedings of the game with other dead Players, spectators and the Host(s).
  • The Host should not share any material information about the game until the game is over to guard against leaks.
  • Players may not discuss its contents with living Players until the game ends.
Influencing the game after death is subject to violations as outlined in the Violations section.

The Host(s)

  • The Host is responsible for creating and overseeing the game they host.
  • The Host announces on the Discussion Thread the day the game will commence and opens sign-ups for any forum members who would like to play, excluding previous Players currently listed in the Hall of Shame. While everyone is usually welcome to sign up for a game, the Host may refuse to accept Players they do not feel comfortable hosting in their game based on previously established negative conduct.
  • Once the sign-ups close, the Host sends out confirmation PMs where all signed-up Players are required to confirm their participation by the starting date of the game. Failure to do so will automatically remove the forum member from the list of Players for that game.
  • At the start of the game, the Host sends out PMs to Players informing them of their roles and allegiance. Players must wear their assigned avatar from this PM for the entire duration of the game.
  • During the game, the Host tallies votes and actions opens and closes the thread during Day and Night Phases, and is responsible for maintaining a peaceful and smooth experience for the players. To this end they may issue warnings, violations and Host Kills at their discretion toward players that they deem to be misbehaving.
  • After the game, the Host provides an overview of all the true roles of the Players, as well as a clear list of all actions submitted by the Players throughout the game.

The Council

  • If you think someone behaved badly with or without breaking rules you PM the host, the host tells the Council, and the Council will consider taking action.
  • The Council consists of a select group of veteran Hosts and Players that oversee the management of game rules, roles and bans outside of ongoing games.
  • They are responsible for maintaining and updating the rules, discussing, implementing and removing roles and updating the Hall of Shame and other complementary texts, as well as resolving post-game disputes.
  • The Council is currently composed of the following members:
Bad Conduct
The following is a non-exhaustive list that exemplifies what kind of behaviours are deemed griefing, or in disagreement with the spirit of the rules and the community, and may be penalizable during or after the game by the Host(s) at their discretion depending on the context, circumstances, severity and duration of the act:

  • Griefing and Misconduct: Players found to be griefing, trolling or (intentionally) derailing the game may receive violations at the discretion of the Host and council, bypassing the standard penalty progression. Hosts may warn and penalize Players at their discretion.
  • General Unpleasantness: Harassing other Players, excessive rudeness, or creating a toxic atmosphere that detracts from the game. This includes personal attacks, based on a personal history between players.
  • Disobedience: Ignoring Host directions or MH guidelines
  • Playing against your Win-Condition: It is not allowed to deliberately play against your Win-Condition for non-strategic reasons. You are not allowed to sabotage your team for non-strategic reasons. Do not play against your win condition or play in a manner that is deliberately harmful to your side, regardless of how small your chances are.
  • Unsportsmanlike Behaviour: Deliberately and willingly sabotaging another Player in an unreasonable and/or disproportionate fashion (perhaps over an extended period, perhaps rendering them unable to reach their win condition, perhaps impacting that Player after having died themselves) is considered undesirable behaviour.
  • It is recommended the Host choose an appropriate moment to deal with the griefing Player to guard the peace of the game and the comfort of the (remaining) player base and deadpad members. This is because it is likely the griefing Player might cause even more problems if they are addressed for their ill behaviours.
  • Players who have problems with the Host(s) are requested to address them privately with the Host(s) or wait until the game ends to address them on the game thread.
Warnings, Violations & Reporting

Warnings & Violations


  • Warnings: Host(s) are recommended to, if possible, initially issue warnings to misbehaving Players. Depending on the subjectivity, severity or degree of interpretation of the act, it is recommended Host(s) first provide a Player with the opportunity to better themselves. This is subject to Host's discretion.
  • Players that break any of the written or perceived rules, or spirit thereof, are issued violations. They are issued at the Host’s discretion.
  • Generally, the recommendation is to issue a single violation per rule break, though more may be issued depending on the severity of the action.
  • If a Player reaches three violations, they are automatically Host Killed
  • If a Player reaches two violations, they are informed of their status and must confirm to the Host(s) that they will resume playing the game in agreement with the rules. If they do not confirm this to the Host(s), they may be subject to preemptive removal or replacement.
Procedure

  • Players may report others for unpleasant or disruptive behaviour. Reports are confidential and discrete and submitted to the Host(s) directly.
  • The Player submitting the report is encouraged to provide quotes, examples or context to the Host(s).
  • Players are encouraged to submit reports constructively and avoid overly vague or spiteful feedback.
  • The Host(s) will compile and evaluate the reports and weigh them alongside eventual formal rule violations and sober judgment.
  • A Player does not have to break a rule to be flagged as unpleasant if a significant part of the Player base opinion suggests their behaviour detracted from the overall experience
Consequences

The following punishments are determined based on patterns of behaviour and the severity of complaints

  • Warning: For less severe, individual or first-time cases, the Host(s) may on their own inform the reported Player they have been reported and warn the reported Player. If the Host does this, they must inform the council so they are familiar with a potentially emerging pattern.
  • Hall of Shame: For more serious or repeated cases of unpleasantness, or a higher volume of reports about the same Player, the Host(s) and council may consider Host Killing a Player post-game and issue an appropriate ban instead.
  • Accumulation of Punishment: If the reported Player has already been penalized or Host Killed for a separate reason than the reports by the Player base, they may be punished more severely. This will be determined by the council.
Host Kills, Substitution & Hall of Shame

Host Kill


  • Depending on penalty progression or Host discretion, the Host(s) may choose to manually Host Kill a Player by announcing this on the thread and taking them out of the game.
  • This may happen at an opportune moment for the Host and game state (as to not disturb the game flow), after determining the seriousness of a given offence.
  • A Player may be symbolically Host Killed after the game should a bannable offence be determined at that point.
Player Removal

  • Player Removal involves taking a Player out of the game that has a valid reason to be removed.
  • Players are responsible for managing their schedules and other inconveniences. Therefore, the reason for removal must be serious and unavoidable. Player Removal without Host Kill requires dire circumstances on the part of the Player.
  • This is used very sparingly by the Host(s). Removed Players do not go to the Hall of Shame
Substitution

  • Host Killed or removed Players may be substituted. Substitutes are arranged by the Host beforehand or during the game.
  • The substitute is not allowed to have any kind of information about the game gained by Players in the game that would unfairly put them at an advantage.
  • Substitutes don’t inherit violations.
  • Even as a mollifying measure, substitution is seriously disruptive to the game and should only be used if there are no other options. This is used very sparingly by the Host(s).
Hall of Shame

  • Host Killed Players are entered into the Hall of Shame. The council reviews each case and determines additional consequences, which may include temporary or permanent bans.
  • Find the Hall of Shame here
PM information from the Host to the Player

❌ Post at least 5 times and Vote at least once every Day Phase.
❌ Don't post more than 100 times per day phase.
❌ No talking during the Night Phases, no talking about the game outside the game thread and no talking if you are dead.
❌ You are not allowed to quote or screenshot PMs relating to the game, this includes quoting your Host, your role PM, or any private communication with other Players. (You may, however, paraphrase in a way that leaves room for reasonable doubt). This also includes describing unimportant PM details (color/font of the text, fluff pics, etc.) with the intent to confirm your PM contents. If you do, you will be Host Killed and banned from future games (Hall of Shame). Fake screenshots and quotes will be treated the same as genuine ones.
❌ Daytime-specific commands cannot be used in the last hour of the day phase.
❌ Following the basic forum rules and the Fun Forum guideline, Players are not allowed to insult or bash each other, this will not be tolerated and will be punished. The infraction will follow the standard host approach for minor violations, favoring the host's discretion.
❌ You are not allowed to ignore directions sent to you by the host. It's a Minor Violation if you fail to respond accordingly.
❌ You are not allowed to majorly edit the content of your posts, nor delete any of your own or someone else's posts without the Host's approval. If you do, you may get a Minor Violation punishment or Host Killed immediately and be banned from future games (Hall of Shame).
❌ You are expected to play to your win condition(s). Intentionally undermining your team or joining a game with the sole intent to troll is not allowed. ("Bad" or "alternative" plays, however, are allowed, if you sincerely believe in their merit.) Remember that while you are playing for fun, others take the game seriously. Please do not play against your win condition or play in a manner that is deliberately harmful to your side, regardless of how small your chances are. (This infraction will follow the host's judgment or if needed a second opinion, the Council's. It's recommended that the hosts don't do anything with the infractor during the game and only do so once the game is over.)
Not upholding these rules can lead to Penalty Votes or immediate hostkill/removal from the game and a ban from future games.

[/LIST]

Hosts


@Asako - The Lamb
@Kakoha - The Goat



avatars
Avatars were Made by us both (@Kakoha and @Asako )




Players
  1. @NashSilver
  2. @digitaldude
  3. @wojak
  4. @SirSamuel016
  5. @arrowofsky
  6. @GrySun
  7. @Marmalade
  8. @Degojaru
  9. @Juviii
  10. @AnimePigeon
  11. @shinobi
  12. @Demonspeed
  13. @James Rye
  14. @Crescent Jinx


Days/Night History

@Crescent Jinx Lynched Day 1 >>> NO + Blind + Terrified of death + Materialistic
@Marmalade Killed Night 1 >>> (???)
@Juviii Lynched Day 2 >>> Rotten + Cannibal + Terrified of death
@Marmalade revealed Day 2 >>> NO + Night Owl
@digitaldude Killed Night 2 >>> NO + Spy
@SirSamuel016 Lynched Day 3 >>> NO + Natural Skeptic
@Demonspeed Killed Night 4 >>> NO + Pettable + Unlawful + Terrified
@arrowofsky Lynched Day 5 >>> NO + Jerk
@wojak Killed Night 5 >>> NO + Cynical + Cursed

day 1 voting / day 1 end
day 2 start / day 2 voting / day 2 end
day 3 start / day 3 voting / day 3 end
day 4 start / day 4 voting / day 4 end
day 5 start / day 5 voting / day 5 end
END GAME
ACTIONS AND MECHS



SPECIAL MECHANIC


Special Mechanics
1. Traits Instead of Roles
  • This game does not use the normal Mafia roles system.
  • Instead, every player has Traits.
  • A player can start with one or more Traits.
Every player has at least one Trait connected to their allegiance:
  • Town: Naturally Obedient
  • Mafia: Rotten
  • Third Party: A Trait depending on their specific allegiance.
  • Traits can be Active or Passive.
2. Traits
  • If you have multiple Active Traits, you must choose which Trait to use, unless another effect specifically says otherwise.
  • There is no required number of Active or Passive Traits.
  • A player can have any number of Active or Passive Traits, including none.
3. The Doors
  • Every night, a number of Doors will be available.
  • You must choose one Door.
  • The Door you choose determines which Tarot Cards will be available to you.
  • The following day, you choose one Tarot Card from the choices given to you.
  • All players have the same Door choices, regardless of their allegiance.
  • As the game progresses, the number of available Doors will slowly decrease.
4. Tarot Cards
  • Tarot Cards can have any effect, depending on their description.
  • Some Tarot Cards have a maximum number of players who can receive them.
  • If more players choose a limited Tarot Card than its maximum capacity, the players who receive it will be randomly selected.
  • Everyone else who chose that card will receive nothing.
  • Choose wisely.


Traits

TRAITS
MAFIA


AllegianceNameTypePositive/NegativeRandom?Description
Mafia


Rotten

Active
--
No

Target 1 player: that player is killed (similar to Vanilla Mafia).

Only 1 Rotten player can use this ONCE per night.

All Rotten players have a Mafia Pad to communicate at night.
Mafia


Hardened Criminal

Active
--
Yes
Target 1 player :

Remove 1 random passive trait from them,

either positive or negative, as chosen by the Hardened Criminal.
Mafia


Hot Tempered

Passive

Positive

Yes

Makes your killing action a priority of 0.

This trait is removed after being used.
Mafia


Cannibal

Passive

Positive

Yes

Makes your killing action return a (???)

instead of the trait list of the killed player.

The Cannibal receives the list in DM.

If the Cannibal dies, all collected lists are publicly revealed.
THIRD PARTY

AllegianceNameTypePositive/NegativeRandom?Description

Starts as Third Party



Worshipper of Rot

Active

--

No

Tries to guess all Mafia members each night. (untraceable)

If they guess correctly, this trait is removed and they gain the Rotten trait.

They join the Mafia team.

This player can only win if they successfully join and then win with the Mafia.

Third Party



Married

Passive

--

No

Married players can communicate with each other at night using a special pad.

They win if their number is greater than or equal to the number of the rest of the players.

This trait can ONLY exist if the player has either the Happily Married trait or the Unhappily Married trait.

Third Party



Happily Married

Passive

--

No

If they become the only Married player alive,

this player commits suicide.

Third Party



Unhappily Married

Active

--

No

Can only be activated if they are the only Married player alive.

Target 1 player:

That player gains the Married trait and the Unhappily Married trait.

This player then becomes Happily Married instead.

TOWN

AllegianceNameTypePositive/NegativeRandom?Description

Town



Night Owl

Active

--

Yes

Target 1 player:

Receives whether the current target shares Allegiance with the target from the previous activation.

If this is the first activation, nothing happens.

(Kinda like Detective.)

Town



Cursed

Passive

Negative

No

This player's Allegiance is treated as Mafia in investigations.

The player does not know they have this trait.

Town



Naturally Obedient

Passive

Neutral

No

Vanilla.

Town



Chosen Child

Passive

Positive

No

This player is publicly declared to be Town on a predetermined day.

Cannot be converted.

If a conversion is attempted, nothing happens instead and the Chosen Child is NOT notified.

(Similar to Innocent Child.)

Town



Against Sacrifice

Passive

Positive

Yes

If this player would be killed at night,

they are transformed into a Catatonic instead.
MIXED

AllegianceNameTypePositive/NegativeRandom?Description
Mixed


Spy
Active--Yes
Targets 1 player.

Receives their target/targets, if any.

Otherwise receives a DM that says "None".

(Similar to Spy.)
Mixed


Proud Parent
Active--Yes
Target 1 player:

Protects one player during each night phase.

That player cannot die during the night.

Does not prevent suicidal deaths.
Mixed


Guard
Active--Yes
Like Bodyguard.
Mixed


Sickly
Active--Yes
Target 1 player:

That player gains the Sick trait.
Mixed


Grass Eater
Active--Yes
Gain a random passive trait.
Mixed


Cynical
Active--Yes
Target 1 player:

That player gains a random negative passive trait.

You cannot choose the same player twice in a row.
Mixed


Pettable
Active--Yes
Target 1 player:

That player gains a random positive passive trait.

You cannot choose the same player twice in a row.
Mixed


Natural Skeptic
Active--Yes
Target 1 player:

That player's active action is blocked.

(Similar to Escort.)
Mixed


Coward
Active--Yes
Targets 1 player.

If the Coward is targeted by a killing action, the kill fails.

Unless the target is the killer or belongs to the killer's faction.

If the Coward's target dies, the Coward dies as well.

(Very similar to Hider.)
Mixed


Jerk
Active--Yes
Target 1 player:

They gain the Terrified trait.
Mixed


Belief in Afterlife
Active--Yes
Works similarly to the Necromancer.

Can only target someone with the Naturally Obedient trait.

Can use each dead player once.

If they have multiple Active roles, only one may be chosen.

Cannot target the same player again.
Mixed


Blind
PassiveNegativeYes
Cannot choose what door to go in.

It is chosen at random.
Mixed


Sick
PassiveNegativeYes
The player cannot vote.

Removed after 1 day.
Mixed


Terrified
PassiveNegativeYes
Each active action gains an added priority of 2.

Reduced by 1 each day.

Removed when it reaches 0.
Mixed


Faithless
PassiveNegativeYes
The first positive passive trait you would gain fails.

This trait is then removed.
Mixed


Ascetic
PassiveNegativeYes
If you die, your trait list is not revealed.

You die as (???).
Mixed


Sloth
PassiveNegativeYes
Hard limit of 3 passive traits including this one.

If exceeded, a random trait is removed.
Mixed


Snorer
PassiveNegativeYes
Results from active actions are delayed by 1 phase.
Mixed


Unlawful
PassivePositiveYes
This player can make 2 actions per night instead of 1.
Mixed


Terrified of Death
PassivePositiveYes
After death, during the next Day Phase, may still vote and post.

Cannot join the deadpad until that phase ends.
Mixed


Believes Illness is Divine Punishment

Passive

Positive

Yes

If this player has the Sick trait,

this player can vote twice instead.
Mixed


Substances Encouraged

Passive

Positive

Yes

Can check the content of a chosen room before deciding what room to enter.
Mixed


Don't Starve

Passive

Positive

Yes

Cannot be killed at night.

Does not prevent suicidal deaths.

(Basically BP.)
Mixed


Immortal

Passive

Positive

No

If this player is going to die,

this trait is removed instead.

This is declared publicly.

Does not prevent suicidal deaths.

(Similar to Jesus but faster.)
Mixed


Poet

Passive

Positive

Yes

The first time you are investigated,

you are notified that an investigation targeted you.

You do not learn who performed it or what they learned.
Mixed


Woolly

Passive

Positive

Yes

You are informed of the number of actions that targeted you.

You do not learn their types or sources.
Mixed


Germophobe

Passive

Positive

Yes

The first time someone else attempts to give you a negative trait,

the attempt fails.

This trait is then removed.
Mixed


Materialistic

Passive

Positive

Yes

Can choose 2 tarot cards instead of 1 when going in rooms.

This passive is automatically removed after 1 day.
Mixed


Catatonic

Passive

Neutral

No

Is not aware they have received this trait.

The Catatonic can write posts as usual,

but their votes and night actions, though registered, won't count.

If the Catatonic is targeted by any kind of action,

they immediately shatter and die.

Upon their shattering, the host will reveal what night the player was turned into a Catatonic.

(Basically Illusion.)




PRIORITY = 1

Natural Skeptic
Jerk



PRIORITY = 2

Spy

Guard
Sickly
Grass Eater
Cynical
Pettable
Coward

Proud Parent
Worshipper of Rot
Night Owl


PRIORITY = 3

Hardened Criminal
Belief in Afterlife
Rotten
Unhappily Married




Story




My Children…

Our peaceful cult has been shaken.

Traitors are hiding among us.

They wear the faces of loyal followers, but their true intentions are unknown.

Find the traitors among you, expose them, and purge them from the cult.

Trust no one.






 
Last edited:

Asako

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
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Messages
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15,306
Gender
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Country
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Last edited by a moderator:

shinobi

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
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Messages
1,355
Reaction score
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Country
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What's with these avatars lol. cute ~

I'll read this huge-ass post later, my brain isn't braining rn
 

Crescent Jinx

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
Nov 11, 2016
Messages
2,289
Reaction score
15,384
Gender
Female
Country
Kingdom of Fiore
Why does AP have the same hat as me???
 

SirSamuel016

The One True Salt King
MH中毒 / MH Chuudoku / MH Addicted
Joined
Feb 1, 2015
Messages
5,838
Reaction score
16,634
Gender
Male
Country
Australia
This is going to take a bit to get my head around 🥴

A player can have any number of Active or Passive Traits, including none.
Wait so a player can have say, more than two traits?

Why does AP have the same hat as me???
Welcome back Jonx. If you had to shove a chocolate bar up your backside, what sort would it be?
--- Double Post Merged, , Original Post Date: ---

Third Party


Married
Passive
--
No
Married players can communicate with each other at night using a special pad.

They win if their number is greater than or equal to the number of the rest of the players.

This trait can ONLY exist if the player has either the Happily Married trait or the Unhappily Married trait.
Third Party


Happily Married
Passive
--
No
If they become the only Married player alive,

this player commits suicide.
Third Party


Unhappily Married
Active
--
No
Can only be activated if they are the only Married player alive.

Target 1 player:

That player gains the Married trait and the Unhappily Married trait.

This player then becomes Happily Married instead.
Lovers???

Ewwwwwwwwwwwwwwwwwwwwwwwww, call me Copan with the way that makes me want to shelve a toblerone
 

Crescent Jinx

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What kind of question is that? Idk what brand but solid milk chocolate @SirSamuel016

There’s a game women do at baby showers where they melt candy bars into diapers and have to guess what candy bar it was. Our preacher chased his youngest daughter around with one and wiped it on her face so she starts crying “my dad put poo on my face!” And then he’s “it’s ok, it’s just chocolate” and he licks it and then she starts screaming “ahhhhhh! My dad eats poo!!” Which is our preacher. But yea solid chocolate melted down into the diaper better than any other

Also am not sure I understand what the tarot card brings vs all the traits shown. The traits are like normal roles and the tarot cards are the upgrades?
 

SirSamuel016

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What kind of question is that? Idk what brand but solid milk chocolate @SirSamuel016
One that I've been asking multiple MHers, which is why I know Copan would shelve a toblerone, Wojak some twix, Gry a kitkat chunky and so on...

How many traits do you have Jonx?
 

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2 traits. Kinda uninteresting
Will change avi later. At work rn
 

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One that I've been asking multiple MHers, which is why I know Copan would shelve a toblerone, Wojak some twix, Gry a kitkat chunky and so on...

How many traits do you have Jonx?
4 and all passive

wbu?

2 traits. Kinda uninteresting
Will change avi later. At work rn
uninteresting as boring or passive?
 

James Rye

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Oh, this looks like a lot of thought were put into all the traits. Interesting we get to see the pool of potential "roles" that could be in-game as traits.

Curious to see the tarot cards effects after the first night.

This time I ain't Mafia, thank god for that.
I got two traits. One is a pretty strong trait the other one not so much. Will probably use the strong one most of the time if not always.
 

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Yeah same here Woj
2 as per my response to Woj:



Passive + not my preferred type for my modern playstyle
My bad I thought that reply was for him saying they were uninteresting not for the number
--- Double Post Merged, , Original Post Date: ---

Oh, this looks like a lot of thought were put into all the traits. Interesting we get to see the pool of potential "roles" that could be in-game as traits.

Curious to see the tarot cards effects after the first night.

This time I ain't Mafia, thank god for that.
I got two traits. One is a pretty strong trait the other one not so much. Will probably use the strong one most of the time if not always.
Idk if I would say one was so strong in this sea of passives
 

digitaldude

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vote kill james rye
--- Double Post Merged, , Original Post Date: ---

Also epic avatars
 

SirSamuel016

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I got two traits. One is a pretty strong trait the other one not so much. Will probably use the strong one most of the time if not always.
Good to see you James. If only you showed up day 1 last game 😆

My bad I thought that reply was for him saying they were uninteresting not for the number
Non

vote kill james rye
--- Double Post Merged, , Original Post Date: ---

Also epic avatars
Hello dd, how many traits do you have? Also if you had to shove a chocolate bar up your backside what sort would it be?
 

arrowofsky

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oh my, folks, we can never be sure about the traits...or? :)
 

SirSamuel016

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oh my, folks, we can never be sure about the traits...or? :)
Sounds like players can get more as the game goes on.

How many are you starting with? Also if you had to shove a chocolate bar up your backside what sort would you choose?
--- Double Post Merged, , Original Post Date: ---

@Asako @Kakoha do traits expire after you use them once?
 

GrySun

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Oh my. So many effects. This should be a video game.
--- Double Post Merged, , Original Post Date: ---

Mafia Sam totally rekt us last game btw. Beware.
 

arrowofsky

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Sounds like players can get more as the game goes on.

How many are you starting with? Also if you had to shove a chocolate bar up your backside what sort would you choose?
--- Double Post Merged, , Original Post Date: ---

@Asako @Kakoha do traits expire after you use them once?
man, your pfp with chocolate bar back side quesitons combine for the big picture xD

bitter.
 

SirSamuel016

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Mafia Sam totally rekt us last game btw. Beware.
I fully expect to be mislynched day 1 due to town salt after my Super Sam masterclass, but that'd be your loss my kitkat kitten
--- Double Post Merged, , Original Post Date: ---

man, your pfp with chocolate bar back side quesitons combine for the big picture xD

bitter.
bitter choco?

also you dodged answering the trait question :arf
 
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