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STAR WARS III (A Death Eaters Variant) :: Concluded [Rebels Win]

Discussion in 'Little Italy' started by Zeitgeist, Apr 28, 2012.

Not open for further replies.
  1. Zeitgeist

    Zeitgeist High Inquisitor

    Joined:
    Dec 27, 2010
    Messages:
    508
    Location:
    Under the Staircase
    Original Concept approved by Merrill II

    A long time ago, in a galaxy far, far away...

    STAR WARS III
    A Galactic Empire Mafia variant...


    [​IMG]

    Pre-Episode V


    It is a time of change for the Galaxy. The Rebel Alliance, buoyed by its recent victory over the Empire at Yavin, has reconvened at a new base on the frosted planet of Hoth. After the indefensible destruction of Alderaan, the Emperor’s iron-clad regime has weakened. Unprecedented, defectors flee from Imperial strongholds to the Rebel forces.

    Conscious of this potential threat posed by the burgeoning Rebellion, the Emperor orders a team of Imperial loyalists to infiltrate the Echo Base on Hoth. Led by an enigmatic woman known only as THE HAND, these agents seek to sow chaos within the Rebellion’s ranks, before rending the Alliance asunder. Rumours even claim that the Dark side of the Force, potent and mysterious, fuels this espionage mission.

    However, the Rebel Alliance is not easy prey. Through careful ears, the shrewd leaders on Hoth had already learnt of the Empire’s intentions and made preparations. It is said that the famed Jedi Knight who had fired the famed shot at the DEATH STAR has returned to the Echo Base. He keeps a close eye on every potential spy, at the behest of his friend, a beautiful Galactic Senator reputed to have unique abilities of her own....



    Roles drawn:

    7 Rebels
    1 Bacta Technician
    1 Probe Droid (via a Mechanic)
    1 Galactic Senator
    1 Jedi Knight
    1 Smuggler
    2 Imperialist
    1 Emperor's Hand
    1 ASN Utility Droid (via a Courier)


    Overview:
    STAR WARS is a Mafia variant (Flash Tutorial on Game Play: "Mafia"). You would be most familiar with Death Eaters by Merrill II, whose game is the progenitor of this STAR WARS variant. STAR WARS III will be played between two teams: the uninformed majority and the informed minority. At the beginning of the game, each player is told their role by the Game Host.

    The Alliance to Restore the Republic are told they are a part of the Rebel Alliance and their role. They do not know who are the other people loyal to Rebels (unless otherwise stated) and are only aware of their own role. To win, the Imperialist Infiltrators must be completely killed. During the day phase, all players (Imperialists included) can vote on a single individual to be executed at Hoth Echo Base's firing range and removed from play.

    The loyalists of Galactic Empire are told their role in addition to the roles of all other Imperialists. They must work together to carefully get rid of the Rebels until they are the majority group within Hoth (and voting during the day phase is made irrelevant). During the night phase of the game, they can work together to kill a Rebel citizen.

    Night and Day Phase:
    The game will begin during day. During day phases, the denizens of Hoth will be able to use the thread to communicate and discuss who among them is guilty and should be executed. At any time a denizen may submit a single vote to have another denizen executed. When a person in Hoth receives a simple majority of votes at any point in time, they are removed from play and their role is revealed. Players may rescind their vote at any time (when a majority has not been reached) and cast it for someone else (so long as it is day phase). They cannot rescind their vote after a majority is reached against one player. If a majority of votes is not reached against one player by the end of the day phase, no one is executed.

    During the night phase, discussion in the thread is prohibited. Imperialists can collude via PMs and can PM the Game Host the individual they want to kill. Roles (such as Healer, Investigator or Role-Blocker) may additionally be used during this time.

    At the beginning of the next day phase, if a person was killed, their name and role is identified by the Game Host and the process starts anew.


    Roles*

    REBEL ALLIANCE:



    Rebel (max 7):
    Role is similar to Townie or Villager in normal games of Mafia. Rebels have no special abilities. They can vote during the day on who shall be lynched and executed at the Echo Firing Range.
    Abilities
    None​

    Bacta Technician (max: 1):
    Role is similar to Doctor and Psychiatrist in normal games of Mafia. A Bacta Technician is an individual professionally trained by the Coruscanti Academy of Medicine to mend wounds. Consequently, Bacta Technicians can use their talents to target one individual for "protection" during the night phase of the game. Individuals who are being protected by a Technician will be placed instead a Bacta tank which will heal their injuries and thus allow them to survive night-kill. However, Bacta Technicians can be role-blocked, thus nullifying their activities for the evening.
    Abilities
    - Can target one individual (other than himself/herself) each evening, making the target invulnerable
    - Can be role-blocked

    Probe Droid (via a Mechanic) (max: 1):
    Role is similar to Cop or Investigator in normal games of Mafia. Probe Droids are machines that are specifically designed and programmed to perform reconnaissance duties. Consequently, these Probe Droids possess the power to investigate any of the players. During night phases, the Probes' Mechanic can target a single individual to find out whether that person is guilty or not guilty. The Mechanic can be role-blocked, making the Probe's investigative ability useless for the evening.
    Abilities
    - Can investigate one person each evening to see if he or she is an Imperialist Infiltrator
    - Can be role-blocked


    Galactic Senator (max: 1):
    Role is similar to Bulletproof in normal games of Mafia. As a former representative of a Mid-Rim star-system, the Galactic Senator shows awareness of maneuvering and self-preservation. Indeed, the Senator has abundant experiences of eluding assassination attempts during the course of the Rebellion. The Senator’s ability to play decoy will allow her to feign death to any assailant, fooling any who attempt to perform a night-kill. However, the Senator should recognise that her ruse would not succeed twice. In fact, the Galactic Senator's survival might be rather public and subject to scrutiny.
    Abilities
    - Can survive night-kills (Limited to one shot)
    - Can be role-blocked


    Jedi Knight (max: 1):
    Role is similar to Watcher and Courier in normal games of Mafia. A Force-sensitive Rebel who has honed his Light side abilities, the Jedi Knight possesses the gift of clairvoyance and far-sight. Thus, the Jedi Knight can use this prescience to focus on a specific abode and determine the presence of any visitors. However, the Jedi Knight is still but a young boy: his powers have not yet matured to the point of self-protection. Hence, the Knight is still vulnerable to Dioxane and role-blocking.
    Abilities
    - Can target a player at Night and learn who, if anybody, had targeted the player during the same night
    - Can be role-blocked

    Smuggler (max: 1):
    Role is similar to Vengeful Townie in normal games of Mafia. Smugglers are scoundrels who are affiliated with the Rebel Alliance only through greed – or romantic attachments. Their black market connections often materialise in extraterrestrial partners who serve the dual function of accomplices and bodyguards. These bodyguards are highly loyal and protective to their pirate counterparts. In fact, the death of the Smuggler is likely to induce the alien accomplice’s murderous rage, which would be directed at a person whom the Smuggler suspected the most. Because of his constant exposure to black market poisons, the Smuggler is invulnerable to Dioxane.
    Abilities
    - Upon death, can target one player to be killed simultaneously with the Smuggler
    - Cannot be role-blocked


    THE GALACTIC EMPIRE:


    Imperialist (max: 2):
    Role is similar to Mafioso in normal games of Mafia. The Imperialists have infiltrated the Rebel Alliance and intend to dismantle it through subterfuge and chaos, thereby maintaining the current, Imperial regime. They can communicate with other Imperialists and are able to vote on a single person to kill each night.
    Abilities
    - Communication with other Imperialists via QTs
    - Can vote to target a person to be killed during night phase​

    Emperor's Hand (max: 1):
    Role is similar to Godfather in normal games of Mafia. An Emperor's Hand is a Force-sensitive individual trained by the Empire in the ways of the Dark Side. In fact, the Hand is the true leader behind the infiltration mission, sent by the Emperor himself. If targeted for investigation during the night, the Hand will appear to be a mere Rebel. If consensus on who to kill cannot be reached by the other Imperialists, the Hand can step in at the last moment (see rules) to determine a target. The Hand's manipulations of the Force will also enable prescience, providing visions concerning the Imperialists' danger of being discovered.
    Abilities
    - Communication with other Imperialists via QTs
    - Will appear as Rebel when investigated by Probe
    - Cannot be killed in the night
    - Can vote to target a person to be killed during night phase
    - Can be informed of the Probe's investigation target through Force visions
    - Can determine which person to target for kill if no consensus reached

    ASN Utility Droid (via a Courier) (max: 1):
    Role is similar to Consort in normal games of Mafia. Illegally altered from the ASN's Courier Droids, the Utility Droids are petite machines whose are famed for their hacking abilities. Specifically, the Droids are famous for the HoloNet to hijack a building’s gas emitters, releasing paralysing, Dioxane gases at any inhabitant caught in the crossfire. Consequently, the Imperial Couriers who control these Utility Droids are called role-blockers, because their paralytic abilities can incapacitate an individual from using his/her powers.
    Abilities
    - Communication with other Imperialists via QTs
    - Can target one individual each evening with Dioxane, preventing them from using any of their abilities
    - Can vote to target a person to be killed during night phase​


    Certain roles may not have been drawn for a particular game. Slots are randomly drawn and players are randomly assigned a role via the use of a generator designed for Mafia games (link: here).

    General Information/Rules for TL;DR
    - During the day, everyone can post whatever accusations they like.
    - During the night, posts are prohibited (thread will likely be locked).
    - Players who cheat or violate rules will be killed and removed from play (their roles revealed).
    - Players must use the correct format specified in their QTs when submitting Night Actions. Anything which isn't the correct format will be ignored, and a non-action will be logged.
    - Players are obliged to make at least one non-voting post (a post which does not involve casting a vote) every day. Failure to do so will incur a strike, and at three strikes, you will be replaced. [nb: Excuses which justify the absences will be considered on a case-by-case basis by a panel of other notables]
    - Voting during the day is done as follows: Vote Player: [Player Name] without brackets. Must be in bold. Must be in this thread. It is a public vote. I will update with a tally whenever possible
    - To rescind a vote, write Rescind Vote and then start the process anew.
    -The Priority of Night Actions is as follows:

    +Night discussion (Imperialist discussions)
    +ASN Utility's Roleblock
    +Night-Kill Attempts (Empire's kills, Smuggler kills)
    +Bacta Technician (Saving One Night-Kill)
    +Probe's Report
    +Force Visions (Jedi Knight and Emperor's Hand)



    Only the following (17) individuals have permission to participate in this thread:


    Aekiel, Ash, Bill Door, Custer, Eidolonic, Gambit, hgf, Jeram, LochNess, Merrill II (Original Creator), Nae'blis, Republic21, Riley Poole, Schrodinger, Taure, Uncle Stojil, Vira, and Zeitgeist (Host).

    All other individuals will have their posts deleted.



    All PMs have been sent. Players, post in your QTs in confirm that you have received your PM and its crucial contents.


    Waiting List (a.k.a. if you don't post, these people take your role):

    1. Sesc
    2. Kalas
    3. Klackerz
    4. Fenraellis
    5. CheddarTrek


    Day 1 has begun.
    Day 1 will conclude at 11:45PM EST (Australia) on 29 April 2012.
    16 people remaining; 9 votes to send somebody to the shooting range.



    ...
    ..
    .
    .
    .
    .
     
  2. Ash

    Ash Moves Like Jagger DLP Supporter

    Joined:
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    Messages:
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    It feels so good to be in a game where the game host is doing it RIGHT, and not where the freakin' players have to say when day ends. So yeah, hi guys. :)

    Sup yo.
     
  3. LochNess

    LochNess Third Year DLP Supporter

    Joined:
    Oct 10, 2011
    Messages:
    80
    Location:
    Canada
    Yeap looking forward to having Zeit host again. i'm ready to get this game started!
     
  4. hgf

    hgf Fourth Year

    Joined:
    Mar 24, 2009
    Messages:
    133
    Nice to play again, it's been a while. I really looked forward for this.
     
  5. Khazad-Dumb

    Khazad-Dumb Loves the Gay Porn DLP Supporter

    Joined:
    Feb 28, 2008
    Messages:
    1,419
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    Clutch City, USA
    Hurray, we're off again!
     
  6. Bill Door

    Bill Door The Chosen One DLP Supporter

    Joined:
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    2,145
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    Behind You
    Wooo, let's get playing.
     
  7. Skeletaure

    Skeletaure Magical Core Enthusiast ~ Prestige ~ DLP Supporter

    Joined:
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    Messages:
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    Location:
    United Kingdom
    High Score:
    13,152
    I'm suspicious of whoever writes the post below mine.
     
  8. Schrodinger

    Schrodinger Muggle ~ Prestige ~

    Joined:
    Feb 5, 2009
    Messages:
    1
    High Score:
    1691
    I'm suspicious of whoever wrote the post above mine.
     
  9. Vira

    Vira Third Year ~ Prestige ~

    Joined:
    Dec 20, 2006
    Messages:
    102
    Gender:
    Female
    Location:
    Canada
    High Score:
    1001
    I haven't played mafia in a while, so let's see how long I stay interested. :p
     
  10. hgf

    hgf Fourth Year

    Joined:
    Mar 24, 2009
    Messages:
    133
    I'm going to go out drinking now. I might check this thread with my phone but I probably won't be posting for the next 12 hours.
     
  11. Republic

    Republic The Snow Queen –§ Prestigious §– DLP Supporter

    Joined:
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    Messages:
    494
    Location:
    Germany occupied Greece
    High Score:
    4495+2362
    I hope we get cool flavor, like on SW1.

    'Sup.
     
  12. Eidolonic

    Eidolonic Supreme Mugwump

    Joined:
    Jul 30, 2007
    Messages:
    1,632
    Hey guys.

    This should be a fun game and stuff.

    I'll be around, but not... quite at the same activity level that I was in the Witch Hunt game (while alive).

    Meanwhile, a question just to get people talking, if nothing else:

    If you were the Bacta Technician, who would you protect night one?
    If you were the Probe Droid who would you check night one?
    If you were Smuggler, and died in the night - who would you take with you?

    There obviously aren't many reads available yet, so it'll largely be meta-based. That's okay! I don't know a lot of you yet, in terms of how you may play.
     
  13. Bill Door

    Bill Door The Chosen One DLP Supporter

    Joined:
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    Messages:
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    Location:
    Behind You
    Using some meta reads based on my vast wealth of experience from the one game I've played:

    I would protect Eido. Since it's too early to have any proper reads, I'd go for him because I know that if he is town then he is a very good town player. And keeping him alive will be for the best.

    I'd check Ash because even when she's a town role she can seem very scummy so I'd like to get that question answered straight away.

    And I'd kill Gambit because... well why the fuck not?
     
  14. Aekiel

    Aekiel Angle of Mispeling ~ Prestige ~ DLP Supporter

    Joined:
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    I'd protect Uncle Stojil, because when he's town he's a very good player to have on team and I can get reads on him easier than most other people.

    Whoever was trying to lead the town.

    ... Whoever was trying to lead the town, or the most scummy person. This would depend entirely on whether I found the leader scummy or not, and would likely hit town due to lack of decent information. Of course, if I were the Smuggler I'd try my best not to die early; the ability is too important to have it go out when you don't have any good scum reads.
     
  15. Khazad-Dumb

    Khazad-Dumb Loves the Gay Porn DLP Supporter

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    No idea who I'd protect first night, but I'd definitely check Ashaya the first night. Prolific player and poster, it's best to know early on who she's fighting for.

    If I was the Smuggler? Taure. Damn near always is scum, and the sooner we get rid of his TL;DR posts that irritate, the better.
     
  16. Riley

    Riley Alchemist DLP Supporter

    Joined:
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    If I was Bacta I'd protect Eido, for similar reasons. As for the Probe droid check, I'd check Custer because of his past troll antics, I'd like to be certain. For the smuggler, I say it's too early to make a decision.

    Edit to say Hooray for new game.
     
  17. Khazad-Dumb

    Khazad-Dumb Loves the Gay Porn DLP Supporter

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    ITT: Riley seems mad. Why you mad, bro?
     
  18. Uncle Stojil

    Uncle Stojil Auror

    Joined:
    Apr 16, 2011
    Messages:
    654
    Fair warning, guys: it's 3:30 AM now where I'm at and I'll be very busy tomorrow, so my activity level will not be my usual. I'll try to check in once or twice but I can't promise anything, unfortunately. I can promise I'll be around from Monday onwards, though.

    Based on metastuff (which is a bit stupid but whatever):

    - I'd protect Eido because he talks a lot.
    - I'd check Ash so as to be almost certain on the reason why I want to lynch her (which has always been the case in the games I've played with her), whether it is because she's scum or simply because she's Ash.
    - I'd kill Ash so I could spare the townies left alive the hassle of having to make their way through all her knights to lynch her.
     
  19. Eidolonic

    Eidolonic Supreme Mugwump

    Joined:
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    Messages:
    1,632
    Well. Yes, it is a little stupid. But I mostly just wanted to get people talking that I've never seen play before. And see if anything obvious stood out as being worth shooting someone in the face for.
     
  20. Ash

    Ash Moves Like Jagger DLP Supporter

    Joined:
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    Eidolonic, because I think that he's fairly high profile and likely to eat a kill.

    Whoever was trying to lead the town. Probably Eidolonic based on what's been posted so far.

    Either Stojil because he just told me he'd kill me, and that's awfully rude, or Vira because she can play rather lazily and lurk hard. That bugs me. Also, if she is scum, awesome. If town, at least that's a person dead that isn't posting prolifically, and thus less of a loss. This is based on absolutely nothing in-game-wise, so I'm just trying to choose based on their style of gaming. I would probably have different choices come the end of the day, but at this second, those two.

    Also, I'm back for the evening, so I'm here to talk. (I was gone all day)
     
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