Three Cheers For Sweet Revenge
Ah, yes, the album that put My Chemical Romance on the map, and was potent fuel to the fires of both the "emo" subculture and the incredibly dedicated hatedom that formed in response (to say nothing of its follow-up.)
I'd never let anyone know back in middle school, but I was secretly on the emo side all the way. I was glad that this particular group of talented people were succeeding, at least, and thought anything that pissed off the same assholes who called me homophobic slurs and got me in trouble after I decked one for stealing my backpack couldn't be all bad.
Little did they know that exactly 17 years, 4 months, and 16 days later, after a string of failed compromises on my game-building visions, the title of their album would inspire me to grit my teeth and go another way...to build up my name among the unsuspecting denizens of Mafia Universe, and then slowly corrupting it with my eeeeebil MafiaWolf insanity...one colorful drop at a time.
Not quite sure what I was trying to set up there, but like...play this game anyway. Especially if you dislike regular Multiball and its tendency to rob you of agency as town. You see...for every time you get hit by a kill during the Night, you'll be able to hit back during the Day.
Intrigued? Then scroll down~
Hosted By: @Kaiveran
Start Date: 29 November 2021
Phase Lengths:Day 1 will be 48 hours.SoD/EoD: 09:00PM (21:00), UTC-6:00
Starting Day 2, each day will last a minimum of 24 hours (excluding maj), with 24 hours added for each elimination available (see Vengelimination, under the "Special Mechanics" banner below, for more details.)
Nights last a constant 24 hours.
Setup Type: Open, MultiballPost Minimum: 5 postsIf you fail to meet the post minimum once, you will be sent an "Activity Check" PM to confirm you are still able to participate in the game.Daily Post Limit: None
If you fail to meet the post minimum twice, or fail to respond affirmatively to an Activity Check within 12 hours, you will be forcibly replaced.
Anti-Claim Mechanics: None
Night Chat: Disallowed except through any Private Channels linked in your Role PM.
Outside Communication: Disallowed except through any Private Channels linked in your Role PM.
Private Channels Have Daytalk?: Yes
Discord Access Required?: NoMajority/Insta-lim: Enabled from Day 2 onwards.
Majorities do not end a Day phase unless they are the final elimination allowed that Day.Majority Required For Elimination?: No
See Vengelimination, under the "Special Mechanics" banner below, for more details.
Deadline Adjustment after Majority/Insta: YesUpon a Day ending early due to majority, the length of the subsequent Night shall be augmented by the amount of time remaining between the moment of majority and 21:00 (9:00 PM) at UTC-6:00 that IRL day, so that the phase transition time remains constant.Minimum Vote Threshold for Elimination: None
Proxy/Anonymous Voting: None
On Tied Vote: Random Draw
Vote to Sleep (No Elim): Disabled
ELo/PLM Announced?: Yes
Locked Votes: NeverFactional Abilities Mandatory?: Yes
Factional Abilities Assigned?: Yes
Action Limits: 1 Personal + 1 Factional
Role Reveals: Full
Kill Flavor: Nonex1 Mafia Loyal Trapper
x2 Mafia Goon
x1 Werewolf Loyal Trapper
x1 Town Compulsive Vigilante
x12 Vanilla Town
As explained under the "General Mechanics" banner, both Mafia and Werewolves have a Factional "Kill" action.This action is mandatory, which means both factions must make a kill every Night. If they do not, a victim will be selected randomly from outside their faction.
This action is also assigned, so a single Mafioso or Werewolf is considered to carry out the kill, opening it up to interference from other roles. In this setup in particular, the killer risks being killed by the other team's Trapper.
The Compulsive modifier means that a role's action is mandatory – they must attempt to use it every Night. In the context of this setup, it means the Town Compulsive Vigilante cannot "holster"; if they do not submit a kill, it will be selected at random from all other living players.
The Loyal modifier restricts a role to only targeting players with a matching alignment. If they attempt to use their power on a player of a different alignment, the action fails as if Roleblocked. In the context of this game, this means that both Mafia and Werewolf Loyal Trappers can only protect players on their own team.
In this game, the "Trapper" role kills all players who aim a kill at their target at Night, not just one, and therefore does not rely on any precedence rules (in contrast to the database entry for Trapper, which deals with the standard version of the role).
Example in the spoiler box below!
NIGHT ACTIONSWerewolf Loyal Trapper A uses Trap action on Werewolf B
Town Compulsive Vigilante C uses Kill action on Werewolf B
Mafioso D uses Kill action on Werewolf B
RESULT: Both C and D die.
The Vengelimination mechanic gives the town a variable amount of eliminations to vote for per Day.On Day 1, there will be one elimination vote.
On every subsequent Day, the number of eliminations available will be equivalent to the number of town-aligned players who died the previous Night.
Multiple eliminations will be processed sequentially, using multiple “deadlines” within a Day:You will have 48 hours after SoD to make the 1st elimination, 72 hours after SoD for the 2nd, 96 for the 3rd, etc.
At every deadline, the player with the highest vote count is eliminated and flipped immediately, the vote count is reset, and the process begins again.
If players reach maj early during a day phase with multiple eliminations, the next elimination deadline will be 24 hours + the remaining time before the previous elimination deadline, so that an elimination deadline will always occur at the same time on each day!
Note that the number of town deaths for a night can possibly be zero, which means no elimination will be available the next Day. But you'll still get a short 24 hour Day phase to discuss, without an elimination at the end of the day.
Open the spoiler boxes below for some illustrative examples!
On Night 1, 3 Townies die.
That means 3 eliminations are available on Day 2.The town has 48 hours to make Elim 1, 72 hours to make Elim 2 (24 hours after Elim 1), and 96 hours to make Elim 3 (48 hours after Elim 1 and 24 hours after Elim 2).
Day 3 will end 96 hours after SoD OR once Majority has been reached on the third elim only.On Night 1, 2 Townies and 1 Mafioso die.
That means 2 eliminations are available on Day 2.The town has 48 hours to make Elim 1, and 72 hours total to make Elim 2.
Day 2 will end 72 hours after SoD OR once Majority has been reached on the second elim only.On Night 1, 1 Townie, 1 Mafioso, and 1 Werewolf die.
That means only 1 elimination is available on Day 2. The town has 48 hours to make it.
Day Z will end in 48 hours OR once any Majority has been reached.On Night 1, 1 Mafioso and 2 Werewolves die.
That means there will be no eliminations at all on Day 2!
Day 2 is guaranteed to end in 24 hours.
Some of the items in the "mechanics" tabs are a little esoteric; mind explaning?Not at all!Basic Info > Administered: This just tells you if the game is run manually or automatically.
Voting > ELo/PLM Announced?: This is the same as Modbot telling you "the town must eliminate correctly today"; it's the announcement of an ELo situation, aka Eliminate (Correctly) or Lose. Another situation that may pop up in games with multiple factions or 3Ps is PLM (standing for Potential Loss of Majority), where Town does not necessarily lose if they mislim, but they are put in a very difficult situation where they may have to work with players unaligned with them in order to have a shot at winning.
Role Actions & Deaths > Kill Flavor: This item tells you if there is any additional information provided with the announcement of a player's death, that might give clues as to who killed them.Feel free to request additional explanations in the replies and I will add them here!What are some standard rulings on role use/interaction we can expect from a Kai-hosted game?Just a few little things I consider reasonable:A player cannot self-target, except with abilities that only self-target, or if their Role PM specifically says otherwise (e.g the "Self-Targetable" modifier)
Passive abilities cannot be tracked, blocked, or redirected
Killing a player does not implicitly block their actions.
If a player dies the same phase they are targeted with an ability that changes (or merely appears to change) their abilities or alignment, that ability will not take effect.What games does this one overlap with?
Masonry is a Passion of Mine (if it starts promptly enough) by @NANOOKTHECONQUEROR should be just ending by the time this kicks off!
Hydra Event 2021: Game 3 should be ending a possible F5 in Day 5 by the time this starts (should it get to that point.)
Didney Worl 2: The Hanukkahtastrophe by @GGhana will be around the Day 3 to Night 3 transition, at the latest.
Hydra Event Game 4 should also be ending Day 3.
Among Us Mafia by @Hydreigon25 will only be at around Night 2 when this starts, due to its special "Choice" phases.
Re:Zero Mafia by @Venti should start around the same time!
Hydra Event Game 5 should start around the same time!(2 THINGS TO NOTE:What happens if I have a question that's not covered here?
- This game will have a 24h Pregame/Rand phase, so even if you are playing one of the last two games, you'll have half the day as "downtime" before this actually starts!
- Due to the highly variable nature of this setup, any speculations on which future games might overlap are inordinately difficult, and thus not attempted.)Just ask it in the replies, or PM me! I'll be sure to expand/revise this section with whatever answers I can give!You down with TWG?YEAH, YOU KNOW ME!
17. @RC Kid Mike