Fate of the Jedi
The small moon of Denali V is a remote and desolate place. Hidden in the Outer Rim, few know it even exists. That makes it perfect as a rendezvous for smugglers, or as a place for wanted persons to go to ground. It is the last place you would expect to find a large refugee camp.
In the two years since the fall of the Jedi Order, the Empire has ruthlessly hunted down the Jedi Knights that survived Order 66 and those who sympathized with them. Few have been able to elude pursuit for so long, and only the luckiest have survived. The ones who live have gone to ground in the unlikeliest of places. The underworld of Nar Shadaa, the deserts of Tatooine. And, of course, the bleak mountains of Denali V.
The camp is a new development, though. Enough surviving Jedi have gathered here to spawn talk of a council, and even of establishing a new academy. For the first time in two years, there is hope in the air, even while everyone fears discovery by the Empire. The unique magnetic fields of the planet play havoc with long-range communications, and this is reinforced by a camp-wide jamming field that disables communications. The perimeter is under constant surveillance, and new arrivals are monitored carefully, and vetted as strongly as the limited resources of the camp allow. Nobody is allowed to leave without an order from the camp's leader, Jedi Master Porra Sei'skar.
Even these severe security measures haven't been enough to stop the camp from being infiltrated by Imperial agents, unfortunately. Mingling themselves with the other refugees, these Agents have discovered that the rumors of a Jedi gathering are true. However, they have not been able to escape to transmit their information to Darth Vader. Tonight, they plan on murdering Master Sei'skar, hoping to be able to disable the jamming field in the confusion.
No matter the outcome of the coming days, the days of the Jedi Gathering on Denali V are over.
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Hello, and welcome to Mafia Game 6, Fate of the Jedi!
Even if you've never played before, you are welcome to sign up for this game! The more the merrier!
General Rules:
During the day, you may vote for whoever you think is an evil Imperial infiltrator out to destroy your refugee camp by posting ##vote [insert target]. At the end of the day, whoever has the most votes will be killed, and their role and alignment will be revealed. If there is a tie, no kill will happen. The day lasts for 48 hours, or until a player receives a majority of the votes, at which point the hammer falls and the Day is immediately over (even if the moderator is not around to officially say so).
During the Night, players with actions may submit their targets to the mod. No players may talk in the thread during the night, although anyone with private communications (the Imperial Agents or anyone in the Technician's communication network) may continue to use those channels. Nights will last for 24 hours, or until all actions have been submitted.
Editing of posts is not permitted.
Using the forum's Quote function on your Role PM is not permitted, and will be responded to by an immediate modkill.
When you sign up for the game, feel free to create a flavor name for your character! If you have not submitted a flavor name by the time the game starts, the GM will assign one to you. All flavor names will be public information at the start of the game, and will be listed on the player list.
When voting for a player, please vote using their forum name, not their flavor name, to avoid confusion.
Roles:
Roles will be chosen from the following list. None of these roles are guaranteed to be in the game, and there may be more than one of any given role; however, no role that is not on the list will be included. In addition, with the exception of the Refuee and the Imperial Security Agent, which will always be Refugee or Imperial , respectively, the alignment of these roles is not guaranteed.
Refugee - You are a refugee from the Jedi purge. Your sympathies lie with the Jedi, and all your neighbors knew it. So the first chance you got, you got out of Imperial space. Somehow, you managed to find yourself here, in what may be the last bastion of the Order. Although you have no special powers, your vote is your weapon. You win when all of the Imperial -aligned players are eliminated. [Mafia Role: Vanilla Town]
Imperial Security Agent - You are an agent of the Empire, sent to discover the gathering place of Jedi sympathizers so they can be rooted out like the filth they are. During the Night turn, you may conspire with your allies [insert player list here] in a doc. You have a faction kill, which may be triggered as a Night Action by replying to this PM with ##kill [insert target]. You win when you and your team equal or outnumber the Refugee -aligned players. [Mafia Role: Mafia Goon]
Seer - Your Jedi training left you with particular skills at reading the energy of the Force. Although you have often used it in the past to try to divine the future, now your skills are needed for a more important task - finding who among the refugee camp is a traitor. Each night, you may use your power to determine the alignment of one player by replying to this PM with ##investigate [insert target]. [Mafia Role: Faction Cop]
Scout - Though you are not a Jedi, you have spent your life hunting down people who do not wish to be found. Your investigative skills are well-honed, and you know exactly how to find out hidden information about your target. Each night, you may use your ability to determine the role of one player by replying to this PM with ##investigate [insert target]. If the role has limited uses, you will also be told how many uses the player has remaining. [Mafia Role: Role Cop]
Healer - Using the power of the Force, you can close wounds, restore vitality, and even bring someone back from the brink of death. Each night, you may use your power to protect a player by replying to this PM with ##protect [insert target]. [Mafia Role: Doctor]
Duelist - You are a master of lightsaber fencing, and are more than willing to use your ability to police the camp. Each night, you may use your power to protect one player by replying to this PM with ##protect [insert target]. In addition, the player you protect cannot use any Night Actions this round. [Mafia Role: Jailkeeper]
Guard Captain - Your war experience has left you a little paranoid, but you know how to protect yourself against traitors. Sleeping in your armor may be uncomfortable, but it's the best way to make sure you wake up in the morning. The first time you are attacked at Night, your armor absorbs the blow, leaving you alive. [Mafia Role: 1-Shot Bulletproof]
Demolitions Expert - You love to watch things blow up, and your experience in the war just made it easier to accomplish that goal! Although explosives are hard to come by in a refugee camp like this, you've managed to accumulate a small stash. Once per game, you may use your ability during the night to kill one player by replying to this PM with ##kill [insert target]. Your kill cannot be blocked. [Mafia Role: 1-Shot Strongman]
Maintenance Technician - You are one of the technicians that maintains the camp's comm jamming field to protect against leaks. While this is an important job, you just can't resist the temptation to create small exceptions for you to communicate with your friends. You and [insert player] start the game with a private doc, which you can use during Day turns. Each night, you may use your ability during the night to add one player to the doc by replying to this PM with ##contact [insert target]. However, your supplies are limited, and you lose your abilities after contacting X people. The communication network you set up will still remain after you lose your abilities, or even after your death! [Mafia Role: X-Shot Neighborizer] (The amount of uses this ability has will be determined by how many players sign up for the game, but will not be made public knowledge)
All role PMs will follow the following format:
"Hello and welcome to Game 6: The Fate of the Jedi!
You are [Insert character name here], a [insert alignment] [insert role]!"
The role description will then be copied and pasted from this document. Power roles will have a win condition added to the end of their description, copied from the Refugee or Agent roles, as appropriate.
The Order of Actions will be as follows:
Duelist*, Healer, Seer, Scout, Maintenance Technician, Imperial Kill/Demolitions Expert**.
*If two Duelists target each other, both of their actions are cancelled and do not take effect. If a Duelist targets another Duelist, who in turn targeted another player, the second Duelist's action is blocked.
**The Imperial faction kill and the Demolitions Expert's kill happen simultaneously. If the player submitting the Imperial faction kill is killed by a Demolitions Expert, the kill still goes through. If the Demolitions Expert is killed by the Imperial kill on the Night they use their ability, their kill also still goes through.
Player List
- @Visovics - Dun N'owatodo
- @Madaghmire - Long John's Sliver
- @GhostofNobodyInParticular - Waitso What'midoin
- @Truthiness - Madaghmire
- @BiggsIRL - Townii McNotscum
- @ovinomanc3r - Ovi Wanna Bowie
- @BrobaFett - Duntaz Mebro
- @CaribbeanNinja - Six-T9
- @Caldias - Bonto Kun
- @SmurfWedge - Calan Jor
- @Ginkapo - Kettch Nelson
Quick Links
Edited by Onidsen