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User:The MM

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About the MM

The MM is an extremely recent Scummer (entered on February 26th, 2016), but a relatively long-time lurker of the wiki (first visited the wiki around September 2014). A Frenchie with a self-defined aggressive streak, and a creative mind, he's gotten fed up with braindead play and finally decided to join Mafiascum.net "to try and see what real Mafia play is like".

He's still refraining from shoving his ideas and putting his new role ideas all over the wiki by the way.

His major interests are gaming-related, like fighting games or RPGs.

Likes and Dislikes

Likes: Pressure-based play, Communication, Role madness, UPicks, creating new setups (even though he hasn't even played a game here, which makes him unsuited to mod a game), Night 0 Start games, elaborate gameplay mechanics, flavoring roleblocks as punches in the face

Dislikes: Lurkers, Tunnel-visioned braindead play, sheep people, people relying on meta too much, long waits, games that are too vanilla

Status

Games completed: None. (was replaced out of Newbie 1688 due to moving causing over 2 weeks of no-access)

Name / ID Role Winners Comment
Status Result
Newbie 1688 (entered pre-game replacement to southernoutlaw2199) (replaced out Day 3 for no access) Vanilla Townie Scum My integration game. My apprehension early on got me a few town points, but by Day 2 I looked scummy as hell. My massive white-knighting streak towards Accountant (who, it turned out, was scum) got me the ire of the town (it turned out, for good reason). I couldn't warn of my explicit departure and this was bad play all around from me, I can extract little lessons from this.
Replaced out Unfinished

MM's Mafia Mumei Fauxlosophy

  • Chapter 1: Behaviour Guide
    1. If you're bored, that's because you're a boring person. If you were not, you would already be doing something about it.
    2. If you're angry, you're easier to toy with.
    3. Too much patience kills interest.
    4. Fooling around kills your cred. Don't try this at home.
    5. Relying too much on reason kills the game.
    6. Never overreact. You can be provoked into acting wrong.
  • Chapter 2: Miscues
    1. The jerk isn't always the scum.
    2. Be wary of the mole in charge.
    3. One day, every clue was correct, but then people started being intelligent. Then, clues started being incorrect. Jee, I don't know why.
  • Chapter 3: Long-lasting Ideas
    1. Surviving doesn't mean you're awesome. This means nobody can be bothered to kill you.
    2. Some douche moves can be held against you outside a game.
    3. Do never have fun at the expense of others, and then assume they're a bad player because they take offense.

MM's Custom Setup Exhibit

  • Double Mafia: Also known as "Twilight Mafia", for featuring a three-way secondary alignment (Humans / Vampires / Werewolves). (Game was blown due to technical difficulties forcing me to create a role that was human, vampire and werewolf simultaneously and scum leaked it. Several modkills later, game was blown because of an outside-game chat leak.)
    • 2 Mafia (no factional nightkill)
      • Chower (Vampire): Each night, he could kill anyone that wasn't a pure vampire.
      • Mauler (Werewolf): Each night, he could kill anyone that wasn't a pure werewolf.
        • If the Chower tried to kill a werewolf and the Mauler tried to kill a vampire, they would injure each other instead. (Injuries wear off at the end of the next phase. If you have 1 injury, you take one less vote to be lynched. If you have 2 injuries, your vote and night actions are blocked and you take 2 less votes to be lynched. At 3 injuries, people die.)
    • 6 Town
      • Ultimate Lifeform (Human, Vampire and Werewolf): Each night, he could pick one of two moves. "Geno-sentry" would reveal the race of its target. "Ultimate" would instantly kill scum, but backfire and deal two injuries on him if he didn't target scum.
      • Exorcist (Human): Each night, he could shoot someone and pick a bullet. Wooden Bullet would kill vampires and silver bullets would kill werewolves. Either bullet would injure humans.
      • Holy Bomb (Human): When lynched, he could pick 3 people among those who lynched him, instantly killing all non-humans he selected.
      • Paragon (Human): Survives a lynch if anyone in the lynching party was human. He was also immune to instant-kills.
      • Infuser (Vampire): Each night, he would give someone immunity to instant kills for the night. The first nightkill would instead wipe all injuries out of them and make them immune to injuring attacks, and all subsequent instant kills would turn into injuries instead. If they were not targeted by an instant kill, they would die at the end of the night.
      • Hound (Town): Each night, he could injure a target.
    • 1 Third-Party
      • Mystery Egg (Dragon): Instant kills only injured him. Upon death, hatches as...
        • ... A FREAKING DRAGON (Dragon): Immune to extermination by win conditions and injuring attacks. Its win condition was to survive until endgame.
  • Cop Mafia: Every Townie is a Cop variant. (The game was blown up, and basically won by scum because no Cop could ever have found out the Godfather.)
    • 4 Mafia
      • Roleblocker
      • Godfather
      • Framer
      • Investigator: Each night, he could target someone and receive their Role PM. If they had a guilty ping on any scum, they would be injured and take half the vote requirement to be lynched the next day, plus they would be unable to act the next night.
    • 7 Town
      • Paparazzi Cop: In-universe famed as Super Cop. His investigation results were publicly announced at the beginning of the next day.
      • Jock Cop: If he got a guilty ping, he would be locked into double-voting them next day. He also knew that the Monster Detective would always get a guilty ping on him.
      • Cat Cop: A variation on the Cute Fuzzy Kitten: the Cat Cop follows another Cop and gets their investigation result. If a Cop he followed got a guilty ping, he could dayvig them without ending the day phase.
      • Fastest Cop Alive: A Cop that was immune to Roleblocking. Despite the name, it wasn't because of action priority and therefore could be outdone by the Framer.
      • Monster Detective: He also always got a guilty ping on the Jock Cop.
      • Defender Cop: Instead of receiving his target's alignement, he could know if any ability (including passives) made his target appear guilty.
      • Corporate Cop: He had a limited investigation pool: he would just not investigate the Monster Detective, Cat Cop, Fastest Cop Alive and Roleblocker.
  • Insider Mafia: Open Setup: Mafia, with a Town-aligned Cult. (Town won, scratchingly despite the stacked odds in their favor. Insider lynch Day 1, for example. If not for a revival ability being included in-game and Mafia screwing up in terms of noticing it, they would've won. Broken more by Karmaf' mixed into it otherwise.)
    • 2 Mafia (They had a factional nightkill. Plus, each member could visit someone at night, doing nothing but triggering reactive abilities. If they ever targeted an Insider, the gained 1 INTEL, 2 if they were night-killing said Insider. No two scum could share a target in the same night. They won if they had 5 INTEL on top of the usual win condition.)
      • Dismantler: He could be recruited into the Insiders, but didn't count as an Insider for scum's abilities (he still counted for the Insiders' win condition). Whenever he targeted (or was targeted by) an Insider, he gained 1 extra INTEL point.
      • Kamikaze: Whenever he targeted (or was targeted by) an Insider, he would blow himself up and kill them plus the original Insider. If he was trying to nightkill an Insider, he instead killed all Insiders.
    • 6 Townies
      • Vanilla Townie x4
      • Backup Insider: He could not be recruited in the Insiders normally. At the end of any phase, if no Insider was left alive, he would restart the Insider sub-faction and revive the original Insider.
      • Insider: He knew from the beginning of the game who was the Backup Insider. Each night, the Insiders could attempt to recruit someone. If half the living players are Insiders, town wins the game.
    • 1 Third-Party
      • Overseer: Whenever targeted (or targeted by) Insiders or scum, she gained 1 INTEL point. Each night, she could mark someone who wasn't marked yet. If the target was an Insider upon marking, she'd gain 1 INTEL. If the target was scum, she'd steal 1 INTEL from the scumteam. At 5 INTEL, she'd win and everyone else would lose.
  • KARMAF': In short, "Karma Mafia", giving wildly-varying voting powers. (Broken by a repeated penta-vote nuke that lynched two townies by itself Day 3. Keep in mind, this was in the same game as Insider Mafia.)
    • Vote-carry: Started the game unable to vote, and gains 1 vote for each day that passes.
    • ???: By default, it's a Doublevoter. At each end-day, if there was at least one vote on him, he'd lose one vote for the next day. If lynched, he'd instead lose two votes permanently. If he ever had less than zero role, he'd die.
    • Hatesink: Takes 1 less vote to be lynched for each day after day 1. When lynched, he'd permanently remove one vote from the hammerer.
    • Vote-giver: A Voteless who could give the number of votes he should have plus 1 to a townie of his choice every night, without triggering reactive abilities.
    • ???: A triple-voter who would only refresh the amount of votes he could have every 2 days.
    • Mysterious Secret Guy: Was not allowed to talk except to cast votes. At end-day, people who voted for him were added to his neighborhood (complete with private topic discussion).
    • ???: He could not receive votes from others and took 50% of the vote requirements to be lynched. In exchange, he was one-shot Bulletproof.
    • ???: Starts as a Doublevoter, but each day he has one less vote for each person that was trying to lynch him the previous day.
    • The Guy Who's More Trustworthy When Dead For Some Reason: Allowed to talk while dead, but not while alive unless it was to cast a lynch vote.

MM's MarkMuseum™

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