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Tabletop Mafia

Coloursfall

THIS IS HOW WE BLEED
"'Cause it's the Necronomicon of role-playing games. Not in the cool way, where it's a source of occult knowledge with a terrible, terrible price. It's the Necronomicon in the sense that if you leave a printed copy on your shelf with other RPGs, then the other RPGs will be clustered around the dead, violated body of one of its own in the morning."
--Darren MacLennan, review of FATAL on RPG.net

Welcome to the Tabletop! You must be one of the games that has come to have fun with their players, and craft some stories, slay monsters...

But all is not well.

A dark shadow has fallen over the Tabletop, a new shipment of games that spell nothing but despair. It's up to you to hunt them out and destroy them, now.

The Roles:

Innocent Faction:
Call Of Cthulhu:
The player characters of Call of Cthulhu, the investigators, are no strangers to madness. They struggle to survive against the horrors that lay beyond, and they may not make it to the end, but they try... and so, COC is well versed in the ways of darkness, making its job of ferreting out the dark ones easy. Every night, COC can pick one of the other players and inspect them, determining alignment, Some roles may give misleading information, however...

Warhammer 40k:
One of the darkest settings out there, the 40k universe is full of all sorts of vicious creatures, from the Tyranids to man itself. Eternal war grips the galaxy, all sorts fighting each other and themselves, beating off rampaging Ork hordes, attempting to wipe out the Tyranid scourge, fighting with the pain-hungry Dark Eldar... You have to be tough to survive here. And you will make your fellow games strong, weather they like it or not. Once a night, you may pick one player and toughen them up enough to survive any attempt on their life that night. In addition, you are one-shot bulletproof, unable to be killed during the night once.

Shadowrun:
The magic came back. Humans mutated by it, people manifested powers beyond their wildest dreams...but then the megacorporations seized the power, rising to before unthought heights above the common man. But the Shadowrunners are still their own, free agents pulling jobs to dirty for even the megacorps... Every other night, starting on Night 1, you may select a player and kill them.

Bliss Stage:
Imagine, a world without adults. May seem great at first, right? Now imagine a world without adults, and there are shapeshifting, dreamwalking aliens attacking the planet. That is Bliss Stage. But the children have one weapon - the ANIMa, great hulking mecha formed of alien technology, powered by love and intimacy. On night 0, you may select one player to be the Anchor to your Pilot, to hold you steady, and if they die so do you, and vise versa. But, remember - you Level Up At Intimacy 5. If you both manage to survive 5 phases, both day and night (meaning starting on NIGHT 2), you gain an additional power - you become Lynchproof, and your lover becomes Bulletproof, meaning you cannot be lynched, and your lover cannot be nightkilled.

KULT:
Taking place in the world we know now, KULT may seem mundane at first glance, but all is not as it seems... The world around is only an illusion, hiding something more horrible, and we are trapped inside. Once a night, KULT may choose one player to trap inside its own illusion, preventing them from making any night actions, or from being hit by any night actions, good or bad.

Vampire: The Masquerade:
You are a creature of night, feasting on blood to survive and using you other powers, whatever they may be, to manipulate your prey or hide. What will you do, feast or fight? Every night, you may elect to hide or not hide. Hiding will allow you a 50% chance of avoiding any night action targeting you, good or bad. In addition, if your sibling game, Werewolf, is killed at night, you may select a player to kill in return the night following the death. You know who Werewolf is, but you may not talk to them.

Werewolf: The Forsaken:
In the beginning, the spirit world and the material world were one. But then, the two split due to the actions of a few Werewolves. Now, the descendants of those werewolves guard the border between the spirit world and our own... Every other night, starting on Night 1, you may select a player and defend them from any night action, good or bad. In addition, if your sibling game, Vampire, is killed at night, you may select a player to kill in return the night following the death. You know who Vampire is, but you may not talk to them.


Mafia Faction:
FATAL:
The dark shade itself, FATAL is universally considered the worst Tabletop game ever made, even ignoring its content. This virulent beast is waiting for night to fall, ready to attack the unsuspecting games before it... FATAL is the Mafia Leader, dealing out the kills at night and discussing freely with its subordinates.

World of Synnibarr:
Play by the rules, or else - that seems to be the theme of not the setting, but the game of Synnibarr itself. Taking place inside a hollow Mars, with all sorts of fantasy and over-the-top elements, Synnibarr takes its place as FATAL's henchgame, taking up the mafia if FATAL is killed.


The Alien:

Dungeons and Dragons:
The grandfather of them all, the sleeping dragon. D&D slumbers, quietly waiting on its own shelf with its expansion books and magazines. But wake not the dragon, lest you wish to face its wrath - if D&D is attacked at night, it will awaken, the ancient wyrm poised to strike if angered. If D&D is voted to be lynched during the day while active, it will rampage, killing everyone and winning the game. D&D inspects as Innocent when asleep and Mafia when awake.

---

-You MAY NOT communicate out-of-thread
-When sign-ups are complete, there will a 48 HR first night. All nights and days after that will be 24 HRS.
--No extensions, sorry.
-Inactive kills are possible.
-If enough people express interest, I may add more roles to these ones~

go.
 
This reminds me that I still really want to play Bliss Stage after that one roleplay of it we had here!
 
friends don't let friends play fatal

friends don't let friends think of playing fatal

friends don't let friends think of fatal

(it had to be said, you know. that'll be all.)
 
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