AppleyNO
June 25th, 2013, 12:14 AM
I was playing some Battlefront two and I realized this great theme. Make sure to read the special mechanics.
The Role List - 20 Players - Entire Town
The Galactic Republic - 13 Players - "Town"
Hidden Trooper Class
Hidden Trooper Class
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
The Confederation of Independent Systems - 4 Players - "Mafia"
Hidden Droid Class
Super Battle Droid
Super Battle Droid
Super Battle Droid
Bounty Hunter - "Evil Neutral"
Wookie - "Benign Neutral"
Hidden Clone Trooper, Super Battle Droid, Bounty Hunter, or Wookie
Possible Evil Neutral Roles: Serial Killer, Arsonist, Joker, Electro Maniac, Cult Leader
Possible Benign Neutral Roles: Jester, Executioner, Amnesiac, Survivor
Special Mechanics:
The Credit System
The Galactic Republic and CIS starts out with shared credits.
The Galactic Republic - 1000 credits
The Confederation of Independent Systems - 400 credits
The amount of credits available to the Galactic Republic will be displayed at the start of every day. The CIS will be informed of their credits in night chat.
Spending Credits:
The Entire Town may vote as a collective to buy one thing per day. Votes must be in Cyan in the day chat. All purchases go into effect when the day ends.
The Galactic Republic may buy Power Roles. The roles have been put into rooper classes. The role that the town gets depends on the class bought. There is no limit on the amount of times the town can buy a class, besides the Clone Commander. Any class bought will increase the cost of that class by 300 credits. Can only be used if there is a Clone Trooper in the Town.
Clone Marine - 500 credits - Coroner, Bus Driver
Clone Demolitions - 650 credits - Journalist, Escort
Clone Sniper - 800 credits - Sheriff, Detective, Lookout
Clone Engineer - 1000 credits - Doctor, Bodyguard, Blacksmith
Clone Arc Trooper - 1200 credits - Vigilante, Jailor
Clone Commander - 1500 credits - Mayor, Nurse, Veteran
The Galactic Republic may also buy bonuses. The bonuses may be bought more than once.
500 credits - Last Will - Allows for players to leave a TEXT ONLY message to be displayed when they die.
700 credits - The Force - The Town is provided a list of 1/5 of the surviving players, rounded down. At least one of these players are not Town aligned.
900 credits - Leader - One Clone Trooper and One Super Battle Droid(If available) will be given a random town and mafia role, no matter what level that role is, excluding Clone Commander if the role has already been bought.
1000 credits - Jedi Presence - A jedi will command the clone troopers the day after this bonus is bought, allowing for 2 lynches. Hammers will not end day for that time period, and the two people with the highest votes at the end of the day will be lynched.
Earning credits:
The Galactic Republic will earn 400 credits per CIS or Bounty Hunter Lynch.
The Galactic Republic will earn 200 credits per no lynch.
Spending Credits:
The Mafia Team may vote as a collective in night chat to buy one thing. Votes must be in Cyan in the night chat. All purchases go into effect once night ends.
The CIS may buy Power Roles. The roles have been put into cost levels. The role that the mafia gets is randomized depending on the level bought. There is no limit on the amount of times the mafia can buy a level. There can be more than one of the same Power Role. Can only be used if there is a Super Battle Droid in the Mafia.
Droid Sniper - 400 credits - Framer, Actress, Consort
Driodika - 600 credits - Consigliere, Janitor, Blackmailer
Magnaguard - 800 credits - Mafioso, Kidnapper, Ventriloquist
The CIS may also buy bonuses. The bonuses may be bought more than once.
200 Credits - The Dark Force - The Mafia is provided with a list of 1/6th of the town, rounded down. One of these players has a Power Role.
200 Credits - Detection Immunity - The Mafia that is send to kill cannot be seen by lookouts or detectives. This bonus may be purchased and used whenever the mafia sees fit.
300 Credits - Dark Fury - The Mafia kill pierces all protection from Doctors or Bodyguards, causes their actions to be useless. This bonus must be used within two nights of purchase.
Earning Credits:
The CIS will earn 400 credits per lynch of Clone Trooper.
The CIS will earn 200 credits per lynch of Bounty Hunter.
The CIS will gain 100 credits for no lynch.
Regular Mechanics
Days and nights will be 48 hours until there are 10 players or less left, then the length of day and night will go to 24 hours.
Votes to lynch must be done with the [vote][/vote ] tags.
Lynching requires a 51% majority.
Votes for purchases must be done in Cyan. A majority of the votes is required to buy something.
The game will end once a non-Benign Neutral role's win condition is met.
Death Notes and Last Wills* are Disallowed. *The bonus for Last Wills may be purchased, making them Allowed.
Win Conditions
The Galactic Republic must survive to see all members of the CIS and Evil Neutrals die.
The CIS must survive to see all members of the Galactic Republic and Evil Neutrals die.
The Evil Neutrals must survive to see all members of the Galactic Republic and CIS die.
The Jester must be lynched.
The Executioner must survive to see his target lynched.
The Amnesiac must survive. Will take remembered roles win condition.
The Survivor must survive to the end of the game.
Order of Operations
0. Kidnapper Jails
1. Jailor Jails
2. Veteran goes on Alert
3. Lookout and Detective (Can see each other)
4. Bus Driving (Affects 3's results, but is seen by 3)
5. Consort (Can block 3 and 4)
6. Escort (Can block 3 and 4)
7. Doctor, Bodyguard, and Vest (Doctor takes precedence over Bodyguard, which takes precedence over Vest)
8. All kills
9. Electro Maniac Charges
10. Arsonist Douses
11. Framer
12. Investigator and Consigliere
13. Actress and Blackmailer
14. Blacksmith hands out gun/vest
15. Poisioner acts
16. Janitor acts
17. Coroner acts
18. Journalist gets interview
19. Nurse injects
20. Cult Recruits
21. Joker threat
22. Jester Annoy
Things to do - Role Cards and Rules.
The Role List - 20 Players - Entire Town
The Galactic Republic - 13 Players - "Town"
Hidden Trooper Class
Hidden Trooper Class
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
Clone Trooper
The Confederation of Independent Systems - 4 Players - "Mafia"
Hidden Droid Class
Super Battle Droid
Super Battle Droid
Super Battle Droid
Bounty Hunter - "Evil Neutral"
Wookie - "Benign Neutral"
Hidden Clone Trooper, Super Battle Droid, Bounty Hunter, or Wookie
Possible Evil Neutral Roles: Serial Killer, Arsonist, Joker, Electro Maniac, Cult Leader
Possible Benign Neutral Roles: Jester, Executioner, Amnesiac, Survivor
Special Mechanics:
The Credit System
The Galactic Republic and CIS starts out with shared credits.
The Galactic Republic - 1000 credits
The Confederation of Independent Systems - 400 credits
The amount of credits available to the Galactic Republic will be displayed at the start of every day. The CIS will be informed of their credits in night chat.
Spending Credits:
The Entire Town may vote as a collective to buy one thing per day. Votes must be in Cyan in the day chat. All purchases go into effect when the day ends.
The Galactic Republic may buy Power Roles. The roles have been put into rooper classes. The role that the town gets depends on the class bought. There is no limit on the amount of times the town can buy a class, besides the Clone Commander. Any class bought will increase the cost of that class by 300 credits. Can only be used if there is a Clone Trooper in the Town.
Clone Marine - 500 credits - Coroner, Bus Driver
Clone Demolitions - 650 credits - Journalist, Escort
Clone Sniper - 800 credits - Sheriff, Detective, Lookout
Clone Engineer - 1000 credits - Doctor, Bodyguard, Blacksmith
Clone Arc Trooper - 1200 credits - Vigilante, Jailor
Clone Commander - 1500 credits - Mayor, Nurse, Veteran
The Galactic Republic may also buy bonuses. The bonuses may be bought more than once.
500 credits - Last Will - Allows for players to leave a TEXT ONLY message to be displayed when they die.
700 credits - The Force - The Town is provided a list of 1/5 of the surviving players, rounded down. At least one of these players are not Town aligned.
900 credits - Leader - One Clone Trooper and One Super Battle Droid(If available) will be given a random town and mafia role, no matter what level that role is, excluding Clone Commander if the role has already been bought.
1000 credits - Jedi Presence - A jedi will command the clone troopers the day after this bonus is bought, allowing for 2 lynches. Hammers will not end day for that time period, and the two people with the highest votes at the end of the day will be lynched.
Earning credits:
The Galactic Republic will earn 400 credits per CIS or Bounty Hunter Lynch.
The Galactic Republic will earn 200 credits per no lynch.
Spending Credits:
The Mafia Team may vote as a collective in night chat to buy one thing. Votes must be in Cyan in the night chat. All purchases go into effect once night ends.
The CIS may buy Power Roles. The roles have been put into cost levels. The role that the mafia gets is randomized depending on the level bought. There is no limit on the amount of times the mafia can buy a level. There can be more than one of the same Power Role. Can only be used if there is a Super Battle Droid in the Mafia.
Droid Sniper - 400 credits - Framer, Actress, Consort
Driodika - 600 credits - Consigliere, Janitor, Blackmailer
Magnaguard - 800 credits - Mafioso, Kidnapper, Ventriloquist
The CIS may also buy bonuses. The bonuses may be bought more than once.
200 Credits - The Dark Force - The Mafia is provided with a list of 1/6th of the town, rounded down. One of these players has a Power Role.
200 Credits - Detection Immunity - The Mafia that is send to kill cannot be seen by lookouts or detectives. This bonus may be purchased and used whenever the mafia sees fit.
300 Credits - Dark Fury - The Mafia kill pierces all protection from Doctors or Bodyguards, causes their actions to be useless. This bonus must be used within two nights of purchase.
Earning Credits:
The CIS will earn 400 credits per lynch of Clone Trooper.
The CIS will earn 200 credits per lynch of Bounty Hunter.
The CIS will gain 100 credits for no lynch.
Regular Mechanics
Days and nights will be 48 hours until there are 10 players or less left, then the length of day and night will go to 24 hours.
Votes to lynch must be done with the [vote][/vote ] tags.
Lynching requires a 51% majority.
Votes for purchases must be done in Cyan. A majority of the votes is required to buy something.
The game will end once a non-Benign Neutral role's win condition is met.
Death Notes and Last Wills* are Disallowed. *The bonus for Last Wills may be purchased, making them Allowed.
Win Conditions
The Galactic Republic must survive to see all members of the CIS and Evil Neutrals die.
The CIS must survive to see all members of the Galactic Republic and Evil Neutrals die.
The Evil Neutrals must survive to see all members of the Galactic Republic and CIS die.
The Jester must be lynched.
The Executioner must survive to see his target lynched.
The Amnesiac must survive. Will take remembered roles win condition.
The Survivor must survive to the end of the game.
Order of Operations
0. Kidnapper Jails
1. Jailor Jails
2. Veteran goes on Alert
3. Lookout and Detective (Can see each other)
4. Bus Driving (Affects 3's results, but is seen by 3)
5. Consort (Can block 3 and 4)
6. Escort (Can block 3 and 4)
7. Doctor, Bodyguard, and Vest (Doctor takes precedence over Bodyguard, which takes precedence over Vest)
8. All kills
9. Electro Maniac Charges
10. Arsonist Douses
11. Framer
12. Investigator and Consigliere
13. Actress and Blackmailer
14. Blacksmith hands out gun/vest
15. Poisioner acts
16. Janitor acts
17. Coroner acts
18. Journalist gets interview
19. Nurse injects
20. Cult Recruits
21. Joker threat
22. Jester Annoy
Things to do - Role Cards and Rules.