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BorkBot
December 22nd, 2011, 01:54 PM
Since everyone is making themes and setups I thought I might as well come up with one myself :p

In essence, it's a modified Cult vs Town setup with a bunch of neutrals on the side. Some special mechanics are used to spice things up a little and to add something extra to do at night. Since this is a cult setup, it's designed to last slightly longer than your average MFM.

Roles & Goals

The Haunting
Win Conditions: All members of the Exorcists are dead or converted.
Dead members of The Haunting will lose if the Death Knight survives.

Members of the Haunting can communicate at night.

The Banshee (Lady Trianesh)
Abilities:
At night, The Banshee may manipulate the actions of a targeted player like a witch. Players who are immune to conversion can't be manipulated either.
Alternatively, she can attempt to convert a player to The Haunting.

If an Acolyte is converted, they will be brainwashed to become an Assassin.

Special:
Detection immunity
Roleblock immunity
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)

Investigator (The Valet)
May investigate a player each night. Detects exact role.

Mindbender (The Valet)
May choose a target to frame each night to disrupt investigation results.

If the Haunting has 5 members or more, the Mindbender can frame 2 targets at the same time.

Assassin
Each night, one Assassin can be sent to assassinate a chosen target (-1).

An assassination and a conversion from The Banshee cannot occur simultaneously.

Shadow (Sheriff)
Check one player each night to see if they are part of the Exorcists.


The Exorcists
Win Condition: All members of the Haunting are dead and the Death Knight destroyed.

The Paladin (Sir Bastion)
Abilities:
At night, the Paladin may attempt to smite a member of the Haunting (-1). Players who are not part of the Haunting aren't killed, but they will be roleblocked. This ability cannot be used for one night after a successful smite.
Alternatively, he can ward a player to avoid their conversion each night.

Special:
Conversion immunity

Cleric
Can heal a target each night (+1)

Special:
Conversion immunity

Knight (Bodyguard)
Can protect a player each night (+1) and kills their assailant (-1), but dies in the process. Doesn't pierce night immunity.

Shadow Hunter (Sheriff)
Check one player each night to see if they are a member of The Haunting.

Becomes a Shadow if converted by the Banshee.

Bard (Escort)
Can block a player each night.

Ranger (Lookout)
May watch a player each night to see their visitors. May also watch dead players.

Stalker (Detective)
May track a player to see their target. The tracker also sees if their target has any keys in his possession, even if they do not visit anyone.

Herald (Journalist)
During the day, may choose a person to interview at night. Whatever they type will be posted the following day as a news article.

Undertaker (Mortician)
May inspect a dead player to see what actions were performed on them (converted, healed, framed, manipulated, etc).

Coroner
May inspect a dead player to see a list of all their night actions and submitted riddle answers.

Armoursmith
May give armour to a targeted player each night. Single use vests (+1).

Diviner
May scry a player at night to see if they possess a key.

Will also see up to 5 submitted riddle answers, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the 5 answers was correct, but he won't be told which one.

Acolyte (Citizen)
Becomes an Assassin if converted by The Banshee.

Neutrals

Victory conditions will change accordingly if converted to The Haunting, but abilities are preserved.

The Death Knight (Sir Purigon)
Win Conditions:
Be the last man standing along with The Banshee and/or The Valet
OR live to see The Haunting eliminated.

Ability:
May choose a target to slay each night (-1).

Special:
Conversion immunity
Kills Roleblockers
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Appears as a member of The Haunting to a Shadow Hunter

Thief
Win Conditions:
Collect all 3 keys to open the crypt and loot it. Must survive until the end.

Ability:
May target a player each night to steal all keys in their possession. May also loot dead players.

Has one passive vest which protects from the first attack made against him.

Executioner
See your assigned target lynched and survive until the end. Target is always an Exorcist.
Becomes a jester upon failure. Becomes immune to night kills upon success.

Amnesiac
May choose a player from the graveyard at night to assume their role. Cannot become The Banshee, The Death Knight or The Paladin.

If the Amnesiac is part of The Haunting, he remains in The Haunting regardless of the role he picked (it's possible to become a Cleric of the Haunting).

Loses if no role is chosen by the end of the game.

Jester
Must try to get lynched. Random guilty voter dies when lynched.

Survivor
Must survive until the end. 3 vests (+1).

BorkBot
December 22nd, 2011, 01:55 PM
Keys

The Banshee and the Death Knight cannot die until the crypt has been opened. To do this, one person must possess all 3 of the crypt keys at the end of a night.

At the start of Night 1, a riddle will be posted. All Exorcists and Hidden Neutral players can PM their riddle answer to the game master. If a player answers correctly, he receives the key. If multiple players give the correct answer, the key will be awarded to a random player among them. The riddle may be discussed during the day.

If someone gave the correct answer to the riddle, a new riddle will be posted on the next night. If the correct answer wasn't given, the same riddle will be posted. This process repeats itself until all 3 keys have been handed out.

During the day, a player who is in possession of a key can -reveal key
A player who possesses a key can -give key to player. It's only possible to give a key to someone who has revealed a key on the same day. Faking either of these commands will result in a modkill.

If a player is found dead with a key on them, players can -vote keybearer during the day. The player with the most votes gets it. If the Banshee or the Death Knight come in possession of a key in this manner, they have to choose someone else to give the key to at night. If a player is lynched and had a key on them it will be revealed, but no keybearer can be chosen until the next day.

A player who owns all 3 keys may -seal the crypt at night if they choose.


Setup

The Banshee (Lady Trianesh)
The Valet
Assassin

The Paladin (Sir Bastion)
Cleric
Diviner
Hidden Exorcists Power Role
Hidden Exorcists Power Role
Hidden Exorcists Power Role
Hidden Exorcists Power Role
Hidden Exorcists Power Role
Acolyte
Acolyte
Acolyte
Acolyte
Acolyte

The Death Knight (Sir Purigon)
Thief
Hidden Neutral
Hidden Neutral

The Valet's Hidden Role: Investigator, Mindbender
Hidden Exorcists Roles: Knight, Ranger, Stalker, Bard, Herald, Undertaker, Coroner, Armoursmith, Shadow Hunter
Hidden Neutral Roles:Executioner, Amnesiac, Jester, Survivor

jaczac
December 22nd, 2011, 02:00 PM
cool.

TheWaaagh
December 22nd, 2011, 02:11 PM
I really like this setup a lot. The riddle/crypt thing is an especially cool mechanic. Have you talked to Luna about getting in line to host at all? I know in one of the threads she mentioned there's a line forming, so you better hop in there sooner than later.

wolfcheese
December 22nd, 2011, 02:31 PM
Ooh riddles! That would be fun. I like this idea.

Deathfire123
December 22nd, 2011, 03:09 PM
I like riddles! Nice idea!

Zack
December 22nd, 2011, 03:24 PM
Very nice idea! Plus I like the cult versus town setup :)

If the thief is converted the haunting can't lose :o

BorkBot
December 22nd, 2011, 03:45 PM
Converting the Thief definitely gives the Haunting a great advantage, but the Exorcists have 2 possible roles to search for keys and one role to watch people who reveal their keys. In addition, the Death Knight will side with the Exorcists if the Haunting gets the upper hand (he can't win if a converted Thief lives).

CmG
December 22nd, 2011, 04:13 PM
Herald (Journalist)
May watch player each night to see their visitors.


thief should be detection immune


Feels like the cult is op :/ 3 nights of an invul cult leader recruiting and if they play smart its much more longer. Then a random neutral getting the grip of one of the pieces and playing lurky will fuck town up for sure.

Maybe you should add an auto reveal into your setup if a neutral catches a key fragment. Like after 2 nights it autoreveals. To balance it out a little

Escaho
December 22nd, 2011, 04:31 PM
Sounds like you put a lot of thought into it, Bork, and I love the theme! Great idea!

Luna
December 22nd, 2011, 04:51 PM
Absolutely badass, and to the point, +1

BorkBot
December 22nd, 2011, 05:07 PM
Herald (Journalist)
May watch player each night to see their visitors.

Oops. Need to fix that. What can I say? I'm a copy paste newb :p

BorkBot
December 22nd, 2011, 05:16 PM
There, fixed.

The thief not being detection immune is intentional. It needs to be possible to catch him.

CmG
December 22nd, 2011, 05:18 PM
you mean convert. Town should have a fixed Diviner too.




Win Conditions: Dread Knight
Be the last man standing along with The Banshee and/or The Valet
OR live to see The Haunting eliminated.

I am confused. Don't you mean eleminate the Exorcists? Because they can't win if the Dread Knight is still around.

BorkBot
December 22nd, 2011, 05:43 PM
The Death Knight's objective is to contain the Haunting by killing everyone who could be affected or see it destroyed entirely, including himself. If he chooses to side with the Exorcists, he has to survive long enough to see all members of the Haunting dead before he gives himself up to put an end to it all.

If he dies before that moment, however, he will lose.

So yes, it's possible for the Death Knight to side with the Exorcists, but it's quite risky to do so openly. Because if the Haunting converts the right people, it's possible for them to kill the Death Knight while the Banshee is protected.

And agreed. A fixed Diviner would be cool. Changing that now.

CmG
December 22nd, 2011, 06:25 PM
1 anti converter fixed, 2 people not recruitable from house.
vs
1 fixed healer, random knights who kill your assassins anyway, more healers and armorsmith.

Cult will random recruit over random kill in any way possible.


Assassin
Each night, one Assassin can be sent to assassinate a chosen target (-1).

An assassination and a conversion from The Banshee cannot occur simultaneously.

-But they can both use their night actions simultaniously? Like convert goes wrong the assassin kills his target? If the convert is succsessfull the assassin doesn't kill?

BorkBot
December 22nd, 2011, 07:00 PM
At first I had limited uses on assassins instead of the "no kill when converting" rule, but I decided that the Haunting would get too big of a lead early on. Allowing a kill when a conversion fails seems a bit overpowered, as it negates the impact of conversion immunity.

The kills are mostly intended to be used to take out the convert immunes, and the Haunting needs their Assassins to have a chance at winning if the Banshee dies.

Don't forget that the Banshee can only use her Witch manipulate ability if she doesn't convert. The Haunting may decide to use manipulate + kill rather than convert + no kill in some situations.

EDIT:
Added a Coroner to the possible Exorcist roles. Very useful to clear people or find other members of the Haunting when the dead body of a member of the Haunting is inspected. Or to determine the identity of the Death Knight when one of the many Exorcist roleblockers is slain.

BorkBot
December 22nd, 2011, 07:17 PM
Added a little something to the Diviner

Will also see up to 5 submitted riddle answers, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the 5 answers was correct, but he won't be told which one.

Ash
December 22nd, 2011, 08:15 PM
OMG IT'S ACOLYTE, THE CREATOR OF PICTIONARY AND WHOM PLAYS MAFIA
ACOLYTEACOLYTEACOLYTEACOLYTE
p.s: good acolyte role

BorkBot
December 26th, 2011, 06:09 PM
Based on Luna's feedback, I've removed the Cleric's ability to roleblock the Death Knight, making it a simple conversion immune doctor (it was too situational) and I also removed the Enchantress from the possible roles list. While I really like the role, it wasn't essential for the setup and a reasonable cut to reduce complexity.

Balance is preserved this way. Enchantress would've been a stronger asset to the Haunting than to the Exorcists and the Cleric can't block a Haunting find from a Shadow Stalker to test if it's the Death Knight and to prevent the Death Knight from killing the Paladin when he uses smite on him.