SuperJack posted my old lottery S-FM as a joke, and rereading made me want to refine this one into an M-FM.
Mafia
Mafia
Mafia
Mafia
Neutral
Neutral
Neutral
Town
Town
Town
Town
Town
Town
Town
Town
Town
Town
Town
Town
Town
Mechanics:
- At the end of each DAY, each player receives a random amount of Points (*).
- Amount of points is determined via a random number generator between 1-100.
- The morning post will include the total number of points currently in play.
- Point detection and confiscation affect points AFTER the nights spending.
- Day 1 start. Ends after 24 hours, lynch, or skip vote.
- Players may buy unlimited night actions, unless otherwise stated. (ie. Player can Sheriff 2 targets the same night for 130*).
- Purchases must be used the night they are bought.
- Roleblocked targets lose 50% of the points they were spending that night.
- Each Mafia member MUST do 1 action before any Mafia member can do 2 actions.
- In the case of 2 people roleblocking each other, both players will be roleblocked.
- Mafia shares a night chat.
- Neutral do not share a night chat, nor know each other's identities.
- Days are 48 hours (except day 1).
- Nights are 24 hours.
Possible Mafia purchases:
- Kill (50*) - limited to one per night for entire mafia.
- Strongman Kill (100*) - limited to one per night for entire mafia; ignores healing and invulnerability. (Does not pierce Night Immunity+).
- Roleblock (40*)
- Detective (40*) - does not pierce immunity.
- Lookout (40*) - does not pierce immunity.
- Point Detection (10*) - Determines total number of points the target possesses come morning.
- Point Confiscation (40*) - Target loses 50% of total points come morning (Mafia does not gain target's points).
- Clean kill (70*) - If cleaning fails, all 70* will be returned.
- Drug (30*) - limited to one per night for entire mafia. Drugs are: Attack + Healed, Bussed, roleblocked.
- Autopsy (10*) - determines cleaned player's role and last will and all night actions.
- Frame (70*) - makes target appear as a mafia member to Sheriff detection.
- Night immunity (25*) - lasts only the night is was purchased.
- Detection immunity (40*) - lasts only the night it was purchased.
- Point Bank (15*) - protects from Point Confiscation, Steal, and Point Swap A+B for one night.
- Double Points (100*) - earn double points the following day.
- Last will (10*) - leave a last will.
Possible Neutral purchases:
- Vex (25*) - targeted person will receive only 50% of their points the following day; rounded to the nearest even point. This effect stacks (ie: 2 uses causes a target to receive 25% of their points).
- Steal (15*) - target one person, stealing 1-50*. If two Neutral's target the same person, random.org will determine who acts first.
- Give Points (20*) - give a target any number of your points (Neutral's choosing).
- Point Swap A (5*) - swaps points of 2 players.
- Point Swap B (20*) - swap points with another player.
- Point Detection (5*) - Determines total number of points the target possesses come morning.
- Point Block (50*) - prevent one person from spending points.
- Point Bank (15*) - protects from Point Confiscation, Steal, and Point Swap A+B for one night.
- Armageddon (1000*) - kills every remaining player.
- Roleblock immunity (30*) - immune to roleblock for the night.
- Night Immunity+ (40*) - nullifies all attacks.
- Detection Immunity (40*) - appear as Town to Sheriff.
- Roleblock (40*)
- Sheriff (40*)
- Detective (20*) - does not pierce immunity.
- Lookout (20*) - does not pierce immunity.
- Heal (25*) - cannot heal self.
- Autopsy (25*) - determines cleaned player's role and last will and all night actions.
- Bus (55*) - swaps 2 people of your choosing.
- Double Points (100*) - earn double points the following day.
- Last will (10*) - leave a last will.
Possible Neutral purchases:
- Night Immunity (40*)
- Self Frame (30*) - you appear as a Neutral to Sheriff checks for the night. If no Neutrals are alive, you appear as Mafia.
- Voter Suicide (10*) - 1 random voter dies if you are lynched the following day. Ability can stack to kill multiple voter; Voters that die can be randomly selected more than once.
- Point Bank (15*) - protects from Point Confiscation, Steal, and Point Swap A+B for one night.
- Drug (10*)
- Roleblock immunity (30*) - immune to roleblock for the night.
- Detection Immunity (40*) - appear as Town to Sheriff.
- Roleblock (40*)
- No feedback (25*) - target receives no feedback the next morning.
- Double Points (100*) - earn double points the following day.
- Bankruptcy (65*) - target loses all their points come morning. Mafia members lose = (all points/# living Mafia members).
- Last will (0*) - leave a last will.
Possible Town purchases:
- Kill (80*) - limited to two per night for entire town. If more than two are purchased, random.org will determine who gets the actions.
- Roleblock (55*)
- Sheriff (65*)
- Detective (40*) - does not pierce immunity.
- Lookout (40*) - does not pierce immunity.
- Heal (25*) - cannot heal self.
- Point Bank (15*) - protects from Point Confiscation, Steal, and Point Swap A+B for one night.
- Night immunity (50*) - lasts only the night is was purchased.
- Autopsy (25*) - determines cleaned player's role and last will and all night actions.
- Bus (55*) - swaps 2 people of your choosing.
- Double Points (100*) - earn double points the following day.
- Last will (10*) - leave a last will.
Mafia:
- Shared Point pool.
- Starts with 80 points (*), collective.
Neutral:
- Immune to attacks.
- Starts with 75 points (*) each.
Neutral:
- Starts with 20 points (*).
Town:
- Starts with 20 points (*) each.
- Individual point banks.
Feedback:
- Notified of succesful healing.
- Notified of being roleblocked.
- Notified of bussing.
- Notified of vexing.
- Informed of refunded points.
Order of Operations:
- Points spent.
- Lookout visited (affected by #2 & #5).
- Roleblock immunity.
- Point block.
- Point Bank.
- Bus (affected by #5).
- Roleblock.
- Heal (+1) + Night Immunity (+99) + Night Immunity+ (+9999).
- Drugs.
- Frames.
- Kills (-1) + Strongman Kill (-999) + Janitor.
- Investigative results (Sheriff, Detective, Lookout, Autopsy).
- Give points.
- Point Swap A+B.
- Vex.
- Double Points.
- Steal points.
- Point confiscation.
- Bankruptcy.
- Point detection.
Win Conditions:
Mafia: Eliminate the Neutral and the Town, and have at least one player alive at the end.
Neutral: Eliminate the Mafia and the Town.
Neutral: Get lynched.
Town: Eliminate the Neutral and the Mafia, and have at least one player alive at the end.