Cryptonic
September 8th, 2012, 06:00 PM
Mafia
Mafia
Mafia
Neutral
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.
Point detection and confiscation affect points AFTER the nights spending.
Day 1 start. Ends after 24 hours, lynch, or skip vote.
Targets may buy unlimited night actions, unless otherwise stated. (ie. Player can Sheriff 2 targets the same night for 130*).
Neutral Witching does NOT affect any night actions. It just forces an additional visit. Useful in killing charged targets.
Roleblocked targets lose 50% of the points they were spending that night.
Being roleblocked prevents witching.
Each Mafia member MUST do 1 action before any Mafia member can do 2 actions.
In the case of 2 people roleblocking each other, each will be roleblocked an obtain (0.5)(t-r)* back; where t=total points spent, and r=cost of roleblock.
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 kill Neutral A, nor Neutral B with Night Immunity+)
Roleblock (40*)
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, and doused.
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.
Double Vote (100*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Last will (10*) - leave a last will.
Possible Neutral purchases:
Kill (50*) - limited to one per night.
Douse (50*) - limited to one per night; ignores invulnerability, not healing.
Burn all doused (10*) - can douse and burn the same night.
Charge (50*)
Witch (40*) - limited to one per night.
Double Vote (100*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Death Note (10*)
Last will (FREE)
Vex (25*) - targetted person will receive only 50% of their points the following day; rounded to the nearest point. (target would be notified they were vexed)
Steal (15*) - target one person, stealing 1-50*.
Give Points (20*) - give a target any number of 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*)
Point Block (50*) - prevent one person from spending points.
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.
Double Vote (100*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Possible Town purchases:
Kill (80*) - limited to one per night.
Roleblock (55*)
Sheriff (65*)
Detective (40*)
Lookout (40*)
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 Vote (50*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Last will (10*) - leave a last will.
Mafia:
Shared Point pool.
Starts with 50 points (*), collective.
Neutral:
Immune to attacks.
Starts with 75 points (*).
Town:
Starts with 20 points (*) each.
Individual point banks.
Feedback:
Notified of succesful healing.
Notified of being roleblocked.
Notified of bussing.
Notified when doused.
Notified when charged.
Not notified of witching.
Order of Operations:
[0] Lookout visited (affected by #2 & #5).
[1] Roleblock immunity.
[2] Point block.
[3] Point Bank
[4] Bus (affected by #5).
[5] Roleblock.
[6] Heal (+1) + Night Immunity (+99).
[7] Drugs.
[8] Frames.
[9] Douses.
[10] Charge.
[11] Kills (-1) + Janitor + Burn (-999).
[12] Investigative results (Sheriff, Detective, Lookout, Autospy).
[13] Give points.
[14] Point Swap A+B.
[15] Vex.
[16] Double Points.
[17] Double Votes.
[18] Witched force visit.
[19] Steal points.
[20] Point confiscation.
[21] Point detection.
Mafia
Mafia
Neutral
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.
Point detection and confiscation affect points AFTER the nights spending.
Day 1 start. Ends after 24 hours, lynch, or skip vote.
Targets may buy unlimited night actions, unless otherwise stated. (ie. Player can Sheriff 2 targets the same night for 130*).
Neutral Witching does NOT affect any night actions. It just forces an additional visit. Useful in killing charged targets.
Roleblocked targets lose 50% of the points they were spending that night.
Being roleblocked prevents witching.
Each Mafia member MUST do 1 action before any Mafia member can do 2 actions.
In the case of 2 people roleblocking each other, each will be roleblocked an obtain (0.5)(t-r)* back; where t=total points spent, and r=cost of roleblock.
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 kill Neutral A, nor Neutral B with Night Immunity+)
Roleblock (40*)
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, and doused.
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.
Double Vote (100*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Last will (10*) - leave a last will.
Possible Neutral purchases:
Kill (50*) - limited to one per night.
Douse (50*) - limited to one per night; ignores invulnerability, not healing.
Burn all doused (10*) - can douse and burn the same night.
Charge (50*)
Witch (40*) - limited to one per night.
Double Vote (100*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Death Note (10*)
Last will (FREE)
Vex (25*) - targetted person will receive only 50% of their points the following day; rounded to the nearest point. (target would be notified they were vexed)
Steal (15*) - target one person, stealing 1-50*.
Give Points (20*) - give a target any number of 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*)
Point Block (50*) - prevent one person from spending points.
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.
Double Vote (100*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Possible Town purchases:
Kill (80*) - limited to one per night.
Roleblock (55*)
Sheriff (65*)
Detective (40*)
Lookout (40*)
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 Vote (50*) - lasts 1 day.
Double Points (100*) - earn double points the following day.
Last will (10*) - leave a last will.
Mafia:
Shared Point pool.
Starts with 50 points (*), collective.
Neutral:
Immune to attacks.
Starts with 75 points (*).
Town:
Starts with 20 points (*) each.
Individual point banks.
Feedback:
Notified of succesful healing.
Notified of being roleblocked.
Notified of bussing.
Notified when doused.
Notified when charged.
Not notified of witching.
Order of Operations:
[0] Lookout visited (affected by #2 & #5).
[1] Roleblock immunity.
[2] Point block.
[3] Point Bank
[4] Bus (affected by #5).
[5] Roleblock.
[6] Heal (+1) + Night Immunity (+99).
[7] Drugs.
[8] Frames.
[9] Douses.
[10] Charge.
[11] Kills (-1) + Janitor + Burn (-999).
[12] Investigative results (Sheriff, Detective, Lookout, Autospy).
[13] Give points.
[14] Point Swap A+B.
[15] Vex.
[16] Double Points.
[17] Double Votes.
[18] Witched force visit.
[19] Steal points.
[20] Point confiscation.
[21] Point detection.