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Forum Mafia GM
June 30th, 2014, 01:44 PM
Game Mechanics:


1- Day, Evening and Night Length:

Day will start on Fridays at 6pm EDT and end on Tuesdays at 12pm EDT.
Evening and Nights will start on Tuesdays at 6pm EDT and end on Fridays at 12pm EDT.
Evening and Nights will happen at the same time in real time, only the results in OoO will change.
Hosts reserve to make adjustments as needed.


2- Lynching:

We will be using the tags. To use this, you will be obligated to spell the persons name exactly how it appears, no nicknames or shortened versions of the name will be accepted. View this thread for more information on the voting system (http://www.sc2mafia.com/forum/showthread.php/15578-New-vote-system-tutorial).
Only the end of day results will be counted, so if someone reaches the needed votes to lynch mid-day, his fate is not sealed and he may survive if someone unvotes.


3- Day actions:

Day actions will all be processed at the end of the day. So people will not die in the middle of the day... but may be a walking deadman.


4- Game Starts:

Day 1 is set to start July 11th July 18th. This will be a normal day like any other with possibly lynching and day actions.


5- Modkills and replacements:

Breaking any rules will result in being replaced or a casualty. Replacements will not be announced, modkills will appear as a distinct host intervention. In your sign up PM, answer the following question: What is your favorite color?


6- Deathnotes and Lastwills:

Lastwills = Yes - to make a last will, make a post in you players log in a phase where you are sleeping starting with ***Last will*** and end it with ***End***. Last wills must be made during evening or night and you must not be jailed.

Deathnotes = No


7- Order of Operations for evenings and nights:

0- Lynched people are executed and day actions are processed
1- Group gatherings for nightchats
2- Veterans / Mass Murderers

***The following actions will submit a number between 1-100, the closer you are to the random.org number that night, will act before the others in case of conflicts***
3- Bodyguards, Roleblocks, Witchings, Busdriving, Lookouts, Detectives, Deputee, Vulcan pinching,

***End***

4- Coroner
5- Journalist sends article(s) to newspaper
6- Framer
7- Investigators
8- Sheriff
9- Lawyer
10- Arson dousing
11- Attacks (fire weapons, vigilantes, new poisons, Klingons,)
12- Doctors / EM Heals
13- Old Poison
14- Blacksmith creates item
15- Mayor option for next day phase
16- Jailor release/execute
17- Janitors
18- Drug dealers, Wizards, Spies
19- Amnesiac learns skill
20- Betazoid actions
21- Vulcan mind melding
22- Charge generation


8- Items:

-Sleep dart gun - roleblock (puts the person to sleep)
-Unarmed: 1 damage
-Standard Phaser on stun: 2 damage
-Standard Phaser on medium setting: 4 damage.
-Phaser Rifle: 6
-Disruptor: 5 damage.
-Klingon Blade: does 4x the # of c damage for Klingons, does 1.5x the # of c damage (rounded up) for for other races using the blade.
-Varon-T Disruptor [Black Market] - 1 shot kills and vaperizes the body (name will show up in graveyard as ???, coroners cannot find location nor cause of death, [coroners must target the name - not ???])


Medium weapon energy source. (ranged weapons upgraded to +3 damage and are no longer have limited shots [if applicable])


Used Armour - auto-vest that has a 50% chance to absorbe 1 damage. (I'll flip a coin) .. hey, its better than nothing!
Cheap armor - auto-vest absorbes 2 damage.
Heavy Armour - auto-vest absorbes 6 damage.


Medkits: heals 6hp
Antidote: cures poison


Disguise: look like someone else at night


Alchool: effects unknown to players until they try them
Red
Blue
Green
Brown


9- Locations:

Bridge:
The Commanders Architect chat is in this location

Sickbay:
Healing actions are at 2x effeciancy

Everyone in sickbay heals 1 hp per 24h even with no action

10 Forward:
Day chat is located here.

Trade with the Ferengi here during the evening and night.

Brigg:
Talk with people that have been thrown into Holding cells

Authorised personel may release/execute captives

Unauthorised personel may try to break someone free if no one is watching

Living quarters:
Everyones personal quarters are located here. This is where you will sleep and where you will write your last will.


10- Charges :

Every role is a Power Role, however, to use your powers you need to use charges. Each day (at the start of day phase), everyone generates a number of charges, additional charges may be received by either the Captain or the Scum Leader. The number of charges required to use your abilities will be noted in your rolecard next to the ability.
example: (3c) would mean 3 charges are needed.


11- Player stats :

You will notice that you all have your own subforum, this is where you can check you status, chat with the hosts and post your last wills. The Stickied thread in that subforum will be reserved for hosts to keep track of your stats, which will include your health, number of charges you have, your charge generation, roles, abilities, items, bounty on you, and anything I might be forgetting here. This will be updated at the end of the day phase and the end of the night phase.


12- Other :

It is possible to get fractions of a charge... e.g. 0.5c
Some abilities can be learned and improved during the game by certain triggers (triggers will be mentioned with the ability in the role cards - the same ability may have different triggers for different players)




X- Change log:
June 30th - Posted initial setup
June 30th - Formatting and spacing
July 7th - new start time
July 18th - Amendment to Klingon blade for non Klingon players.