Cryptonic
May 26th, 2015, 07:35 AM
Hello!
So, I have been putting together some ideas for an FM/M-FM, and would like some more ideas and input :D
Table of Contents
Factions
Races
Day & Night Cycles
Galactic Space Credits
Items
Bounties
Jedi Role Cards
Factions
Empire
The Mafia-type Faction.
Has night chat.
Has factional kill.
Shared bank.
Qulok's Fist
Neutral Faction, aka Bounty Hunters.
Can collect bounties.
Has a night chat.
Shared bank.
Rebellion
Town Faction.
Individual banks.
Races
Balosar
Immune to the negative effects of Death Sticks.
Can have two roles. Still only may use one action.
Cerean
Can use two night actions.
Droid
Immune to Knowledge Drain.
Immune to Healing (Cannot be healed).
Immune to Force Healing.
Immune to Roleblock.
Immune to Inflict Pain.
Immune to Possession.
Immune to Mind Trick.
Immune to Inspire.
Dug
Immune to Possession.
Immune to Mind Trick.
Gungan
Immune to Drain Knowledge.
Human
Items cost 100 credits less.
Item discount does not affect Qulok's Fist or Empire due to shared Banks unless all living members are Human.
Hutt
Appears as Citizen to all forms of Investigation from any Faction.
Immune to Roleblock.
Wookie
One Auto-Vest.
Day & Night Cycle
Each Day Length is determined by the Planet/Moon you are currently on.
Day Length will always be in 12 hour periods, with a mininum length of 24 hours.
Each Night Length is determined by the distance it takes to travel to another Planet/Moon.
Night Length will always be in 12 hour periods, with a minimum length of 24 hours.
Galactic Space Credits
Each Player starts with 500 Galactic Space Credits each.
Non-Rebellion Faction members may spend their credits on items for an ally.
Credits are earned via the Jedi Relic mechanic.
Each day begins the excavation of a new Jedi Relic.
If a Rebellion Player is lynched, all Non-Rebellion Players will gain the total value of the relic, divided by the number of living non-Rebellion Players.
If a Non-Rebellion Player is lynched, all Rebellion Players will gain the total value of the relic, divided by the number of living Rebellion Players.
If no one is lynched, the value is divided between all living players.
Galactic Space Credits can only be spent at night.
Items
You cannot use any item the same night you buy it.
Using an item replaces your night action.
You can not use multiple items per night, unless under the effect of death sticks or are Cerean.
Only one death stick can be used per night, and does not count as an action.
Death Sticks (200)
Allows your to use an extra night action at night.
Players have a 50% chance to become addicted to Death Sticks.
If a Player becomes addicted to Death Sticks, they no longer can obtain Galactic Space Credits and bank depletes to 0.
May be purchased by any Player.
Cortosis Armor (300)
1-Use vest that protects against everything except Corruption.
Using the vest takes the place of a night action.
May be purchased by any Player.
Counterfeit Cortosis Armor (300)
Causes the next Cortosis Vest purchased to be replaced with a counterfeit version.
A Counterfeit vest will not protect from attacks.
Players are not informed if vest is fake.
May be purchased by any non-Rebellion Player.
Blaster (750)
1-Use gun.
Using the gun takes the place of a night action.
May be purchased by any Rebellion Player.
Counterfeit Blaster (750)
Causes the next Blaster purchased to be replaced with a counterfeit version.
A Counterfeit gun will not kill anybody.
Players are not informed if gun is fake.
May be purchased by any non-Rebellion Player.
Holocron (800)
A Holocron contains Jedi Knowledge in the form of a role.
All roles are available inside a Holocron, but an alignment will never change.
Buying a Holocron as a Rebellion Player will change your role to whatever role is in the Holocron.
Buying a Holocron as a non-Rebellion Player will destroy the Holocron, and the knowledge inside.
Not every Holocron contains a Power Role.
A Player may choose which Holocron they wish to purchase.
Maximum 10 Holocrons in the game.
Holocrons are opened at the end of the night they are bought.
Douse/Burn (100)
Douse a Player in fuel, or burn all Players currently doused.
Does not pierce immunity or healing.
Players are informed of being doused.
Burning is not detectable by Lookouts or Detectives.
May be purchased by members of Qulok's Fist.
Long-ranged Blaster (200)
Kill one player at night.
Does not pierce immunity or healing.
May be purchased by members of Qulok's Fist.
Mine (300)
Place a mine on a player, killing them and whoever visits them.
Does not pierce immunity or healing.
May be purchased by members of Qulok's Fist.
Incinerate (300)
Follow up your kill by incinerating your target.
Destroys role and last will.
May be purchased by members of Qulok's Fist.
Bounties
All living Players may place a Bounty on another player at night.
Placing a Bounty automatically suspends those Galactic Space Credits in the transaction.
If a Bounty Hunter kills a target at night, or takes part in a lynch on that player, the Bounty Hunter Faction will earn the Bounty.
The minimum value a Bounty can be is 100.
The Empire must select two free 500 bounties during Night 0. If they are not chosen, the Bounties are selected randomly between all living Players, excluding Bounty Hunters.
Bounties can be helpful to direct kills away from team mates and confirmed Rebels.
If no bounty is placed two nights in a row, a random bounty will be placed on a non-Qulok's Fist player.
All current Bounties and values are posted to the town every morning.
JESUS CHRIST SITH FINE SITH OMGUse a dark side force power at night.
Possession: Target one player at night, forcing them to target & visit somone else.
Target is informed of Witching.
Corruption: Target one player at night, killing them.
Pierces immunity & healing (not Force Healing).
1-use per Faction.
Inflict Pain: Target one player at night, roleblocking them.
Target is informed of Roleblock.
Does not detect roleblock immunity.
Drain Knowledge: Target one player at night, receiving their feedback instead of them.
Ionize: Target one player at night, roleblocking them for two nights if they're a Droid.
Immune to Mind Trick.
Can be sent for the Empire factional night kill.
Jedi
Use a light side force power at night.
Force Healing: Target one player at night, protecting them from all attacks.
Notified of successful healing.
Inspire: Target one player at night, allowing them to use their night action and extra time the following night.
Protection Bubble: Protect yourself from all attacks.
One use per Jedi.
Mind Trick: Target one player at night, forcing them to target & visit somone else.
Target is informed of Witching.
Force Stun: Target one player at night, roleblocking them.
Target is informed of Roleblock.
Does not detect roleblock immunity.
Ionize: Target one player at night, roleblocking them for two nights if they're a Droid.
Immune to Mind Trick.
Immune to Possession.
There will be a full role list of other normal roles, but Jedi is just a possible role unique to this game.
So, I have been putting together some ideas for an FM/M-FM, and would like some more ideas and input :D
Table of Contents
Factions
Races
Day & Night Cycles
Galactic Space Credits
Items
Bounties
Jedi Role Cards
Factions
Empire
The Mafia-type Faction.
Has night chat.
Has factional kill.
Shared bank.
Qulok's Fist
Neutral Faction, aka Bounty Hunters.
Can collect bounties.
Has a night chat.
Shared bank.
Rebellion
Town Faction.
Individual banks.
Races
Balosar
Immune to the negative effects of Death Sticks.
Can have two roles. Still only may use one action.
Cerean
Can use two night actions.
Droid
Immune to Knowledge Drain.
Immune to Healing (Cannot be healed).
Immune to Force Healing.
Immune to Roleblock.
Immune to Inflict Pain.
Immune to Possession.
Immune to Mind Trick.
Immune to Inspire.
Dug
Immune to Possession.
Immune to Mind Trick.
Gungan
Immune to Drain Knowledge.
Human
Items cost 100 credits less.
Item discount does not affect Qulok's Fist or Empire due to shared Banks unless all living members are Human.
Hutt
Appears as Citizen to all forms of Investigation from any Faction.
Immune to Roleblock.
Wookie
One Auto-Vest.
Day & Night Cycle
Each Day Length is determined by the Planet/Moon you are currently on.
Day Length will always be in 12 hour periods, with a mininum length of 24 hours.
Each Night Length is determined by the distance it takes to travel to another Planet/Moon.
Night Length will always be in 12 hour periods, with a minimum length of 24 hours.
Galactic Space Credits
Each Player starts with 500 Galactic Space Credits each.
Non-Rebellion Faction members may spend their credits on items for an ally.
Credits are earned via the Jedi Relic mechanic.
Each day begins the excavation of a new Jedi Relic.
If a Rebellion Player is lynched, all Non-Rebellion Players will gain the total value of the relic, divided by the number of living non-Rebellion Players.
If a Non-Rebellion Player is lynched, all Rebellion Players will gain the total value of the relic, divided by the number of living Rebellion Players.
If no one is lynched, the value is divided between all living players.
Galactic Space Credits can only be spent at night.
Items
You cannot use any item the same night you buy it.
Using an item replaces your night action.
You can not use multiple items per night, unless under the effect of death sticks or are Cerean.
Only one death stick can be used per night, and does not count as an action.
Death Sticks (200)
Allows your to use an extra night action at night.
Players have a 50% chance to become addicted to Death Sticks.
If a Player becomes addicted to Death Sticks, they no longer can obtain Galactic Space Credits and bank depletes to 0.
May be purchased by any Player.
Cortosis Armor (300)
1-Use vest that protects against everything except Corruption.
Using the vest takes the place of a night action.
May be purchased by any Player.
Counterfeit Cortosis Armor (300)
Causes the next Cortosis Vest purchased to be replaced with a counterfeit version.
A Counterfeit vest will not protect from attacks.
Players are not informed if vest is fake.
May be purchased by any non-Rebellion Player.
Blaster (750)
1-Use gun.
Using the gun takes the place of a night action.
May be purchased by any Rebellion Player.
Counterfeit Blaster (750)
Causes the next Blaster purchased to be replaced with a counterfeit version.
A Counterfeit gun will not kill anybody.
Players are not informed if gun is fake.
May be purchased by any non-Rebellion Player.
Holocron (800)
A Holocron contains Jedi Knowledge in the form of a role.
All roles are available inside a Holocron, but an alignment will never change.
Buying a Holocron as a Rebellion Player will change your role to whatever role is in the Holocron.
Buying a Holocron as a non-Rebellion Player will destroy the Holocron, and the knowledge inside.
Not every Holocron contains a Power Role.
A Player may choose which Holocron they wish to purchase.
Maximum 10 Holocrons in the game.
Holocrons are opened at the end of the night they are bought.
Douse/Burn (100)
Douse a Player in fuel, or burn all Players currently doused.
Does not pierce immunity or healing.
Players are informed of being doused.
Burning is not detectable by Lookouts or Detectives.
May be purchased by members of Qulok's Fist.
Long-ranged Blaster (200)
Kill one player at night.
Does not pierce immunity or healing.
May be purchased by members of Qulok's Fist.
Mine (300)
Place a mine on a player, killing them and whoever visits them.
Does not pierce immunity or healing.
May be purchased by members of Qulok's Fist.
Incinerate (300)
Follow up your kill by incinerating your target.
Destroys role and last will.
May be purchased by members of Qulok's Fist.
Bounties
All living Players may place a Bounty on another player at night.
Placing a Bounty automatically suspends those Galactic Space Credits in the transaction.
If a Bounty Hunter kills a target at night, or takes part in a lynch on that player, the Bounty Hunter Faction will earn the Bounty.
The minimum value a Bounty can be is 100.
The Empire must select two free 500 bounties during Night 0. If they are not chosen, the Bounties are selected randomly between all living Players, excluding Bounty Hunters.
Bounties can be helpful to direct kills away from team mates and confirmed Rebels.
If no bounty is placed two nights in a row, a random bounty will be placed on a non-Qulok's Fist player.
All current Bounties and values are posted to the town every morning.
JESUS CHRIST SITH FINE SITH OMGUse a dark side force power at night.
Possession: Target one player at night, forcing them to target & visit somone else.
Target is informed of Witching.
Corruption: Target one player at night, killing them.
Pierces immunity & healing (not Force Healing).
1-use per Faction.
Inflict Pain: Target one player at night, roleblocking them.
Target is informed of Roleblock.
Does not detect roleblock immunity.
Drain Knowledge: Target one player at night, receiving their feedback instead of them.
Ionize: Target one player at night, roleblocking them for two nights if they're a Droid.
Immune to Mind Trick.
Can be sent for the Empire factional night kill.
Jedi
Use a light side force power at night.
Force Healing: Target one player at night, protecting them from all attacks.
Notified of successful healing.
Inspire: Target one player at night, allowing them to use their night action and extra time the following night.
Protection Bubble: Protect yourself from all attacks.
One use per Jedi.
Mind Trick: Target one player at night, forcing them to target & visit somone else.
Target is informed of Witching.
Force Stun: Target one player at night, roleblocking them.
Target is informed of Roleblock.
Does not detect roleblock immunity.
Ionize: Target one player at night, roleblocking them for two nights if they're a Droid.
Immune to Mind Trick.
Immune to Possession.
There will be a full role list of other normal roles, but Jedi is just a possible role unique to this game.