S-FM JK9++ Setup
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  1. ISO #1

    S-FM JK9++ Setup

    JK9++
    My first time hosting!


    JK9++ is a 13 player variable open setup modeled on the popular C9++ setup. JK9++ features a roster of new and different types of roles.

    Rules


    • No active players may discuss the game with players or third parties out of the confines of the game.
    • Every player must post 10 posts of content per game day.
    • Death Notes disabled
    • Invisible ink not allowed
    • Links external to the game are not allowed
    • Last wills (?not? allowed)



    Mechanics


    • This setup uses a Daystart
    • Days are 48 hours. Nights are 24 hours.
    • Player with the most votes end of day is lynched. Ties votes result in a randomized lynch. There is no early hammer.
    • 1v1 Tie Breakers: SK>Mafia>Town
    • If there is a Serial Killer, it chooses pregame between 1-Shot Bulletproof or Ninja AND Strongman kills as its extra ability.
    • Game ends when a wincon is achieved:
      You win when all threats to the town have been eliminated and there is at least one town player alive.
      You win when the Mafia obtain a majority or nothing can prevent this from occurring.
      You win when you are the last player alive or nothing can prevent this from occurring.
    • Mafia Goons and Vanilla Townies both investigate as "Vanilla" to the Role Cop.
    • Kills are indistinguishable from one another; do not use varying flavour for different types of kills.
    • Doctors/Jailkeepers prevent one nightkill.
    • Players who are bus driven are not informed of this.


    Randomization


    The moderator randomly chooses 7 numbers from 1-100, repeating permitted. Then, each number is turned into a letter as follows:
    • 1-50 = T (Townie. This actually directly influences scum powerroles.)
    • 51-65 = I (Investigation)
    • 66-75 = P (Protection)
    • 76-85 = H (Hiding)
    • 86-95 = K (Killing)
    • 96-100 = R (Flavour Cop)

    The mod then notes how many of each letter is generated.

    Setup Determination


    Mafia Goon
    Mafia Random

    Town Random
    Town Random
    Town Random
    Town Random
    Town Random
    Town Random
    Town Random
    Town Random
    Town Random

    Any Random
    Any Random


    Powerroles are inserted into the setup depending on how many of each letter are generated. For example, when looking at the "P" list, look at how many Ps you received. If you get no Ps, do not add any roles from the P list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you get three Ps, look at where it says PPP and add the corresponding powerroles into the game. In this case, add a two Doctors and a Jailkeeper. If you draw more letters than are listed in a category, give the maximum power listed for that letter.

    Investigation Roles

    I = Tracker
    II = Tracker, 1-Shot Tracker
    III = Tracker, Tracker
    IIII = Tracker, Tracker, 1-Shot Tracker
    IIIII = Tracker, Tracker, Tracker, 1-Shot Tracker

    Protection Roles

    P = Doctor OR Jailkeeper (50/50 chance of either)
    PP = Jailkeeper, Doctor
    PPP = Jailkeeper, Doctor, Doctor
    PPPP = jailkeeper, Doctor, Doctor, Doctor

    Hiding Roles

    H = Hider
    HH = Hider, 1-Shot Commuter
    HHH = Hider, 1-Shot Commuter, 1-Shot Commuter
    HHHH = Hider, 1-Shot Commuter, 1-Shot Commuter, 1-Shot Commuter

    Killing Roles

    K = Vengeful OR Vigilante (50/50 chance of either)
    KK = Vengeful, Vigilante
    KKK = Vengeful, Vigilante, Vigilante
    KKKK = Vengeful, Vengeful, Vigilante, Vigilante

    Flavour Cop Roles

    R = Role Cop
    RR = Gunsmith
    RRR = Role Cop, Gunsmith
    RRRR = Role Cop, Gunsmith, Gunsmith

    Scum Roles

    TTTTTTT = Mafia Goon, Mafia 1-Shot Bus Driver, Serial Killer
    TTTTTT = Mafia Goon, Mafia 1-Shot Bus Driver
    TTTTT = Mafia Goon, Mafia 1-Shot Bus Driver, Serial Killer
    TTTT = Mafia Goon, Mafia Goon, Mafia JOAT (Roleblock, Ninja Kill, Strongman Kill)
    TTT = Mafia Goon, Mafia Goon, Mafia JOAT, Serial Killer
    TT = Mafia Goon, Mafia 1-Shot Bus Driver, Mafia JOAT
    T = Mafia Goon, Mafia 1-Shot Bus Driver, Mafia JOAT, Serial Killer
    0 Ts = Mafia Goon, Mafia 1-Shot Bus Driver, Mafia JOAT

    Serial Killer chooses its ability pregame

    Other Information


    • Once the powerroles for town and the scum have been determined, add a number of Vanilla Townies to equal 13 players.
    • Order of operations for night resolution is as follows:
    • Commuting
    • Hiding
    • Bus Driving
    • Jailkeeping / Roleblocking
    • Protecting
    • Killing
    • Investigating


    Sample Role PM's


    Vanilla Townie
    • Welcome, [Player Name], you are a Vanilla Townie.

    Abilities:
    • Your weapon is your vote, you have no night actions.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Tracker
    • Welcome, [Player Name], you are a Town Tracker.

    Abilities:
    • Each night, you may target a player in the game and learn if they targeted anyone (if at all).

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town 1-Shot Tracker
    • Welcome, [Player Name], you are a Town 1-Shot Tracker.

    Abilities:
    • Once at night, you may target a player in the game and learn if they targeted anyone (if at all).

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Doctor
    • Welcome, [Player Name], you are a Town Doctor.

    Abilities:
    • Each night, you may protect a player in the game from one nightkill.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Jailkeeper
    • Welcome, [Player Name], you are a Town Jailkeeper.

    Abilities:
    • Each night, you may "jailkeep" a player in the game, which will simultaneously protect them from one nightkill and also roleblock them.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Hider
    • Welcome, [Player Name], you are a Town Hider.

    Abilities:
    • Each night, you can choose to Hide behind a player in the game, which will protect you in the event you'd ordinarily be targeted for a nightkill.

    • If you Hide behind a player who is to be nightkilled, you'll die along with them.

    • If you Hide behind a Mafia member or a Serial Killer, you'll also die.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town 1-Shot Commuter
    • Welcome, [Player Name], you are a Town 1-Shot Commuter.

    Abilities:
    • Once at night, you may leave town, which will make you immune from nightkills as well as investigations.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Vengeful
    • Welcome, [Player Name], you are a Town Vengeful.

    Abilities:
    • If you are lynched, you may vengekill any player in the game during twilight. You do not have to kill.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Vigilante
    • Welcome, [Player Name], you are a Town Vigilante.

    Abilities:
    • Each night, you may target a player in the game to nightkill.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Role Cop
    • Welcome, [Player Name], you are a Town Role Cop.

    Abilities:
    • Each night, you may investigate a player in the game and learn their role.

    • Mafia Goons and Vanilla Townies will both investigate as "Vanilla".

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Town Gunsmith
    • Welcome, [Player Name], you are a Town Gunsmith.

    Abilities:
    • Each night, you may target a player in the game to investigate. You will be told if they have a gun or not.

    • Role Cops, Gunsmiths, Mafia members, Vigilantes, Vengefuls and the Serial Killer all possess guns.

    Win condition:
    • You win when all threats to the town have been eliminated and there is at least one town player alive.


    Mafia Goon
    • Welcome, [Player Name]. You are a Mafia Goon, along with your partner(s), [Player Name] (and [Player Name]).

    Abilities:
    • Factional communication: During the night phase you may talk with your partner(s) here [QuickTopic link].

    • Factional kill: Each night phase, one of you or your partner(s) may perform the factional kill.

    Win condition:
    • You win when the Mafia obtain a majority or nothing can prevent this from occurring.


    Mafia 1-Shot Bus Driver
    • Welcome, [Player Name]. You are a Mafia 1-Shot Bus Driver, along with your partner(s), [Player Name] (and [Player Name]).

    Abilities:
    • Factional communication: During the night phase you may talk with your partner(s) here [QuickTopic link].

    • Factional kill: Each night phase, one of you or your partner(s) may perform the factional kill.

    • Bus Drive: Once at night, you may switch two players. Any actions that was meant to affect one player, will now affect the other, and vice
    versa.
    Win condition:
    • You win when the Mafia obtain a majority or nothing can prevent this from occurring.


    Mafia JOAT
    • Welcome, [Player Name]. You are a Mafia JOAT, along with your partners, [Player Name] and [Player Name].

    Abilities:
    • Factional communication: During the night phase you may talk with your partners here [QuickTopic link].

    • Factional kill: Each night phase, one of you or your partners may perform the factional kill.

    • JOAT Powers: Roleblock, Strongman, Ninja

    • Roleblock: Once at night, you can roleblock a player.

    • Strongman: Once at night, if you perform the factional kill, it will be converted into a Strongman kill which will bypass Doctors/Jailkeepers.

    • Ninja: Once at night, if you perform the factional kill, it will be converted into a Ninja kill, which will bypass Trackers.

    Win condition:
    • You win when the Mafia obtain a majority or nothing can prevent this from occurring.


    Serial Killer
    • Welcome, [Player Name]. You are a Serial Killer.

    Abilities:
    • Pregame you must choose to be either 1-Shot Bulletproof OR have Ninja/Strongman kills.

    • Each night phase, you may select a player in the game to nightkill.

    Win condition:
    • You win when you are the last player alive or nothing can prevent this from occurring.



    https://wiki.mafiascum.net/index.php?title=JK9%2B%2B
    Last edited by Frog; February 3rd, 2016 at 03:24 PM.

  2. ISO #2

    Re: S-FM JK9++ Setup

    For now setup is just for ease of understanding for Orpz and players.

    I'm planning on:
    • finishing the rules
    • renaming all roles and adding pictures to add flavor
    • adding music
    • adding a story (I'll prepare the story ahead of time)


    Now accepting:
    • theme submissions
    • pre-signs
    • private inboxing of prefers
    • suggestions
    • questionw


    Some Themes I Considered:
    • Hitchhiker's Guide To The Universe
    • Ferris Bueller's Day Off
    • Batman v. Superman

  3. ISO #3

  4. ISO #4

    Re: S-FM JK9++ Setup

    Quote Originally Posted by MattZed View Post
    If Day ends with only 2 Mafia and 1 SK left where the SK has a vest, who wins? Both teams appear to have met their wincon.
    Night continues
    SK kills and loses vest to Mafia
    Next Day is 1v1
    SK should win in this instance as nothing can stop SK from victory.
    Although I haven't decided Ties 100% yet, I'm fairly certain I'll let SK win 1v1's.

    I'm a believer of 'majority' is reached during the day, not at night.

    A funny Mafia-SK Tie-game of this variant with our Titus in that game:
    https://forum.mafiascum.net/viewtopic.php?f=52&t=60351

  5. ISO #5

  6. ISO #6

    Re: S-FM JK9++ Setup

    Quote Originally Posted by Frog View Post
    Night continues
    SK kills and loses vest to Mafia
    Next Day is 1v1
    SK should win in this instance as nothing can stop SK from victory.
    Although I haven't decided Ties 100% yet, I'm fairly certain I'll let SK win 1v1's.

    I'm a believer of 'majority' is reached during the day, not at night.

    A funny Mafia-SK Tie-game of this variant with our Titus in that game:
    https://forum.mafiascum.net/viewtopic.php?f=52&t=60351
    I agree that player # should be counted @ the beginning of the day for Mafia's wincon.

    But I think you definitely need to put 1v1 tie breakers in, SK > Mafia > Town, because SK can be stopped in that instance. Mafia can kill them @ night & SK kills Mafia @ night.

  7. ISO #7

  8. ISO #8

  9. ISO #9

    Re: S-FM JK9++ Setup

    Quote Originally Posted by Frog View Post
    Help:
    Presigns submit a theme. Your vote counts!
    JK9++
    Last Will Mechanic Enabled or Disabled?
    citizen only
    Need to add night action feedback.
    E.g. (Should I allow attacked/healed feedback?)
    no
    (I need to add host's receipt of action as a confirmation for each roles action.)
    you can but meh
    (I need to add investigative and cop feedback messages.)
    rolecops feedback is standarized to "XXX is a YYY" or "no results"
    done

  10. ISO #10

  11. ISO #11

    Re: S-FM JK9++ Setup

    This is a really fun setup creation mechanic. I was surprised to see how balanced it was when I ran the numbers.

    /presign
    /prefer citizen : )
    Intellectual growth comes from discussions, not arguments. If you are unwilling to change your position and hear the other persons side you are closed minded and wasting your time.
    If you can not clearly explain what the other sides reasoning is you can not disagree with their position because you do not understand it.

  12. ISO #12

 

 

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