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    M-FM Casino

    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:
    1. Points spent.
    2. Lookout visited (affected by #2 & #5).
    3. Roleblock immunity.
    4. Point block.
    5. Point Bank.
    6. Bus (affected by #5).
    7. Roleblock.
    8. Heal (+1) + Night Immunity (+99) + Night Immunity+ (+9999).
    9. Drugs.
    10. Frames.
    11. Kills (-1) + Strongman Kill (-999) + Janitor.
    12. Investigative results (Sheriff, Detective, Lookout, Autopsy).
    13. Give points.
    14. Point Swap A+B.
    15. Vex.
    16. Double Points.
    17. Steal points.
    18. Point confiscation.
    19. Bankruptcy.
    20. 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.
    Last edited by Cryptonic; June 8th, 2016 at 03:17 PM.

    Quote Originally Posted by S-FM Blue Masquerader View Post
    Hey moron. shut the fuck up or I will shut you up, k? I'm not the person your going to insult and live happily ever after. K? Understand that,

 

 

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