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(Created page with "{{Setups |Title=Twofold JK9++ (JK18++) |Setup Size=Large |type=Untested Large |type2=Semi-Open |type3=Multiball |type4= |type5= |type6= |Players=18 |Designer=mhsmith...")
 
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You target a player who commutes and is shot at;
You target a player who commutes and is shot at;
You target a player who does not commute and is killed that night"
You target a player who does not commute and is killed that night"
*'''Vigilante''': Each night phase, you may choose to kill a player.
*'''Vengeful''': if you are lynched, you may choose to kill one of the players who voted for your lynch during twilight by PM'ing the mod or posting in thread. This ability is optional and cannot be blocked by any means.


*'''Role Cop''': Each night phase, you may investigate a player to find out their Role Powers.  If you target a player in the werewolf faction (other than defector), you will receive a Vanilla result.
*'''Role Cop''': Each night phase, you may investigate a player to find out their Role Powers.  If you target a player in the werewolf faction (other than defector), you will receive a Vanilla result.
Line 342: Line 346:
'''Win condition:'''  
'''Win condition:'''  
*You win when all threats to the town have been eliminated and there is at least one town player alive.
*You win when all threats to the town have been eliminated and there is at least one town player alive.


===<span style="color:green">Town</span> <span style="color:orange">Traitor</span>===
===<span style="color:green">Town</span> <span style="color:orange">Traitor</span>===

Revision as of 21:08, 14 September 2016

Name:
  • Twofold JK9++ (JK18++)
Setup Size:
Players:
  • 18
Setup Type:
Designer:


Two-Fold JK9++' (alternatively known as JK18++) is an experimental 18 player semi-open setup designed by mhsmith0 with some tweaks by TBD that is currently in design phase. Inspired by the Two-Fold C9++ setup, this game uses a randomization system similar to JK9++ but in a Multiball, Modular Open format. Role modules are distributed to the town that, with few specific exceptions, work against a specific scumteam.


Mechanics

  • This setup uses a Daystart
  • Scum choose which of the assigned power roles they get Pre-Game.
  • Cops/Seers are guaranteed to be sane


Generating the Setup

First, roll 7 random numbers 1-100 to determine Mafia roles and anti-mafia modules. Each number is turned into a letter as follows:

  • 1-50 = T
  • 51-65 = C
  • 66-80 = D
  • 81-90 = H
  • 91-95 = K
  • 96-100 = R

Role modules are accumulated depending on how many of each letter are generated. For example, when looking at the "I" list, look at how many Is you received and add the corresponding roles. If you get no Is, do not add any roles from the I list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you draw more letters than are listed in a category, just reroll and try again.


Mafia Roll

Scum Roles

POWER TIER 1

TTTTTTT = 1-shot BP + (Strongman/Ninja) + TOWN Doctor

TTTTTT = 1-shot BP + (Strongman/Ninja)

TTTTT = 1-shot BP + (Strongman/Ninja)


POWER TIER 2

TTTT = 1-shot BP + Goon + (Roleblocker/Role Cop)

TTT = 1-shot BP + Goon + (Roleblocker/Role Cop)


POWER TIER 3

TT = 1-shot BP + (Roleblocker/Role Cop) + (Strongman/Ninja)

T = 1-shot BP + (Roleblocker/Role Cop) + (Strongman/Ninja)

0 Ts = 1-shot BP + (Roleblocker/Role Cop) + Ninja Strongman

Abilities are chosen pregame.


I Roles

I = Tracker

Ix2 = Tracker, 1-Shot Tracker

Ix3 = 2 Trackers, 1-Shot Tracker

Ix4 = 2 Trackers, 2 1-Shot Trackers

Ix5 = 3 Trackers, 2 1-Shot Trackers



D Roles

Dx1 = Doctor

Dx2 = Doctor, 1-shot BP

Dx3 = 2 Doctors, 1-shot BP

Dx4 = 2 Doctors, 2 1-shot BP's

Dx5 = 3 Doctors, 2 1-shot BP's


H Roles

Hx1 = Witness Protection

Hx2 = Witness Protection, 1-shot commuter

Hx3 = 2 Witness Protections, 1-shot commuter

Hx4 = 2 Witness Protections, 2 1-shot commuters

K Roles

Kx1 = Vigilante OR Vengeful

Kx2 = Vigilante, Vengeful



R Roles

Rx1 = Role Cop OR Gunsmith

Rx2 = Role Cop, Gunsmith



Wolf Roll

Now repeat the first step, now rolling for the following wolf roles and anti-wolf modules.


Scum Roles

POWER TIER 1

TTTTTTT = 1-shot BP + (Strongman/Stealth Wolf) + TOWN Doctor

TTTTTT = 1-shot BP + (Strongman/Stealth Wolf)

TTTTT = 1-shot BP + (Strongman/Stealth Wolf)


POWER TIER 2

TTTT = 1-shot BP + Goon + (Roleblocker/Role Seer)

TTT = 1-shot BP + Goon + (Roleblocker/Role Seer)


POWER TIER 3

TT = 1-shot BP + (Roleblocker/Role Seer) + (Strongman/Stealth Wolf)

T = 1-shot BP + (Roleblocker/Role Seer) + (Strongman/Stealth Wolf)

0 Ts = 1-shot BP + (Roleblocker/Role Seer) + Stealth Wolf Strongman


I Roles

I = Stalker

Ix2 = Stalker, 1-Shot Stalker

Ix3 = 2 Stalkers, 1-Shot Stalker

Ix4 = 2 Stalkers, 2 1-Shot Stalkers

Ix5 = 3 Stalkers, 2 1-Shot Stalkers



D Roles

Dx1 = Guardian

Dx2 = Guardian, 1-shot BP

Dx3 = 2 Guardians, 1-shot BP

Dx4 = 2 Guardians, 2 1-shot BP's

Dx5 = 3 Guardians, 2 1-shot BP's


H Roles

Hx1 = Zoo-Phobe

Hx2 = Zoo-Phobe, 1-shot commuter

Hx3 = 2 Zoo-Phobes, 1-shot commuter

Hx4 = 2 Zoo-Phobes, 2 1-shot commuters

K Roles

Kx1 = Vigilante OR Vengeful

Kx2 = Vigilante, Vengeful



R Roles

Rx1 = Role Seer OR Fangsmith

Rx2 = Role Seer, Fangsmith









Inter-Scum Balancing

Now, compare the Power Tiers between the Scum, and award one side a helpful role module based on the difference. Additional role modules should go to a Mafia Goon/Normal Wolf slot.

  • Tier 1 vs. Tier 2 = Tier 1 team gets a Traitor (Mafia) or Defector (Wolves)
  • Tier 1 vs. Tier 3 = Tier 1 team gets a Traitor/Defector + JOAT module (Role Cop, Roleblock, Commute)
  • Tier 2 vs. Tier 3 = Tier 2 team gets a (Strong Will/2-Shot Commute) module.


Power Notes

Doctor only guards the Mafia or Vigilante kill, Guardian only guards the Wolf or Vigilante kill. BP guards against any kill other than Vengeful.

Trackers and Stalkers work a little differently; they reliably track all actions, except kills. The wolf kill is invisible to Trackers, and the Mafia kill is invisible to Stalkers.

Hiders work a little differently. Anti-mafia hiders (Witness Protection) are NOT automatically killed if they visit a werewolf or traitor, and anti-werewolf hiders (Zoo-phobes) are NOT automatically killed if they visit a mafia or defector. Hiders CAN visit other hiders or commuters, as well, even if their target is hiding or commuting. A hider dies ONLY if one of the following happens: they visit a "targeted" faction player (traitor/defector does NOT count) who does not commute that night; they visit a player who is shot and killed; they visit a player who commutes or hides but is shot at. Hider A does NOT die if they target Hider B who dies at someone else's house (due to visiting an enemy faction or Hider B's target getting shot), unless Hider B was also shot at (in which case Hider A dies because Hider B was shot at, not for any other reason). A hider who visits a player with a remaining BP will be protected by that BP if the target is only shot at one time that night.

Role Cop only detects Mafia or Town roles, Role Seer only detects Werewolf or Town roles.


Finalization

Determine the amount of Wolves and Mafia, then add a number of townies until the game has 17 players.

Then, randomly distribute the role modules to everyone who counts as town, according to the following rules:

  • No player may have more than two role modules.
  • No player may have two modules targeting the same faction (no tracker/doctor, no vig from anti-mafia rand + role cop, etc)
  • Traitors/Defectors may not receive powers that work against their favored team, or any "K" type powers.

Example Role PM's

Townie

Welcome, [Player Name], you are Town.


You have the following abilities [Max 2]:

  • 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
  • Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
  • 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

"*Witness Protection: You are an anti-mafia hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Mafia faction (traitor does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"

"*Zoo-Phobe: You are an anti-werewolf hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Werewolf faction (defector does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"

  • Vigilante: Each night phase, you may choose to kill a player.
  • Vengeful: if you are lynched, you may choose to kill one of the players who voted for your lynch during twilight by PM'ing the mod or posting in thread. This ability is optional and cannot be blocked by any means.
  • Role Cop: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the werewolf faction (other than defector), you will receive a Vanilla result.
  • Gunsmith: Each night phase, you may investigate a player to find out if they have a gun. You will receive "has a gun" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Mafia (other than traitor)
  • Role Seer: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the mafia faction (other than traitor), you will receive a Vanilla result.
  • Fangsmith: Each night phase, you may investigate a player to find out if they have fangs. You will receive "has fangs" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Werewolf (other than defector)
  • [If rolled no abilities] You have no night actions; you are a Vanilla Townie.






Win condition:

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

Town Traitor

Welcome, [Player Name]. You are a Town Traitor. You have agreed to help the Mafia, who consist of [Player Name] and [Player Name].


You have the following abilities [Max 1]:'

  • 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
  • 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

"*Zoo-Phobe: You are an anti-werewolf hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Werewolf faction (defector does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"

  • Role Seer: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the mafia faction (other than traitor), you will receive a Vanilla result.
  • Fangsmith: Each night phase, you may investigate a player to find out if they have fangs. You will receive "has fangs" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Werewolf (other than defector)




  • [If rolled no abilities] You have no night actions; you must help the Mafia with your voice and vote alone.


Win condition:

  • You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring. You will be endgamed and removed from the game if both of your allies die.


Town Defector

Welcome, [Player Name]. You are a Town Defector. You have agreed to help the Werewolves, who consist of [Player Name] and [Player Name].


You have the following abilities [Max 2]:

  • 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
  • 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

"*Witness Protection: You are an anti-mafia hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Mafia faction (traitor does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"

  • Role Cop: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the werewolf faction (other than defector), you will receive a Vanilla result.
  • Gunsmith: Each night phase, you may investigate a player to find out if they have a gun. You will receive "has a gun" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Mafia (other than traitor)




  • [If rolled no abilities] You have no night actions; you must help the Werewolves with your voice and vote alone.


Win condition:

  • You win when the Mafia are dead and the Wolves obtain a majority over the town, or nothing can prevent this from occurring. You will be endgamed and removed from the game if both of your allies die.


Mafia

Welcome, [Player1] and [Player2] (and [Player3]), you are the Mafia.

All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


[Player1] is a Mafia 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

OR

[Player1] is a Mafia JOAT, with the following single-use abilities:

  • Role Seer: Investigate someone to find out their role powers.
  • Roleblock: Target a player to prevent them from taking any active night actions.
  • 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
  • Mafia 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.


[Player2] must choose pregame between being a Strongman or a Ninja.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.

OR

([Player2] must choose pregame between being a Roleblocker or a Role Seer.

  • Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
  • Role Seer: Each night phase, you may investigate a player to find out their Role Powers.)


[Player3] is a Mafia Goon; they have no extra powers.

OR

([Player2] must choose pregame between being a Roleblocker or a Role Cop.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.)

OR

([Player3] has both the "Ninja" and "Strongman" powers.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.)

(You also have a Traitor somewhere out there, willing to help you.)


Win condition:

  • You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.



Werewolves

Welcome, [Player1] and [Player2] (and [Player3]), you are the Werewolves.

All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


[Player1] is a Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

OR

[Player1] is a Werewolf JOAT, with the following single-use abilities:

  • Role Cop: Investigate someone to find out their role powers.
  • Roleblock: Target a player to prevent them from taking any active night actions.
  • 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
  • Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.


[Player2] must choose pregame between being a Strongman or a Stealth Wolf.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Stealth Wolf: Your actions become totally undetectable to Tracker-type roles.

OR

([Player2] must choose pregame between being a Roleblocker or a Role Cop.

  • Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
  • Role Cop: Each night phase, you may investigate a player to find out their Role Powers.)


[Player3] is a Werewolf Goon; they have no extra powers.

OR

([Player2] must choose pregame between being a Roleblocker or a Role Cop.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Stealth Wolf: Your actions become totally undetectable to Tracker-type roles.)

OR

([Player3] has both the "Stealth Wolf" and "Strongman" powers.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Stealth Wolf: Your actions become totally undetectable to Tracker-type roles.)


(You also have a Defector somewhere out there, willing to help you.)


Win condition:

  • You win when the Mafia are dead and the Werewolves obtain a majority over the town, or nothing can prevent this from occurring.



Example Setups

TBD

History

TBD