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'''NOTE: THIS IS A PERSONAL PAGE TO ILLUSTRATE A CONCEPTUAL SETUP FOR ANOTHER SITE | '''NOTE: THIS IS A PERSONAL PAGE TO ILLUSTRATE A CONCEPTUAL SETUP FOR ANOTHER SITE | ||
IT IS NOT "BALANCED" FOR MS AND IS NOT MEANT TO BE PLAYED ON MS EVER. | '''IT IS NOT "BALANCED" FOR MS AND IS NOT MEANT TO BE PLAYED ON MS EVER.''' | ||
PLEASE IGNORE IT AND MOVE ON WITH YOUR LIFE UNLESS YOU PLAY ON [REDACTED]''' | '''PLEASE IGNORE IT AND MOVE ON WITH YOUR LIFE UNLESS YOU PLAY ON [REDACTED]''' | ||
=Super C9++= | =Super C9++= | ||
'''Super C9++''' is a 15 player semi-mystery setup that essentially functions as | '''Super C9++''' is a 15 player semi-mystery setup that essentially functions as an open TWG mystery box. Everyone knows the possibilities, but you don't know which of those you're going to get! The setup is very complex, but the basic principle is that the more power the Town is given, the more powerful the anti-town roles (Wolves-Killer) become in response. | ||
Here is a short summary of how the system works: | Here is a short summary of how the system works: | ||
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*There are guaranteed to be 10-12 town members, 3-4 wolves, and 0-1 Killer. Anything else is up to the cards (although meticulously balanced by the system). | *There are guaranteed to be 10-12 town members, 3-4 wolves, and 0-1 Killer. Anything else is up to the cards (although meticulously balanced by the system). | ||
This setup has a 38.75% chance of generating a Serial Killer.<br/> | This setup has a 38.75% overall chance of generating a Serial Killer.<br/> | ||
__TOC__ | __TOC__ |
Revision as of 08:04, 23 March 2014
NOTE: THIS IS A PERSONAL PAGE TO ILLUSTRATE A CONCEPTUAL SETUP FOR ANOTHER SITE
IT IS NOT "BALANCED" FOR MS AND IS NOT MEANT TO BE PLAYED ON MS EVER. PLEASE IGNORE IT AND MOVE ON WITH YOUR LIFE UNLESS YOU PLAY ON [REDACTED]
Super C9++
Super C9++ is a 15 player semi-mystery setup that essentially functions as an open TWG mystery box. Everyone knows the possibilities, but you don't know which of those you're going to get! The setup is very complex, but the basic principle is that the more power the Town is given, the more powerful the anti-town roles (Wolves-Killer) become in response.
Here is a short summary of how the system works:
- At the start of the game, 11 random letters are generated, each one of: C, T, D, M, E, K, R, A, S.
- T stands for “Truthseeker”. The more T's, the more investigative power the town has – roles that discern information about players.
- D stands for “Defender”. The more P's, the more protective power the town has – roles that protect others from death or otherwise discourage attack.
- K is “Knight” for killing roles, M is “Mason” which is obvious, E is “Enforcer” for blocking roles, R is “Reserve” for backup roles, etc. each working similarly to the above.
- C's are for "Citizens", and they work a little different. Each C necessarily decreases the number of roles the town could have, but in exchange, the wolves are weakened a little. This could mean slightly weaker roles or even fewer members. The number of C’s also determines the chance of there being a Serial Killer.
- There are guaranteed to be 10-12 town members, 3-4 wolves, and 0-1 Killer. Anything else is up to the cards (although meticulously balanced by the system).
This setup has a 38.75% overall chance of generating a Serial Killer.
Principles
The point of C9++ and related "generative" setups is to make sure there is no way to have any sort of "follow-the-power-role" sort of play and that any reveal can be questioned. The central idea of the C9 style of rolls is that you can have tons of power roles or none at all, and nobody knows what's out there (even though wolves and blues might have clues based inherently on what roles they've been assigned), but no matter what happens, each side is balanced based off the number of roles the other has.
There are no breaking strategies for either side that will ensure a maximum chance of victory. So the fact that you are a seer, for example, doesn't immediately get you guarded or saved if you claim, because you have no idea if (A) there is a guardian, or (B) people will think you are a wolf and lynch you anyways. The wolves get it too: the most obvious kill target might be booby-trapped by a Watcher or Bodyguard, and if a Wolf Seer gets a "Killer" result, they can't be sure if that's a Vigilante, SK, or Kamikaze, all of which have very different consequences if killed.
By dismantling these preconceived "formulas" of both power roles and wolf play, this game forces everyone to base their game more on independent thought and investigation. Until late game, when there's a lot of stuff to look at, you typically can't just pull something out of your hat and have a known piece of information out there. Every single thing can be subject to scrutiny, and of course the wolves can't just go fakeclaim-crazy because there are cardflips to confirm people and narrow down the possibilities. So all in all this is a setup that should motivate everyone to put forth their best efforts. Yes, there will probably be power roles and they will help, but the simple fact that there are no guarantees means that the powers take a backseat to the actual gameplay.
Mechanics
- This setup uses a Pregame phase, termed Night 0, where everyone confirms, certain power choices are made, and the existence of an Impartial or Totems are made known. Then it goes to a Day 0, to prevent a potentially large volume of kills (SK, Vigi, Wolf) from throwing off the game balance early, and to make sure everyone has a hand in their own destiny.
- Kills are indistinguishable - do not use varying flavour for Mafia, Vigilante or Serial Killer night kills.
Randomization
The moderator randomly chooses 12 numbers from 1-200, repeating permitted. Then, each of the first 11 numbers is turned into a letter as follows:
- 1-60 = C (Citizen. This actually influences Wolf power roles and the chance of an SK.)
- 61-85 = T (Truthseeker)
- 86-110 = D (Defender)
- 111-140 = M (Mason)
- 141-155 = E (Enforcer)
- 156-170 = K (Killing)
- 171-180 = R (Reserve)
- 181-190 = A (Alchemist)
- 191-200 = S (Soothsayer)
Power roles are added to the setup depending on how many of each letter are generated. If the number of letters present exceeds the maximum specified by any category of roles, the setup must be re-rolled; you must also re-roll if you happen upon a setup that has roles in the Reserve category and no possible powers for any of them to take. Thankfully these incidences are extremely rare.
Finally, the 12th number is checked against a Serial Killer threshold, specified by the number of C’s. If the 12th number exceeds the threshold, add a Serial Killer.
After this all is done, add a number of Vanilla Humans to the game until it has 15 players.
Setup Determination
Powerroles are inserted into the setup depending on how many of each letter are generated. For example, when looking at the "C" list, look at how many Cs you received. If you get no Cs, do not add any roles from the C list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you get three Cs, look at where it says CCC and add the corresponding powerroles into the game. In this case, add a Cop and a 1-Shot Cop.
C (Anti-Town Roles)
x11 = Alpha Wolf, Wolf, D0 Mark
+SK Threshold: 200 (impossible)
x10 = Alpha Wolf, Wolf x2
+SK Threshold: 150
x9 = Alpha Wolf, Wolf Lancer, Wolf
+SK Threshold: 175
x8 = Master Wolf, Wolf Roleblocker, Wolf
+SK Threshold: 100
x7 = Master Wolf, Wolf Seer, Wolf Lancer
+SK Threshold: 135 / 1 Extra Power
x6 = Master Wolf, Wolf Roleblocker, Wolf Seer
+SK Threshold: 170 / 1 Extra Power
x5 = Wolf Roleblocker, Wolf x3
+SK Threshold: 70 / 1 Extra Power
x4 = Wolf Seer, Wolf Lancer, Wolf x2
+SK Threshold: 110 / 1 Extra Power
x3 = Wolf Seer, Wolf Roleblocker, Wolf x2
+SK Threshold: 150 / 2 Extra Powers
x2 = Master Wolf, Wolf Roleblocker, Brutal Wolf, Wolf
+SK Threshold: 40 / 2 Extra Powers
x1 = Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Lancer
+SK Threshold: 70 / 2 Extra Powers
x0 = Master Wolf, Wolf Seer, Wolf Roleblocker, Brutal Wolf
+SK Threshold: 100 / 2 Extra Powers
The Serial Killer has a 1-Shot Omnibane by default. Any extra powers are assigned based on the most numerous drawn letters.
T = Investigation Immunity
D = 1-Shot Juggernaut
E = Strong Will
K = Extra Omnibane
No other categories of roles are factored in. If there are ties they are broken in the order T>K>D>E.
T (Investigative Roles)
x1 = One-Shot Seer
x2 = Tracker OR Seer (determined randomly)
x3 = Seer, One-Shot Seer
x4 = Seer, Tracker
x5 = Seer, Tracker, One-Shot Seer
x6 = Tracker x2, One-Shot Seer x2
x7 = Seer, Tracker x2, One-Shot Seer
D (Protective Roles)
x1 = One-Shot Guardian
x2 = Watcher OR Guardian
x3 = Guardian, One-Shot Guardian
x4 = Guardian, Watcher
x5 = Guardian, Watcher, One-Shot Guardian
x6 = Watcher x2, One-Shot Guardian x2
x7 = Guardian, Watcher x2, One-Shot Guardian
BONUS: Wizards!
If any of the following combinations appear, flip a coin. If heads, use these roles instead of the corresponding D/E roles.
Dx1, Ex1 = Wizard
Dx2, Ex2 = GUARANTEED Wizard
Dx3, Ex3 = Wizard x2
M (Mason Roles)
x1 = Saint
x2 = Mason x2
x3 = Saint, Mason x2
x4 = Mason x3
x5 = Mason A x2, Mason B x2
x6 = Saint, Mason A x2, Mason B x2
E (Blocking Roles)
x1 = One-Shot Roleblocker
x2 = Roleblocker
x3 = Roleblocker, 1-Shot Roleblocker
x4 = Roleblocker x2
x5 = Roleblocker x2, 1-Shot Roleblocker
x6 = Roleblocker x3
K (Killing Roles)
x1 = Kamikaze OR One-Shot Vigilante
x2 = Vigilante
x3 = Vigilante, Kamikaze OR Bodyguard, One-Shot Vigilante
x4 = Vigilante, Kamikaze, One-Shot Vigilante
x5 = Vigilante, Bodyguard, Kamikaze
x6 = Vigilante x2, Bodyguard, Kamikaze
R (Backup Roles)
x1 = One-Shot Backup
x2 = Morph
x3 = Universal Backup, One-Shot Backup
x4 = Universal Backup, Morph
A (Multipurpose Roles)
x1 Inventor
x2 Mage (JOAT variant)
x3 Inventor, Mage
x4 Mage, Elemental
S (Communicative Roles)
x1 Medium
x2 Medium + Totems distributed to two random* players
x3 Medium, Impartial + 3 distributed Royal Seals**
- One Totem is guaranteed to be in Town hands
- 2 Royal Seals must be in Town hands. If you use a Royal Seal on your message to the Impartial, the Impartial will be forced to post that message at the end of the phase.
Other Information
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Example 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 Cop
- Welcome, [Player Name], you are a Town Cop.
Abilities:
- Each night phase, you may investigate one player in the game by PM'ing the mod. You will get results back in the form of Town, Antitown or No Result.
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 Cop
- Welcome, [Player Name], you are a Town 1-Shot Cop.
Abilities:
- Once at night, you may investigate a player in the game by PM'ing the mod. You will get results back in the form of Town, Antitown or No Result.
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 phase, you may protect one 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 1-Shot Doctor
- Welcome, [Player Name], you are a Town 1-Shot Doctor.
Abilities:
- Once at 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 Vigilante
- Welcome, [Player Name], you are a Town Vigilante.
Abilities:
- Each night, you may select a player in the game to target for a nightkill.
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 Vigilante
- Welcome, [Player Name], you are a Town 1-Shot Vigilante.
Abilities:
- Once at night, you may select a player in the game to target for a nightkill.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Innocent Child
- Welcome, [Player Name], you are a Town Innocent Child.
Abilities:
- At the start of Day 1, the moderator of the game will announce you as an Innocent Child, confirming you as town.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Mason
- Welcome, [Player Name], you are a Town Mason along with your partner(s) [Player Name] (and [Player Name]).
Abilities:
- You are confirmed town to your mason partner(s) and vice versa. You are permitted to talk to your partner(s) during pregame and at nights in this [quicktopic].
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Roleblocker
- Welcome, [Player Name], you are a Town Roleblocker.
Abilities:
- Each night, you may select a player in the game to roleblock. They will not be able to perform an action at night if they have one.
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 Roleblocker
- Welcome, [Player Name], you are a Town 1-Shot Roleblocker.
Abilities:
- Once at night, you may select a player in the game to roleblock. They will not be able to perform an action on this night if they have one.
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 partners here [QuickTopic link].
- Factional kill: Each night phase, one of you or your partners may perform the factional kill.
Win condition:
- You win when the Mafia obtain a majority or nothing can prevent this from occurring.
Mafia Roleblocker
- Welcome, [Player Name]. You are a Mafia Roleblocker, along with your partner(s), [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.
- Roleblock: Each night phase, you individually may perform a roleblock on another player in the game. You cannot block and kill in the same night.
Win condition:
- You win when the Mafia obtain a majority or nothing can prevent this from occurring.
Mafia Godfather
- Welcome, [Player Name]. You are a Mafia Godfather, along with your partner(s), [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.
- Investigation Immunity: You appear innocent to Cop investigations.
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 Investigation Immune or 1-Shot Bulletproof.
- 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.