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====C (Anti-Town Roles)==== | ====C (Anti-Town Roles)==== | ||
x11 = | x11 = Wolf x2, Mark<br/> | ||
+SK Threshold: 200 (impossible) | +SK Threshold: 200 (impossible) | ||
x10 = | x10 = Master Wolf, Wolf x2<br/> | ||
+SK Threshold: 150 | No Powers | +SK Threshold: 150 | No Powers | ||
x9 = | x9 = Master Wolf, Wolf Lancer, Wolf<br/> | ||
+SK Threshold: 175 | No Powers | +SK Threshold: 175 | No Powers | ||
Line 95: | Line 95: | ||
+SK Threshold: 150 | Bane + 1 Extra Power | +SK Threshold: 150 | Bane + 1 Extra Power | ||
x2 = Master Wolf, Wolf Roleblocker, | x2 = Master Wolf, Wolf Roleblocker, Wolf Kidnapper, Wolf<br/> | ||
+SK Threshold: 40 | Bane + 2 Extra Powers | +SK Threshold: 40 | Bane + 2 Extra Powers | ||
Line 101: | Line 101: | ||
+SK Threshold: 70 | Bane + 2 Extra Powers | +SK Threshold: 70 | Bane + 2 Extra Powers | ||
x0 = Master Wolf, Wolf Seer, Wolf Roleblocker, | x0 = Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Kidnapper<br/> | ||
+SK Threshold: 100 | Bane + 2 Extra Powers | +SK Threshold: 100 | Bane + 2 Extra Powers | ||
Revision as of 07:33, 17 April 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-open 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
START PHASE: "PREGAME" NIGHT (for Power Selection and Confirming Certain Roles, see below)
No kills are allowed in this special pre-game phase, but I trust things will be interesting enough to make up for it.
CARDFLIPPING: COLOR ONLY
NIGHT POSTING: OFF (negotiable, will be on during Night 0)
INSTA-LYNCH: ON
LYNCH ABSTENTION: ON
- 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.
- Wolves with active abilities (Seer/Roleblocker) cannot use their abilities AND kill in the same night, unless they are the only one remaining.
- Guardians and Wizards prevent one night kill each.
- Kills are indistinguishable - do not use varying flavor for Wolf, Vigilante and/or Serial Killer night kills.
- Players may have a maximum of 1 Totem Power and 2 Royal Seals in their possession.
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
Power roles are inserted into the setup depending on how many of each letter are generated. For example, when looking at the "D" list, look at how many Ds you received. If you get no Ds, do not add any roles from the D list (exception: "C" list has a set of roles to be added if 0 Cs are generated). If you get three Ds, look at where it says Dx3 and add the corresponding power roles into the game. In this case, add a Guardian and a 1-Shot Guardian.
C (Anti-Town Roles)
x11 = Wolf x2, Mark
+SK Threshold: 200 (impossible)
x10 = Master Wolf, Wolf x2
+SK Threshold: 150 | No Powers
x9 = Master Wolf, Wolf Lancer, Wolf
+SK Threshold: 175 | No Powers
x8 = Master Wolf, Wolf Roleblocker, Wolf
+SK Threshold: 100 | Bane
x7 = Master Wolf, Wolf Seer, Wolf Lancer
+SK Threshold: 135 | Bane
x6 = Master Wolf, Wolf Roleblocker, Wolf Seer
+SK Threshold: 170 | Bane
x5 = Wolf Roleblocker, Wolf x3
+SK Threshold: 70 | Bane + 1 Extra Power
x4 = Wolf Seer, Wolf Lancer, Wolf x2
+SK Threshold: 110 | Bane + 1 Extra Power
x3 = Wolf Seer, Wolf Roleblocker, Wolf x2
+SK Threshold: 150 | Bane + 1 Extra Power
x2 = Master Wolf, Wolf Roleblocker, Wolf Kidnapper, Wolf
+SK Threshold: 40 | Bane + 2 Extra Powers
x1 = Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Lancer
+SK Threshold: 70 | Bane + 2 Extra Powers
x0 = Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Kidnapper
+SK Threshold: 100 | Bane + 2 Extra Powers
The Serial Killer's default power is a 1-Shot Omnibane, which is activated when there are 8 or less Cs. Any "Extra Powers" described above 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 OR Tracker (determined randomly)
x2 = Seer OR Tracker, One-Shot Seer
x3 = Seer, Tracker
x4 = Seer, Tracker, One-Shot Seer OR Seer x2
x5 = Seer, Tracker x2, One-Shot-Seer OR Seer x2, Tracker
x6 = Seer, Tracker x2, One-Shot Seer x2
x7 = Seer x2, Tracker x2, One-Shot Seer
D (Protective Roles)
x1 = 1-Shot Guardian
x2 = Watcher OR Guardian
x3 = Guardian, One-Shot Guardian
x4 = Guardian, Watcher OR Guardian x2
x5 = Guardian, Watcher, One-Shot Guardian
x6 = Watcher x2, One-Shot Guardian x2
x7 = Guardian, Watcher, One-Shot Guardian + Guardian OR Watcher
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 OR Good Neighbor
x2 = Mason x2
x3 = Mason x2 + Saint OR Good Neighbor
x4 = Mason x3
x5 = Mason x3, Good Neighbor OR Mason A x2, Mason B x2
x6 = Mason A x2, Mason B x3 OR 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 OR Kamikaze, One-Shot Vigiliante
x3 = Vigilante, Kamikaze OR Bodyguard
x4 = Vigilante, Kamikaze x2 OR Bodyguard, One-Shot Vigilante
x5 = Vigilante, Bodyguard, Kamikaze
x6 = Vigilante, Bodyguard, Kamikaze x2
R (Backup Roles)
x1 = One-Shot Backup
x2 = Morph
x3 = One-Shot Backup, Morph OR Universal Backup
x4 = Universal Backup, One-Shot Backup
x5 = Universal Backup, Morph
A (Multipurpose Roles)
x1 = Inventor
x2 = Mage (JOAT variant)
x3 = Inventor, Mage OR Elemental
x4 = Mage, Elemental
S (Communicative Roles)
x1 = Medium
x2 = Medium + Totems distributed to two random* players
x3 = Medium, Impartial + 9 distributed Royal Seals**
- One Totem is guaranteed to be in Town hands
- 6 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
Priority Tree
- Power Copying (Reserve roles, all simultaneously)
- Totem/Impartial Messages
- Blocking
- Wizard
- Wolf Roleblocker
- Human Roleblocker
- Protection
- Guardian
- Wizard
- Bodyguard
- Banes
- Miscellaneous
- Killing (for GUARDS/KAMIKAZES/BODYGUARDS etc.)
- Wolves
- Humans (In the case of multiple vigi killers, they are ordered randomly.)
- Serial Killer
- Investigation (EXCEPTION: If a Medium contacts the player later, they will receive the result they would have gotten had they not died, along with the Medium’s message. Records are kept of interrupted investigative actions. All are considered simultaneous.)
Cardflips
- GREEN
- Vanilla Human
- 1-Shot Seer
- 1-Shot Guardian
- Saint
- Good Neighbor
- 1-Shot Roleblocker
- 1-Shot Vigilante
- 1-Shot Backup
- Inventor
- BLUE
- Seer
- Tracker
- Guardian
- Watcher
- Kamikaze
- Vigilante
- Bodyguard
- Mason
- Roleblocker
- Wizard
- Spirit Morph
- Universal Backup
- Mage
- Elemental
- Medium
- PURPLE
- Impartial
- Serial Killer
- RED
- all wolves.
Tools For Modding
Click here to instantly generate the numbers.
Click here to roll for Totems.
Click here to roll for Royal Seals.
Click here to flip coins.
Coinflip Guide:
- T: 1, 2, 4, 5
- DE: 1, 3
- D: 2, 4, 7
- M: 1, 3, 5, 6
- K: 1, 2, 3, 4
- R: 3
- A: 3
Role PM's
see here for the specific PM's in the flavor I'll be running this game with.
see here for generic barebones role PM's for other people interested in running it.