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Kaiveran/Hi-Roller's C9++
Will you offer your destiny to the cards?
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, 2 random numbers are generated.
- The first number determines the number of draws the town gets for power roles. Lower numbers obviously decrease the number of roles the town could have, but in exchange, the wolves are weakened as well. This could mean slightly weaker roles or even fewer members.
- The second number is compared with a threshold, specified by how many draws are allowed, to determine whether or not there is a Serial Killer, and what powers the SK is granted (if any.)
- Second, the mod draws for letters that determine the powers the town is given, however many times specified by the first step.
- I stands for “Investigators”. The more T's, the more investigative power the town has – roles that discern information about players.
- D stands for “Defenders”. The more D's, the more protective power the town has – roles that protect others from death or otherwise discourage attack.
- K is for killing roles, M is for Mason-type roles, B is for blocking roles, R is for "reserve" (backup) roles, and J is for "Jack-of-all-Trades" (multipurpose) roles; each working similarly to the above.
- 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 39.8175% 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 Full Vigilante, 1-Shot, 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.
- Failed kills are not announced in any form.
Randomization
The moderator randomly chooses 2 numbers from 1-200, repeating permitted. The first number determines the setup as follows.
NUMBER OF TOWN DRAWS / WOLF TEAM COMPOSITION* / SERIAL KILLER THRESHOLD (CHANCE) / SERIAL KILLER POWERS
Where:
G = Normal Wolf (from Goon)
m = Mark (ability, see below)
M = Master Wolf
L = Wolf Lancer
B = Wolf Roleblocker
S = Wolf Seer
K = Wolf Kidnapper
B = 1-Shot Omnibane
B+1 = 1-Shot Omnibane + 1 Extra Power
B+2 = 1-Shot Omnibane + 2 Extra Powers
- 1-10 = 0 / GGm / 200 (0%) / none
- 11-20 = 1 / MGG / 150 (25%) / none
- 21-35 = 2 / MLG / 175 (12.5%) / none
- 36-55 = 3 / MBG / 100 (50%) / B
- 56-75 = 4 / MSL / 135 (32.5%) / B
- 76-100 = 5 / MBS / 170 (15%) / B
- 101-125 = 6 / BGGG / 70 (65%) / B+1
- 126-145 = 7 / SLGG / 110 (45%) / B+1
- 146-165 = 8 / SBGG / 150 (25%) / B+1
- 166-180 = 9 / MBKG / 40 (80%) / B+2
- 181-190 = 10 / MSBL / 70 (65%) / B+2
- 191-200 = 11 / MSBK / 100 (50%) / B+2
The second number generated is checked against the Serial Killer threshold specified to the result was rolled by the first. If the 12th number exceeds the threshold, add a Serial Killer.
Don't worry about the "Extra Powers" granted to the Serial Killer now, they will be determined later.
Setup Determination
X random numbers are generated (from 1-200 again), where X is the number of draws allotted to the town in the previous step. Each number is turned into a letter as follows:
- 1-40 = I
- 41-80 = D
- 81-120 = M
- 121-145 = B
- 146-170 = K
- 171-185 = R
- 186-200 = J
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.
NOTE: Any "Extra Powers" assigned to the Serial Killer as per the first step are based on the most numerous drawn letters.
I = Investigation Immunity
D = 1-Shot Juggernaut
B = Strong Will
K = Extra Omnibane
No other categories of roles are factored in. If there are ties, they are broken in the order I>K>D>B.
I (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
(36.173%, 25.838%, 11.073%, 3.164%, .633%, .09%, .009%)
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
(36.173%, 25.838%, 11.073%, 3.164%, .633%, .09%, .009%)
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, Bx1 = Wizard
Dx2, Bx2 = GUARANTEED Wizard
Dx3, Bx3 = Wizard x2
(6.725%, 3.032%, 0.177%)
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
(32.484%, 28.663%, 15.174%, 5.356%, 1.323%, .233%)'
B (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
(37.833%, 15.338%, 3.731%, .605%, .069%, .006%)
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
(37.833%, 15.338%, 3.731%, .605%, .069%, .006%)
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
(32.931%, 8.666%, 1.368%, .144%, .011%)
J (Multipurpose Roles)
x1 = Inventor
x2 = Mage
x3 = Inventor, Mage OR Elemental
x4 = Mage, Elemental
(32.931%, 8.666%, 1.368%, .144%)
Final
Once you are done, add a number of Vanilla Humans so that the game contains 15 players.
Other Information
Priority Tree
- Power Copying (Reserve roles, all simultaneously)
- 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
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
Initial Setup Determination
Click here.
Drawing For Power Roles
Variation
Click here to flip coins.
Click here to determine which inventions the Inventor gets:
- The 1st coin represents a Hindering invention, the 2nd a Protecting invention, the 3rd an Informational invention.
- The two coins that show identical sides determine which inventions are chosen.
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.