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DISCLAIMER These roles and abilities are still HEAVILY in spitball stage. As you can guess from the Sorcerer :P

At least 1 of these will appear in each game... never all.

Town Roles

Artificer

Through the creation of small clockwork contraptions with a touch of magic, Artificers are able to quietly investigate and keep track of people from a distance. Sometimes these mechanoids fail though, and the Artificer has to take action to recover the mechanoids.

At first level: Your magic isn't that strong yet, you can only track or watch.

At higher level: You've learned to refine your magic to make motion detectors! You get to plant one of these a night on a player, and will be informed when it is activated. Once activated, you may choose to DETONATE the contraption which holds a 1D4 of the following:

1. Explosive detonation! Tag the moving and target player with the Glowing effect

2. Smokescreen! Roleblock everyone who activated the Motion Sensor.

3. Do Nothing

4. Malfunction! The player will be told they find a malfunctioning contraption! 

Barbarian!

"And for my bonus action, I'd like to rage." Do I need to say any more?

At first level: Activate rage once per long rest (cannot be activated in subsequent phases), become a supersaint or a bomb!

At higher levels: Bellow so hard at someone else during the day phase the enemy goblins are sure to die of fright, and even if they're not a goblin you're pretty sure they'll stfu for the rest of the day.

Bard!

Knows exactly how to sell a tomato based fruit salad...

At first level: Locate a target to become neighbours, share the PT and see what blooms! Both gain immunity to Glowing!

At higher levels: Did love bloom? Become lovers and role reveal each other! Both gain the Survivor win condition if you're opposite alignments! If you're lucky and you're the same alignment, become masons!

Cleric!

Old Reliable! If you don't have a cleric, then what are you even doing! These robust servants of the Divine can take so much damage and Spare the Dying!

At first level: Can use an anti-vote using heal tags to negate a vote on someone once per day!

At higher levels: Can call upon the glorious Light of Pelor so spare someone from death! Divine intervention will let you protect someone at night and their light will show for all to see in the morning! Targetted player will be announced to be Glowing

Druid

Druids are truly a force to be reckoned with. Their mastery of nature is second to none and even Clerics of Elhonna will oft look on in awe...

At first level: Able to hand over 1 goodberry per day, with a 1/10 chance of sparing that person from dying! (1d10, 10 = target becomes bulletproof)

At higher levels: Is able to summon the Animals of the Forest to act on their behalf, and vote on behalf of the forest (1/day)

Fighter

Those trained as fighters are oft incredibly versatile. Those who claim the title of Fighter can often hold their own with Monks in close combat, and Rangers in ranged combat.

At first level: Strongman Bodyguard

At higher levels: Strongman PGO/Bodyguard.

Monk

The stoic monk sits in mediation nightly, contemplating many things... like the sound of one hand clapping... until the Rogue decides to do that weird one hand clap some people can do.

At first level: Stunning Strike - Block your target from moving at all! At higher levels: Focused Aim - If your target is attempting to kill, you instead redirect their shot to themselves!

Paladin

The holiest of warriors, all will stand in awe before the mighty Paladin of Mishakal. Sworn to protect the good in the world and to never kill without reason, they will invoke the might of their patron and bring forth a Smite the likes of which the world has never before seen... on a simple condition.

At first level: Desperado At higher level: Disloyal Vigilante - If your target is Glowing, Vigilante!

Ranger

While the Druids become one with the forest, the Rangers protect it. If you annoy a ranger, you know they will hunt you down and come for you.

The lands themselves will speak to the Ranger and inform them of what happened to a body. At first level: 1-shot Day Vig At higher levels: Autopsy and retro-tracker!

Rogue

The Masters of the Shadows, a rogue you can trust is a powerful asset indeed and the arcane ones who are able to Pass Without A Trace are a truly powerful force.

These rogues are untraceable, undetectable, and watch all.

At first level: Loud Self-watcher

At higher level: 1-shot Ninja Vigilante + Loud self-watcher

Sorcerer

"OK WHO LET THE SORC OUT?!" Become the manifestation of chaos and wild magic! Debuff your opponents while buffing your allies with Chaos Bolt!

At first level: 50% chance of failure (Determined per action)

At higher level: 25% chance of failure (Determined per action)

Chaos Bolt:

An effect will be determined at random!

1 - Acid - Weaken your opponent and make them easier to remove the next day with an automatic vote!

2 - Cold - It's hard to move when you're cold! You can only vote 3 times!

3 - Fire - YE GODS THIS IS HOT, So hot in fact it's enough to force your opponent to keep moving and keep voting!

4 - Force - Force your target to publicly reveal their role!

5 - Lightning - Uh oh, this shocking turn of events will target ALL glowing players!

6 - Poison - They will sadly die at the end of the next twilight phase.

7 - Psychic - Their vote is your command!

8 - Thunder - Fill your foes with fear as they become unable to vote you!

Warlock

Those who have found themselves bonded with the Eldritch, the Fae, creatures beyond normal mortal comprehension... Gifted with Devils Sight, Mask of Many Faces and other such "blessings" are the Glass Cannons of any party. The options available are many, Trickster's Escape and becoming One with The Shadows allows our friend to escape some incredibly tricky situations.

At first level: Eldritch Sight - Learn if you have been targeted each night, and gift you visitors a mark of your patron (Reflexive Fruit Vender)

At higher levels: Devils Sight - Power Cop your visitors! Learn their Role and Alignment, give them a mark of your patron, but don't learn WHO. (Reflexive Combined Role Cop Alignment Cop Fruit Vender)

Wizard!

The magical powerhouse of any party, versatile and adaptable!

You can prepare and give out one of the following scrolls per night. (Inventor)

  • Detect Evil and Good (1-shot Cop)
  • Find Familiar (1-shot Doctor)
  • Faerie Fire (Target 3 players for "Glowing" effect)
  • Detect Magic (Role Cop)

At higher levels, you can self-cast the following as a ritual (night action):

  • Detect Magic! (Role Cop)
  • Detect Evil and Good (Cop)
  • Fireball (Target 1 player, kill them. If any players who are glowing targeted that player, kill them. Any other players who targeted that target gain Glowing

Additional Mechanics

Glowing

An INCREDIBLY swingy mechanic that essentially increases a players vulnerability to certain actions.

Level Up

"Levelling up" happens when a player meets certain conditions:

  • Surviving E-1 lasting 36 hours
  • Hammering Scum
  • Other specific Game Mechanic

Phases

Action priority is Initiative Based, initiatives will be based on NAR. As the game is played as live combat, threads will not be closed during the "night" phase, and votes will not be counted.

Initiative 20

Day phase, discussion, elimination.

Combat Phase

Twilight/Night phase. Threads will not be closed, game thread will be kept open. Actions can be submitted at this time.

Initiative 0

Actions will be processed, and Lair(Mod and game) actions will happen on this phase, deaths will be announced if applicable.