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Percentage

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50%
Aliases:
  • 1-99%
  • Random
Alignment:
Role type:
  • Negative Utility
Choice: none

A Percentage Role is a role with a modifier stating that they only work as stated a certain percentage of the time.

Standard version

The Percentage modifier is named as a particular percentage, e.g. "30%". The modified role will only work the given percentage of the time; in other cases, it will do nothing, as though it were a False role (this includes a no result "result" in cases where an investigative action failed).

The percentage is rerolled for each use of the role or interaction of the role (e.g. a 70% Bulletproof player would have a 49% chance to survive two kills, not a 70% chance, as each kill would cause a separate dice roll for whether the bulletproofing applied to it).

Variations

Occasionally moderators may tell the player whether their role was effective.

The percentage of the time that the role works can vary (although in this case, it needs to vary on a set schedule, because randomizing the percentage would be equivalent to a 50% role). It may not even be stated to the player; instead the modifier will appear as 'Random'.

In very rare cases the player will not be self-aware of the percentage aspect of their role.

Investigative roles may or may not be told whether their ability worked. For instance, a 50% Cop whose ability did not work may be told their ability did not work, or they may receive a default answer ("Not Guilty" or "No Result", for instance). Roles that have the possibility of returning No Result normally, such as Tracker, will generally not be told if their ability did not work.

Schizo is similar to a percentage role.

Roles that work 0% of the time may also be called False Roles.

Some Percentage roles have specific names; notably, a Faith Healer is a 50% Doctor.

Use & Balance

Percentage roles are extremely unpopular due to incorporating a large and uncontrollable element of luck to a game, potentially negating any skill the player with the role may have. In extreme cases percent-based roles may be seen as an excuse for the moderator to toy with the players. It is recommended in most cases that percentage roles not be used at all, as many players associate it with bastard modding.

For obvious reasons, this modifier lowers the power of any ability it is attached to.

Play Advice

Percentage actions have very similar usages to the actions themselves; you just can't rely on them to help you with a breaking strategy, so you pretty much just have to try to use them as optimally as possible in the abstract and hope that they work.

Sample Role PMs

The standardized Role PM for "50%" describes the modifier as follows:

  • As a modifier on a single ability: This action will succeed only 50% of the time; and fail, as though roleblocked, the other 50% of the time. (edit)
  • As a modifier that affects all abilities: Your actions will succeed only 50% of the time (they fail, as though roleblocked, the other 50% of the time). (edit)

Example (modifying a single ability)

Welcome to game! You are a Town 50% Jailkeeper.

You have the following active ability:

  • Each Night, you may target a player. Assuming no interference with your action, that player will be protected from kills that night, but all their actions will be blocked that night. This action will succeed only 50% of the time; and fail, as though roleblocked, the other 50% of the time.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.

Confirm by replying to this PM with a summary of your role.

Example (affecting all abilities)

Welcome to game! You are a Town 50% Jack of All Trades Tracker Doctor.

Your actions will succeed only 50% of the time (they fail, as though roleblocked, the other 50% of the time).

You have the following active abilities, but may use only one per Night:

  • Once in the game at night, you may target a player. Assuming no interference with your action, you will learn who that player targeted that night. (You will get "no result" if this action is blocked.)
  • Once in the game at night, you may target a player. Assuming no interference with your action, that player will be protected from one kill that night.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.

Confirm by replying to this PM with a summary of your role.