Similar to momir (if your familiar with IRC) but with more flavor, more control and more mafia.
Set in an evil scientist's lair, an experiment into mutagens has gone horribly wrong. Test subjects of experiment escape and try to take down the scientist and his henchmen.
You have the informed minority-
*Evil scientist, Special Night Action: Extract, can take the DNA from anyone, then give the power to someone else. This power will over ride their previous one. If you give an extraction to a mutating player they will get the extracted power rather than the random mutation one. If you take an extraction from a mutating player your extraction will contain the 'DNA' of the power as it was before mutation.
*Henchman, No action unless given a power from an extraction.
At night the mad scientist's group decide on who to kill as a group action.
And the majority-
*Test subject, can either use an action, do nothing, or mutate. If the test subject mutates, in the morning they will become a new role randomly selected from the following power list.
Possible powers-
*Electric touch - can perform a paralyzing attack that prevents the player's target from actioning that night.
*Regenerative organs - If killed or lynched will revive without a power
*Healing breath - Can protect a player from being killed over the night phase.
*Tumor - If targeted that night by any role, will die regardless of protection.
*Vanilla - No power to use.
*Bloat - Can suicide bomb, killing self and the target.
*Mind reading - Can determine the intentions and team of a player.
*Magnetic - Can redirect a players actions to yourself.
*Lazor eyes - Can blind a player, causing their action (if they are using one) to target a random player.
*Stupor - Non-killing actions do not effect you.
*Fiendish - Will appear as evil to a mind reading
Each role will have a percentage chance of occurring at each mutation. That is where i need your help. What would be some suitable percentages? Also can anyone see any major flaws to the mafia idea?