Another game proposition:
Wizard Duel: 4maskwolf editionBefore you ask, yes, I got permission from Mephansteras before doing this.
For those of you who didn't know how wizard duel worked (go read the series of games if you haven't, they are awesome), it was a very different kind of mafia game. The goal of the game was to become the head wizard by being last mage standing, but also to eliminate the scumteam. Every wizard had a set of stats, and your role would either give you stat boosts or side actions (I'll get to that in a second). At the start of the game, after receiving your role, you chose a flavor color for your runes, your magic elemental affinity(I'll get to this in a moment too), and other flavor about your wizard. You had two votes during the day, and the two people who had the most votes at the end of the day would be thrown into the arena to fight one another. Every other player could choose to assist a statistic with an element, the duelists chose the element they were using in the battle, and each player with a side action could choose a target for that action.
Elements were important in the duels for several reasons. Elemental affinity was usually kept a secret, because if your opponent in the duel chose to use the element opposite yours they would inflict double damage, while if they chose yours they would do half damage. Air and earth were opposites, as were water and fire.
There was a scumteam: the dark mages, who had used forbidden magic to enhance their abilities. They had a factional kill during the assist declaration phase, but they had to remember that the main goal was to become high mage by being the last mage standing.
Elements were also tied to assists. An assist to a statistic with its corresponding element was worth +2, while any other assist was +1. If you assisted with that player's element, you doubled the assist, and an opposed element assist gave half bonus, rounded down. Water corresponded to healing, fire to attack, earth to defense, and air to speed.
A normal wizard had the following stats, and the dark mages had +1 to all stats but healing above and beyond this:
Attack: 10
Defense: 10
Speed: 10
Health: 20
Healing: 0
Your role could give you a boost to some or all of these abilities.
There were a few technical rules beyond this, but this is the essence of wizard duel.
Now, about the 4maskwolf edition. The 4maskwolf version has a slightly modified system of playing the game, as follows:
13 players instead of 12.
A role rework.
Celestial mage is no longer a role, but an alignment, similar to dark mage.
The role rework is the most important thing. When you get your role, you may choose a certain number of abilities from the following list:
"normal" abilities have a [n] by them
Attack magics:
+2 attack stat [n]
amplify attack (one-shot +4 self attack in combat, declared before combat) [n]
Side action kill
Defense magics:
+2 defense stat [n]
Amplify defense (same as amplify attack, but for defense) [n]
Side action protect
Time magics:
+2 speed [n]
Amplify speed [n]
Time warp (Declared before combat, makes you go first in every round but get -1 attack)
Healing Magics:
+10 health [n]
Ampligy healing (for healing stat, but only +2) [n]
+2 healing
Divination Magics:
Side action element discernment [n]
Side action alignment discernment (dark or not)
Side action magic abilities discernment
Enchantment magics:
Hide assist (can pm different assist from that declared) [n]
Side action roleblock
Side action sever assist
Alchemy:
fire potion (one-shot +4 fire attack assist to a player, including yourself)
water potion (one-shot +4 water healing assist to a player)
air potion (one-shot +4 speed assist)
earth potion (one-shot +4 defense assist)
((Work in progress))
Celestial Magics:
Side action light pulse (KO's dark mages, protects others)
1-shot side action revive (return a player to the game)
Immunity to factional nightkill of dark mages
Dark Magics:
+1 all abilities
Immunity to Attack magic nightkill
Dark boon (gain +2 to all stats in combat, one-shot)
Magic abilities are selected by the player, the number is determined by your role:
Standard mage: 1 normal
War mage: 1 attack and 1 normal
Battle mage: 1 defense and 1 normal
Time mage: 1 time and 1 normal
Warrior mage: 1 healing and 1 normal
Diviner: 1 divination and 1 normal
Enchanter: 1 enchantment and 1 normal
Alchemist: 1 alchemy and 1 normal
Archmage: 3 normal
There can be multiple of a given type, with standard being the most common. On top of your role, you can also be a dark mage or a celestial mage. Dark mages can select any of their normal magics from the dark magics section and can choose dark as an element, and celestial mages can select any of their normal magics from the celestial magics list and can choose light as an element. There are three dark mages and one celestial mage in a given game. All of the rules for light and dark magic are the same from the original wizard duel games, mainly three and four.
What does everyone think?