I've been working on a spiritual successor to the CYOM games. My aim is to give players lots of choice still, but make it a lot less breakable and instantly OP than in the past. Suggestions and comments welcome! I especially want to know any game-breaking combos that win the game for scum, or make mass claim instantly win the game for town.
Some changes:
1 - It's now class based, with lower-level powers needed to be purchased before higher level powers.
2 - You pick your species before the game starts which are equivalent to the old auto protections in the last game.
3 - You're given a random profession, like in normal mafia games, but after the end of D1 the direction you go in is completely up to the players.
4 - The aim of 2 & 3 is to prevent ability/species/profession choice from being instantly suspicious. This should open up some nice variety of roles while still allowing huge amount of freedom of choice and strategising later on.
5 - To that end there are 12 unique professions, each with 4 unique abilities, for 48 abilities in total (49 including the mafiakill).
6 - To make fake claims easier, there are no direct role or alignment inspects.
Pick a species before the game begins. You will be assigned a random profession.
Species gives you unique protections. The Profession gives you Abilities. Each Profession has several abilities in it, forming a tree. To get later abilities, you have to have earlier ones. At the end of every day that you survive, you gain a new level in any one Profession. Specialise in one Profession, or branch out into several. Remember, you can only perform one action per phase.
Mafia gain this ability: Mafiakill [DEADLY][KILL] - Once per night, one mafia member can use their ability to perform the mafia kill
(this ability is immune to [WARPING] powers and cannot be sold by a merchant).)
Species
Stoneman - Cannot be poisoned or infected. [CORPSE] actions don't work on your corpse.
Llama - You don't show up up in the action reports of [ENLIGHTENING] abilities.
Ent - [TWISTY] powers can never redirect your actions.
Letterbeast - [WARPING] powers don't work on you.
Djinn - You cannot be blocked or protected against.
Pixie - You cannot be killed by [TRAP] abilities.
Golden - [VILE] powers don't work on you.
Professions
==Duelist==
1 - Challenge (redirect the target's target to you- if your target is using an ability with two targets, you become the second target)
2 - Block (the targets action will fail, but they won't know why)
3 - Duel [DEADLY] [KILL](the target will be killed; if they have a [KILL] action, if possible they will target you with that instead of their original target.)
4 - Riposte [TRAP] [TWISTY] (any action (other than a riposte) that would successfully target your target, is reflected back on the targeter instead)
==Priest==
1 - Atone (remove Curse)
2 - Delay [WARPING](Target's action happens in the next cycle, regardless of whether it could normally happen)
3 - Sanctify [DAY][TRAP][DEADLY] (the last player to vote for your target will die if the target is lynched).
4 - Resurrect [CORPSE] (bring a player back from the dead)
==Doctor==
1 - Cleanse (remove poison & infection)
2 - Protect (prevent blocks and [KILL] actions from affecting your target)
3 - Infect [DEADLY] (player becomes Infected. They will die at the end of the next phase. Everyone an Infected person successfully targets also becomes infected. An Infected person knows that they are infected. While a person is infected, all their abilities that can target someone have the DEADLY tag.).
4 - Triage [UNTARGETED][DAY] (everyone is cured of infection and poison.)
==Spy==
1 - Coverup [VILE] (target doesn't appear on [ENLIGHTENING] action reports.)
2 - Track [ENLIGHTENING](see who your target targets)
3 - Blackmail [VILE] (your target has no vote in the following phase)
4 - Boobytrap [PUBLIC][DAY][TRAP] (the next person who targets your target this cycle will be targeted by a free [KILL] action from your target.)
==Surveyor==
1 - Check Papers (Learn the species of your target)
2 - Poll [UNTARGETED] (Receive a random list of half of all Profession names in play)
3 - Watch [ENLIGHTENING] (See everyone who targets your target)
4 - Spotlight [ENLIGHTENING][UNTARGETED] (Every ability has a 50% chance of being public this night)
==Merchant==
1 - Sell Shield (target gains a shield: the next [KILL] action on them fails. Shields don't stack. Gain +1 Gold.)
2 - Sell Sword (target gains a one-shot Duel ability; this appears in Read Palm results. Gain +2 Gold.)
3 - Sell Ability (give a random ability as a one shot. Gain +X Gold, where X is twice the level of the ability given. You don't learn what ability was gifted, though you do learn its level.)
4 - Cash Out [DAY][SELF] (spend 20 gold, personally win the game regardless of wincon; you leave the game, leaving no body either live or dead.)
==Flowermaiden==
1 - Buttercup (learn whether your target has any [VILE], [TWISTY] or [WARPING] abilities, though you don't learn which or how many.)
2 - Lily (learn whether your target has any [DEADLY] or [CORPSE] abilities (including one-shots), though you don't learn which ones or how many).
3 - Poppy [DEADLY] (target is Doped: they cannot take more than one action in the next cycle. If someone is doped twice in a row they die.)
4 - Belladonna [DEADLY] (target dies; note this doesn't count as a [KILL] action.)
==Witch==
1 - Read Palm (learn one random tag of one random ability of your target)
2 - Read Entrails [CORPSE][ENLIGHTENING] (learn the last person to target one dead player)
3 - Curse [VILE] (the target can never gain new abilities or items)
4 - Hypnotise [WARPING](target uses one of their powers on a second target of your choice; either name a power you think they have or use a random power. This doesn't use up the target's action for the phase).
==Fool==
1 - Randomise [TWISTING] (Randomises the target of actions the target takes)
2 - Ability Swap [WARPING] (swap any power you have, including Ability Swap, with a random ability your target has)
3 - Redirect [TWISTING](redirect one target onto another)
4 - Bodyswap [WARPING](you gain your target's species and professions and status conditions, and they gain yours)
==Assassin==
1 - Calling Card [VILE] (the target receives a message of your choosing of up to 20 words)
2 - Poison [DEADLY] (the target will die at the end of the next cycle, they know they're poisoned)
3 - Hide [UNTARGETED] (you cannot be targeted until the end of the next day; you cannot perform any other actions of any kind until the end of the next day.)
4 - Murder [KILL][PUBLIC][DAY][DEADLY] (kill the target at the end of the day.)
==Necromancer==
1 - Medium [CORPSE] (open a chat with one dead player)
2 - Channel [CORPSE] (Use the ability of one dead player)
3 - Consume [VILE][CORPSE](destroy target dead player, they cannot be graverobbed, resurrected, raised or have their entrails read, gain an additional action use next cycle)
4 - Raise Zombie [VILE][CORPSE][WARPING](target dead player kills a target of your choice)
==Doge==
1 - Empower (target may use an additional action (without duplicating) in the next cycle)
2 - Buy Vote [VILE] (gain your target's vote for the next phase)
3 - Ban [UNTARGETED] (name an ability: all uses of this ability will fail until the end of the next day)
4 - Pardon [PUBLIC][DAY](the target cannot be lynched at the end of the day)
Tags
[PUBLIC]: If an ability is public, there will be an action report declaring who targetted whom, though it won't say what the action was.
[DAY] powers mean you can use them during the day.
[SELF] powers always self-target.
[UNTARGETED] abilities don't have a target and don't trigger abilities which change targets or trigger on being targeted.
[CORPSE] abilities can only target the dead.
[VILE] abilities are non-fatal powers that nevertheless show unpleasantness or corruption.
[DEADLY] abilities can kill.
[TWISTING] abilities redirect someone.
[WARPING] make you act when you didn't choose to act.
[ENLIGHTENING] powers seek to investigate the movements of a target.
[KILL] actions are targeted kills that can be protected and shielded against.
Items and Conditions
Players may be gifted shields, and one-shot abilities. They learn at the end of the night phase any shields or one-shots they have been given, and any shields they have lost.
Merchants may accumulate gold. The only use for gold is the Cash Out ability. If a player has gold they will be told the amount at the end of each night phase.
Players may be Poisoned, Infected, and Doped. They are informed whether they (still) have any of these statuses and what they have at the end of each night phase. If a player isn't told they have a condition at the end of a night phase then they don't have it.
Action Sequence
All actions in a phase happen simultaneously. If the order matters, [TWISTY] powers happen first, then [WARPING]. [KILL] actions happen last. Otherwise, where there would be ambiguity, the order is chosen randomly.
Game Sequence:
Signups: Everyone sends me a species they would like to be.
N0: Everyone is randomly assigned one profession and is given their alignment; then they can send in a non-[KILL] action if they wish and are able.
D1: Day begins. At the end of the day, all survivors gain an additional level in any profession of their choice.
N1: Players use any night actions
D2-N2+: the game continues in this fashion, with new profession levels gained at the end of each day survived.