Just hashing out some things for Mostly Vanilla Mafia 2.
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This is Mostly Vanilla Mafia 2, a closed-setup game of forum mafia. I will be taking any number of players that want to join, but over 9 is preferable. Both new players and veterans are welcome to join - while everyone
will have a power role (no boring Vanilla Townies and Mafiosos here), the hypercomplexity of games like BYORs will be absent. A few notes:
The game is called Mostly Vanilla Mafia because most roles will be vanilla and a few will be mostly vanilla. There's a difference between an Odd-Night Cop and a Pyromaniac Cop, after all. The existence of unusual role modifiers and combinations is something you'll have to watch out for - don't try to outguess the mod. The
mafiascum wiki will have most or all of the role names you'll see in the game.
The days will not be allowed to drag on. In the interest of creating a game that doesn't drag on forever and leave players exhausted and unmotivated, I'm taking a few pages out of Wuba's book. 72 hour Days, 24 hour Nights,
no extensions (except mod-instituted in the event of a daykill, replacement, or such). Hammers will be in full effect (when the majority of players are voting a single target, the Day immediately ends and that player is lynched). I hope that this shift will produce a faster and more enjoyable game.
A few ability types are ruled out and will not appear in the setup. No
manipulation of votes, and no alignment conversion. Roles can still involve voting, such as with a Mostly Vanilla 'Vindictive' modifier that means you can only target players who were voting you at the end of the previous Day, and roles can still be changed without changing the alignment (with an Ice Cream Man or such). Additionally, just like in the previous Mostly Vanilla Mafia game, your role will not have any
hidden modifiers - if you're a Cop, you won't secretly be Insane. It is possible for role flips to be obscured by a Janitor, but role flips will
not lie (though let's be honest, this is just basic decency).
Here's an example list of vanilla and Mostly Vanilla roles, along with the alignments they would be given to.The Town is guaranteed to appear. The majority of players will be Town, and while they will not know who else is Town, they will have to deduce each others' identities, find the anti-town aligned players, and work together to lynch them and win. Town players win when all anti-town players are dead and at least one Town player is still alive.
Odd Night Cop (town)
(Night) Odd Night Inspect [target]: You learn whether your target is town, mafia, or other. This ability can only be used on odd-numbered nights (1, 3, 5, etc).
Chaotic Inventor (town)
(Auto) Chaotic: Whenever you attempt to perform an action targeted at a single target, you must choose three players instead. You randomly select one of those three players and target them with your action.
(Night) Invent [target]: You grant your target a random 1-Shot Night action from the following list: Block, Kill, Alignment Inspect, Track.
The Mafia is also guaranteed to appear. A small-ish minority of players will be Mafia, and will have the benefits of private communication during both the Night and Day (potentially enabled by an Encryptor) and a factional Mafiakill ability which can be used by any of their players to kill a target once per night. They are undoubtedly anti-town, and will win once their membership count is greater than or equal to the number of other players in the game, at least one of them is still alive, and it is not possible for them to be opposed. For example, if there were four players left - two town and two mafia, but the town had a Bus Driver, it would be possible for the mafia's own kill to be redirected onto one of their own members and leave the game in a two-town one-mafia situation.
Strongman (mafia)
(Auto) Brutality: Kill actions you perform cannot be stopped by protecting the target or kill immunity.
Disguised Ninja Poisoner (mafia)
(Auto) Disguised Ninja: When you perform a Night action, choose a player. Watch action used on your target(s) see that player visiting instead of you.
(Night) Poison [target]: You poison the target. At the end of the following Day, they die of poison. Using this ability counts as using the mafiakill.
Third Parties are not guaranteed to appear at all, but add spice to the game. Their win conditions may be somewhat harder to accomplish compared to the Town and Mafia, so they're given a bit more individual power to compensate. The only third party players that can appear in Mostly Vanilla Mafia 2 are Mafia-Ally, Survivor and Serial Killer.
Mafia-Ally players win when the Mafia win, but lack knowledge of the mafia's identities - so they have to attempt to figure out who the mafia are and support them covertly.
3-Shot Tailor (mafia-ally)
(3-Shot, Night) Tailor [target]: You choose whether your target alignment inspects as town, mafia, or other tonight.
Loud Evil Doctor (mafia-ally)
(Auto) Loud: Anyone you visit during the Night knows that you visited them.
(Night) Evil Protection [target]: You protect your target only if they are anti-town. Otherwise, you just visit them.
Survivor players get a bad rap in this community, and very often have a very hard time winning, so I've spiced them up a bit. A survivor wins if they are still alive at the end of a particular Day (after the lynch) or the game ends before then.
Bus Driver Survivor (survivor)
(Night) Bus [target1/self] [target2]: Any actions targeting your first target are switched to target your second target, and vice versa. Your first target may be yourself.
Colossus (survivor)
(Auto) Bronze Body: You are immune to standard kill actions.
(Night) Bodyguard [target]: All kill actions used on your target are redirected to you.
Serial Killer players win if all other players are dead. It makes no difference whether they are alive or dead - they can win either way.
Serial Killer (serial killer)
(1-Shot, Auto) Bulletproof: You can survive one standard kill.
(Night) Murder [target]: You stab your target to death, killing them.
Chain Vigilante (serial killer)
(Auto) Kill Chain: If you successfully performed a kill action the previous Night, you cannot be roleblocked or protected against. If you successfully performed a kill action the previous two Nights, your kills pierce kill immunity.
(Night) Kill [target]: You shoot your target to death.
Open to comments and feedback. I reserve the right to use example roles in the actual game, but that is not guaranteed.