CHOOSE-YOUR-OWN-MAFIA
CYOM has all the normal features of a mafia game like nights and days and votes. It has the additional feature of points which can be spent on powers at the beginning of each night.
At the beginning of the game, each player is allotted an alignment (either town or scum) and has five points to spend on powers. The mafia don't get a mafiakill by default, but they do have a chat in which they can discuss (among other things) how they'll build their powers. Scum collectively can't kill or convert more than one target in a phase. A player can only use one power per night (and one power per day if they have a day power), unless they have an auto that says otherwise. Powers usually can't be self-targeting.
At the end of each day, before taking night actions, a player gets 1 point for surviving the day, and they have the choice to buy off any flaws they have, cash in an old power for half its original cost rounded down and buy new powers.
(Stolen from Wuba)
Basic rules:
- No PMing to anyone but me, the mod.
- No Quoting of the Mod in relation to PMs. You are free to quote anything in the thread. You may also paraphrase.
- Semi-hammers in effect. Days last on a soft 72 hours, unless majority is voting for any player or No Lynch. If a player is hammered, there is to be no more talking. If you accidentally post something after the hammer, you can and should edit out the post.
- Nights last 24 hours or whenever all the actions are sent in. If you do not wish to action, please send a PM stating so.
- Weekends count for 0 hours, as I too enjoy my free time on them.
- Each player has one extension they may use once in the game. This extends the game by 24 hours.
- Vote by putting names in bold and red: Bold and Red
- Probably some other stuff that I've forgotten right now, but you know the drill.
Powers (unless stated otherwise, no power can be self-targeting)
1 - Scan (spot how many points a player has)
1 - Inflate (Pick a power or auto that players can buy: it now costs +1 point to buy that power for the rest of the game)
2 - Count (find out the number of powers and autos a player has)
2 - Point Share (give any number of points to a target)
2 - Randomise
2 - Sap (steal all a player's unspent points)
2 - Protect
2 - Gift (give one of your powers to a target player. Free- and Day- powers remain Free- and Day-.)
2 - Flavour Inspect (e.g., a player with Hardcore and Kill, might turn up as 'You see the man don his fatigues, grab his gun, and grit his teeth as he heads out into the night'.)
3 - Cleanse (All the target's flaws are removed)
3 - Power Swap (swap a random power you have, including Power Swap, with a random power your target has)
3 - Track
3 - Redirect
3 - Block
3 - Bus
3 - Recycle (target player has all their powers and autos cashed for full-point cost. This interrupts all other actions the target might take in a night and can be self-targeted.)
4 - Santa (target player gains a random power)
4 - Curse (target player gains a random flaw)
4 - Changeling (target player gains all your powers/flaws/autos and you get the powers/flaws/autos of your target)
4 - Fortune Teller (Player recieves a list of all powers, autos and flaws in play, in alphabetical order)
5 - Ability cop
5 - Alignment cop
6 - Double-Voter (day action)
6 - Vote stealer (day action)
6 - Hide (spend one point to become incapable of taking or receiving night actions for the night.)
6 - infallible alignment cop (can see through Miller and Innocent)
6 - Kill (kills target player)
7 - Convert - Convert to your alignment (scum only)
Autos
x - Free-: When choosing Free-, pick one of your non-auto powers. Free- costs as much as that power and allows you to use that power once in its phase for free. This use doesn't stack with Prolific (if you use prolific to use the same free-power twice in a night, you'd use it three times, not four).
x - Day-: When choosing Day-, pick one of your non-auto night powers: that power is now a Day Only power. This can be taken multiple times for different powers and costs the same number of points as the power it is attached to. Day powers are resolved in the order they're sent in and processed as soon as the mod gets to them (so using them late in the Day might not give you enough time to make use of the results). Unless you have Prolific, you can only use one Day power per day.
1 - innocent (show up as town under inspect)
1 - silent (you can't be tracked)
1 - Clear-minded (you can't be randomised)
1 - Bloodthirsty: get an extra point every time a day ends with your vote on the player that gets lynched.
1 - Thrill-seeker: get an extra point every time a day ends with the number of votes on you equal to or one point less than the player with the most votes)
2 - immovable- you cannot be redirected or bussed
2 - unstoppable (can't be blocked or protected against. Immunities still apply)
3 - Flexible (gets full point cost back for cashed in powers)
4 - Prolific (can use two actions in a phase, can be the same power)
5 - Resurrection (After dying for the first time, you awake alive the next day (missing all night actions and gaining of points while you are dead)
5 - Immune to night kills
5 - Explosive (you kill anyone targeting a kill at you as well as dying)
Flaws - A player can get more points on N0 only by taking flaws. These can be bought off later in the game for twice their initial cost.
-1 - miller. shows up as scum under inspect (town only)
-1 - hardcore (all protects on you fail- cannot be taken alongside night-kill immune)
-1 - dense (you gain no experience points for surviving the day)
-1 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-1 - Blatant (every time you target a player, it will be announced at the end of the phase that you targeted them, but not what with)
-2 - unable to vote
-2 - unreliable (your powers and autos have a 50% chance of failure. Must have at least one power or auto in order to take this flaw)
-2 - magnetic (your powers have a 50% chance of targeting yourself- must have at least one other-affecting power to take this)
All actions happen simultaenously except where there could be a conflict, all conflict is resolved using the following order of resolution. Where conflict of interpretation remains, precedence will be decided randomly. Players get informed of the results of their actions and any changes that effect them at the end of the phase (so you can't use a gifted power in the same phase its gifted, for instance).
A player always knows the identity of the person they're acting upon. So if Vector alignment inspected Ranger Cado but was redirected onto town Miller Dariush, she'd be informed that 'Dariush is scum'. Or if Dariush uses Gift on Ranger Cado but is randomised to Vector, he'd know that he gave a gift to Vector. In each case they wouldn't know why they didn't hit their intended target.
Inflate
Hide
Bus
Block
Redirect
Randomise
Recycle*
Point Share
Gift/Santa
Changeling
Protect
Sap
Cleanse
Curse
Power Swap
Kill
Convert
Inspect/Count/Scan/Fortune Tell/Track
*It's possible to redirect (or randomise etc.) a recycler, but their eventual target (if they have one) will have all the powers cashed in before that target can use them, except where otherwise unresolvable paradox occurs.
Sign Ups
- Tiruin
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mastahcheese- 4maskwolf
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Jim Groovester- Tack
- NativeForeigner
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Objective-
P-Luke-
MyOwnWorstEnemy Toaster
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Deathsword Persus13-
Tawarochir TheWetSheep- Jack A T
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Leafsnail- TheDarkStar
Replacements
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TheWetSheep-
Persus13I'll leave the sign ups open until I feel there's enough players. I'll need at least 7 players, but there's no real maximum. If you've got any questions or suggestions or clarifications required, do say.