So,
everyone, what do you think worked/didn't work? Would you play CYOM again some time in the future?
I've been working on some changes.
Proposed Changelist- Copy, Patrol, Gossip, Frame, Generous Power Steal, Bless, Hidden, Cursed, Chat, Professional, Super-Saint, Lover, Reflect, One-Shot, Industrious and probably some other things added. Take a look!
- Convert now only half-converts: a player can be one of three alignments: scum, mafia ally and town. Scum converting town turns them into an MA, scum converting an MA turns them into a full scum player. Scum can't be converted but town players can convert mafia allys to town.
- Infallible Inspect and Flavour cop removed, ability and alignment cop are cheaper
- Scum can now buy Miller for 1xp (rather than the usual -1xp)
- Immovable merged with Clear Minded
- Clear Headed added to protect against being bussed away or reflected back
- Cleanse is less powerful but cheaper
- A player can take Incorruptible, which prevents them from being converted.
- Flexible, Double Voter Track, Curse, Kill Immune, Frame, Cleanse, Alignment Inspect, Vote Steal, Ability Inspect, Point Share, Explosive and Power Swap have been made 1xp cheaper
- Thrill Seeker now gives you even more points
- Resurrection made more useful
- Explosive now works against conversion
- Upgrade section added
- Self- upgrade added to allow self-targeting
- Recycle nerfed: it no longer blocks, nor is it self-target default, and it only effects powers, not autos.
- Double voter now an auto
- Fortune Teller now only gives you half of all powers in play
- Power Swap made more useful
- sap +1xp more expensive
Notable Rule Change:
- No powers are alignment specific
- Power Steal discourages mass-claims
- Conversion is less powerful, but so are the cops
- Game would probably start with 2 scum and 1 mafia-ally, depending on numbers
Powers
(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)
1 - Point Share (give any number of points to a target)
2 - Count (find out the combined number of powers and autos a player has)
2 - Randomise
2 - Protect (protects against kills and conversion)
2 - Gift (give one of your powers to a target player. Free- and Day- powers remain Free- and Day-.)
2 - Power Swap (swap any power you have, including Power Swap, with a random power your target has)
2 – Track (see who your target targets)
2 - Patrol (See the names of everyone who targets your target)
2 - Cleanse (One of targets flaws is removed, starting with any -2)
2 – Bless (Target gains a random 2-point auto)
3 - Frame (Target comes up as the alignment of your choice)
3 - Gossip (you can produce a fake blatant report for the target. This overrides any normal blatant report, though the target needn't have blatant for gossip to work)
3 - Redirect
3 - Block
3 – Bus
3 - Recycle (target player has all their powers cashed for full-point cost.)
3 - Curse (target player gains a random -2 point flaw)
3 - Sap (steal all a player's unspent points)
3 – Chat (Set up a private chat between any two other players)
3 – Delayer (Target's actions happen a night later)
4 – Copycat (Choose two targets, you perform all of player 1's phase actions on player 2)
4 - Power Steal (name a power you think your target has, if you guess right you steal their power)
4 - Santa (target player gains a random power)
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 half of all the powers, upgrades, autos and flaws in play, in alphabetical order)
4 - Power Cop (learn all powers of target)
4 - Virtue-Cop (learn all auto/upgrades of target)
4 - Flaw Cop (learn all flaws of the target)
4 - Alignment cop
5 - Vote stealer (day action)
5 – Reflect (Any action (other than reflects) that would successfully hit the target, hits the actor instead)
6 - Hide (spend one point to become incapable of taking or receiving night actions for the night.)
6 - Kill (kills target player)
7 - Convert (change town to mafia ally/ mafia ally to scum/ mafia ally to town)
Upgrades
(These are all attached to a specific power)
x/2 - Self-targeting- (pick a power: that power can, but does not have to, be self targeted. This upgrade costs half the cost of the power, rounded up.)
x/2 - Hidden- (pick a power: that power won't appear in ability inspects, fortune teller reports or counts.)
x/2 - Innate- (An innate power cannot be stolen, swapped, recycled or Changeling'd
x - Free-: When choosing Free-, pick one of your non-auto powers. Free- costs as much as that power and allows you o 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.
Autos
(Can only be taken once)
1 - Innocent (show up as town under inspect)
1 - Bloodthirsty: get an extra point every time a day ends with your vote on the player that gets lynched.
1 - Thrill-seeker: get two extra points 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)
1 - Professional: gain +1 point every time you successfully protect a kill or conversion
1 - Lucky (when your actions are contested against a non-lucky player's identical action, and the resolution would be randomly decided, your action resolves in the way favourably to your intention (i.e. redirecting and gossiping last, sapping and power stealing first etc.)
2 - Silent (you can't be tracked and you don't appear on patrol reports)
2 – Virtuous (you can't be gossiped about or framed)
2 - Immovable (you cannot be redirected or randomised)
2 - Unstoppable (can't be blocked or protected against. Immunities still apply)
2 - Clear Headed (you ignore any buses or reflects on your target)
2 - Flexible (gets full point cost back for all cashed in powers/autos/upgrades except flexible itself)
2 – Industrious (other autos cost one less to purchase, to a minimum of 1)
2 – Hasty (You cannot be delayed and any attempts to copy your actions fail)
3 – Incorruptible (cannot be converted or cursed)
3 – Super-Saint (The person who casts the final lynch vote on you will also die)
3 – Radiant (Each time someone targets you, that action is also copied onto a random player)
3 – Hardy (You cannot be sapped or recycled)
4 - Prolific (can use two actions in a phase)
4 - Explosive (you kill anyone targeting a kill or convert at you as well as dying)
4 - Kill Immune - Pick a phase: you are now immune to kills during that phase.
5 - Resurrection (After dying for the first time, you awake alive the next phase- you still get any day xp etc.)
5 - Double-Voter (day power)
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. Each flaw can only be taken once.
-1 - Miller. shows up as scum under inspect. Scum can take this for 1 point. This trumps Innocent.
-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)
-1 Minimalist (If you ever receive a power or auto (through Gift, Santa, Bless, Generous etc.) it is randomly given away to a non-minimalist player if there are any non-minimalist players alive.)
-2 – Generous (you have a 50% chance of giving away one of your powers to someone else (both randomly selected) at the end of each night phase. Must have a relevant power to take this. This giving doesn't count as targeting for action-resolution purposes.)
-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 (powers have 50% chance of targeting yourself- must have at least one non-self-targeting power to take)
-2 - Cursed (at the end of each day phase, you gain 1 additional unique flaw)
-2 – Lover (a random living player is picked, if they die, so do you)
-2 – One-Shot (your powers disappear after they've been used. Must have at least one power to take.)
-2 - Intermittent (your powers only work on even phases)
What would you build next time?