CHOOSE-YOUR-OWN-MASQUERADE
Choose Your Own Masquerade is a variant of
Choose Your Own Mafia. It's a mafia game in which points which can be spent on powers at the beginning of each night. It's different in three ways:
Deep South: There's no nights, actions happen when they're sent in, but may be queued up in advance.
Masquerade Each player is assigned a mask colour at the beginning of the game, and they only know the colour of their own mask and what other mask colours there are in play. Powers can only be targeted at masks, not players. Votes still target players.
Kill-Frenzy Unlike the last CYOM game, there's no conversion power.
At the beginning of the game, each player is allotted an alignment (either town or scum), and a mask colour (red, purple etc.), and has five points to spend on powers. They can also take up to -5 points in flaws. 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. Character Creation will last 24 hours or until everyone has sent in a build, whichever happens first.
Scum collectively can't kill more than one target in a phase. A player can only use one power per day, unless they have an auto that says otherwise. If a player targets themselves with a non-self targeting power, it will fail.
Kills won't be processed for the first 24 hours of each Day, to allow everyone a chance to see the thread and send in an action.
After the lynch the day resets and every player gets 1 point for surviving the day. At any time in the game players can buy off any flaws they have, cash in an old power for half its original cost rounded down and buy new powers. A power can't be sold if it's been used that day, but players can queue up buying and selling to happen as soon as the new day starts (so they're not hanging around with unspent points).
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.
- The thread may be locked briefly while the end-of day post is written up, but there are no nights
- 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 player names in bold and red: Bold and Red.
- Use powers by sending a PM to the mod with the colour of the mask you want to target; scum can do this using their Quicktopic
- Probably some other stuff that I've forgotten right now, but you know the drill.
Powers
(no power can be self-targeting)
1 - Scan (spot how many points a target has)
1 - Inflate (Pick a power or auto that players can buy: after the next lynch it'll cost +1 point to buy that power for the rest of the game)
2 - Point Share (give any number of points that you have to a target)
2 - Count (find out the combined number of powers and autos a player has)
2 - Randomise (Randomises the all actions the target takes before the next lynch)
2 - Protect (protects target against kills before the next lynch)
2 - Gift (give one of your powers to your target. Free- powers remain Free-.)
2 - Power Swap (swap any power you have, including Power Swap, with a random power your target has)
2 – Track (see which masks your target targets until the next lynch)
2 - Patrol (See the masks of everyone who targets your target until the next lynch)
2 - Cleanse (One of targets flaws is removed, starting with any -2)
2 – Bless (Target gains a random 2-point auto)
2 – Delayer (Target's next action before the lynch happens after the lynch instead)
2 - Redirect (redirect one target onto another (e.g. blue onto purple)
3 - Peek (learn the player behind your target's mask)
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. You can set conditions on your report being posted)
3 - Block (the targets actions before the next lynch will fail, but they won't know why)
3 - Autoblock (the target's autos will fail before the next lynch, they won't be informed. This doesn't effect autos that trigger immediately after a lynch)
3 – Mask Swap (permanently swap two masks)
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 targets)
3 - Graverob (pick a power held by a dead player, if no one else has graverobbed the power, you now have that power)
3 - Patsy: pick a new colour for a mask; that mask is now seen in-play (players always know how many masks are in-play and what colour they are). Like any mask, it can be a valid target for any power.
4 – Copycat (Choose two targets, you perform all of player 1's phase actions on player 2. Doesn't work for converting or multi-targeted actions)
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 non-hidden powers, upgrades, autos and flaws in play, in alphabetical order)
4 - Power-Cop (choose one: learn all powers of the target, learn all auto/upgrades of target/learn all flaws of the target)
5 - Vote stealer (take the vote from any other target)
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 actions or being targeted until the next lynch; cannot use during the same action block as taking an action)
6 - Kill (kills target player)
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 and any upgrades attached to it 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 to use that power once in its phase for free (this means you can use the same power twice in a phase as well). This use doesn't stack with Prolific (if you use prolific to use the same free-power twice, you'd use it three times, not four)
Autos
(Can only be taken once)
1 - Bloodthirsty: get an extra point every time a lynch occurs with your vote on the player that gets lynched.
1 - Thrill-seeker: get two extra points every time a lynch occurs 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
1 – Virtuous (you can't be gossiped about)
2 - Silent (you can't be tracked and you don't appear on patrol reports)
2 - Immovable (you cannot be redirected or randomised)
2 - Unstoppable (can't be blocked or protected against. Immunities still apply)
2 - Cautious (you ignore any reflects on your target)
2 - Flexible (gets full point cost back for all cashed in powers/autos/upgrades except flexible itself; cannot be taken with Industrious nor bought in the same day in which you have had Industrious)
2 – Industrious (other autos cost one less to purchase, to a minimum of 1; cannot be taken with Flexible nor bought in the same day in which you have had Flexible)
2 – Hasty (You cannot be delayed and any attempts to copy your actions fail)
3 – Holy (cannot be cursed, blessings have a 50% chance of giving you an auto further down this list)
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 changeling'd)
3 - Circumspect (you always know the reason why your actions fail)
4 - Prolific (you can use two actions in a phase)
4 - Explosive (you kill anyone targeting a kill at you as well as dying)
5 - Resurrection (After dying, you come alive again- you still get any day xp etc, but this power disappears on use.)
5 - Double-Voter (you have two votes)
6 - Kill Immune - (you are immune to kills)
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 - Hardcore (all protects on you fail- cannot be taken alongside 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) after each lynch. 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 - Afflicted (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)
The game flow is: Character Creation -> Day 1 -> Lynch -> Lynch-Triggered Powers -> Experience -> Day 2...
As this is a nightless mafia, all actions resolve in the order in which they're submitted and happen during the day (whenever the mod gets time to post) but any action can be queued up to trigger at the beginning of a new day. This way, protects and blocks can be set to trigger before the day occurs. Players get informed of the results of their actions and any changes that effect them as soon as possible.
A player always knows the colour of the mask they're acting upon. Action effects are usually reset after a lynch (protects, redirects etc.) but some effects are permanent (mask swapping, killing etc.). A player will usually not know why their action fails (whether it was a protect, block, or whether they'd accidentally targeted themselves)
Sign Ups12 and counting...- Reverie
-
Tiruin - Committed Suicide D1
- Toaster
- Deathsword Persus13 Killed Day 2
- Varee
- Wolf
- Toony
- Silthuri
- Scripten
- TolyK
- Jiokuy
- Flabort
Replacements- Cheetar
-
I'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. 13 would be good. If you've got any questions or suggestions or clarifications required, do say.