CHOOSE-YOUR-OWN-MAFIAS
Choose Your Own Mafias is a sequel to
Choose Your Own Masquerade. It's a mafia game in which points which can be spent on powers. It has the following features:
Character Creation You get to build your own power-set and can even buy and sell new powers with experience points earned throughout the game.
Two Mafias/Choose-Your-Own-Third-Party Numbers permitting, there will be either two mafia teams, third parties, or (most likely) both.
Deep South There's no night, 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.
Civilians There are npc masks in play at the start of the game. They each have a random power and auto but won't act on their own volition as per the rules for Patsies.
Point Frenzy Unlike previous games, players start with ten points at character creation.
At the beginning of the game, each player is allotted an alignment (either town or scum or third party), and a mask colour (red, purple etc.), and has ten 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.
A scum team can't collectively kill more than one target in a phase (poisoning, infecting, killing, copying kills and booby-trapping all count as killing, secondary infections and explosions don't count). They may target multiple kills but only one will succeed. 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. Actions that would fail still happen, so may be affected by tracking, reflecting, networker etc.
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. Once per day, a player can Shop: when shopping they can buy off any flaws they have, cash in any 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). While you can have duplicates of a power, you can't sell the same named power more than once in a day (e.g. you have two copies of Protect, you can only sell one of them in a day, even if you have Duplicate).
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.
Unless it states otherwise, a power cannot target yourself or a dead mask. You may own duplicates of powers.
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. This also effects its resale value.)
1 - Deflate (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. This also effects its resale value.)
1 - Purchase (purchase the most expensive random power you can off of a player for its listed cost. (i.e. if you have 5xp and the target has 5 - Poison, 5 - Reassign and 3 - Peek, they'll get 5 points and you'll get either poison or reassign; if you just had 3xp you'd get Peek; if you had 3xp the action would fail).)
1 - Scan (spot how many points a target has)
2 - Randomise (Randomises the target of actions the target takes before the next lynch)
2 - 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.
2 - Protect (protects target against kills before the next lynch)
2 - Cleanse (One of targets flaws is removed, starting with any -2; if the target is infected/poisoned, the infection/poison is removed instead)
2 – Track (see which masks your target targets until the next lynch)
2 - Fatigue (Destroy 2 XP from your target. Your target can go into negative XP from this power.)
2 - Gift (give one of your powers to your target. Free- powers remain Free-. If you Gift an innate power, a non-innate copy is given to the target instead.)
2 - Power Swap (swap any power you have, including Power Swap, with a random power your target has)
2 - Auto Swap: (swap any auto you have with a random auto that you don't currently possess that your target has)
2 – Delay (Target's next action before the lynch happens after the lynch instead)
2 – Chat (Set up a private chat between any two other targets)
2 - Point Share (give any number of points that you have to a target)
2 – Bless (Target gains a random 2-point auto)
2 - Count (find out the combined number of powers and autos a player has)
2 - Patrol (See the masks of everyone who targets your target until the next lynch)
2 - Redirect (redirect one target onto another (e.g. blue onto purple)
3 - Block (the targets actions before the next lynch will fail, but they won't know why)
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 - 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 - Sap (steal all a player's unspent points)
3 - Return (Name a power you think the target has. This is sold off at its usual price for that person.)
3 - Mixed Blessings (Target gains a random power and an equal point-cost of flaws.)
3 - Peek (learn the player behind your target's mask)
3 - Curse (target player gains a random -2 point flaw)
4 - Graverob (pick a power held by a dead player, if no one else has graverobbed the power, you now have that power)
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)
4 - Santa (target player gains a random power)
4 – Copycat (Choose two targets, you perform all of player 1's powers on player 2. Doesn't work for multi-targeted powers. This counts towards the scum-team kill limit.)
4 - Raise Zombie (Target dead player or dead patsy is risen as a live patsy with their original mask colour and all their powers, autos etc. They can no longer be grave-robbed.)
4 - Hypnotise (Target mask uses one of their powers, randomly selected, on a target of your choice. This doesn't count towards their action allowance.)
4 - Workout (Target player earns 1 extra point.)
4 - Power Steal (name a power you think your target has, if you guess right you steal their power)
4 - Besmirch (Copy one of your flaws onto the target player.)
4 - Changeling (target player gains all your powers/flaws/autos and you get the powers/flaws/autos of your target.)
5 - Poison (player is killed at the end of the following day if they are not cleansed first. Non-circumspect players don't know they're poisoned.)
5 - Delete (One of the target's powers or autos (determined randomly) is permanently removed.)
5 - Blackmail (The target's vote counts for 0 votes until after the next lynch.)
5 - Nerf (Pick a power. That power now costs 1 point to use each time. A power may only be Nerfed once.)
5 - Vote Steal (take the vote from any other target)
5 – Reflect (Any action (other than reflects) that would successfully hit the target, hits the actor instead. This bypasses the usual restriction against self targeting.)
6 - Kill (kills the target)
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)
7 - Infect (Target is Infected: Infected players have a 50/50 chance infecting players they target. Infection kills a player at the end of the following day. Non-circumspect players don't know they're infected.)
7 - Recall (pick a power - all players with that power sell it back for half its listed price, rounded down; flexible players get full xp.)
10 - Booby-trap (Pick a power: until the end of the day, players that use this power are killed. This counts towards the scum-team kill limit.)
10 - Grand Swap (All masks are permanently redistributed to different players.)
10 - Pardon: Your target cannot be lynched at the end of this day. Any votes on them will not count.
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. Can only be used on powers with at least on target. 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. It still appears on death.)
x/2 - Innate- (An innate power cannot be stolen, deleted, swapped, recycled, bought, sold, recalled 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 - Power of Healing: gain +1 point every time you successfully protect a kill or remove an infection or poison
2 - Coward (Hiding costs no points to activate.)
2 – Virtuous (you can't be gossiped about or blackmailed)
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 - Flexible (gets full point cost back for one cashed in (in this game, all) power/autos/upgrades per day 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)
2 – Holy (cannot be cursed or besmirched.)
3 - Multishop (You may shop twice per day)
3 – Super-Saint (The person who casts the final lynch vote on you will also die)
3 – Radiant (Each time someone successfully targets you, that action is also copied onto a random player)
3 - Grounded (You cannot be changeling'd or hypnotised)
3 – Hardy (you cannot be sapped or fatigued)
3 - Circumspect (you always know the reason why your actions fail and you always know if you've been poisoned or infected)
3 - Insured (if you have a power stolen by someone else or taken by a changeling who is not you, you will receive a replacement for it. This triggers even if Insured is taken by a Changeling.)
4 - Cautious (you ignore any reflects on your target and are immune to booby-traps)
4 - Prolific (you can use two actions in a phase)
4 - Explosive (you kill anyone targeting a kill at you as well as dying. This doesn't count towards the scum-team kill limit.)
5 - Resurrection (After dying, you come alive again- you still get any day xp etc, but this auto disappears on use.)
5 - Double-Voter (you have two votes)
5 - Death Resistant - (you are immune to one cause of death (other than lynching) per cycle)
5 - Immune - (you can't be poisoned or infected)
6 - Networker (If a power is used on you, everyone in the game gets a copy of that power including yourself.)
7 - Ghostly - (Your alignment doesn't flip on death (but your powers/autos/flaws will still be revealed). If your dead body is ever risen as a zombie, you will instead be resurrected. This auto disappears when the player is risen in this manner. A Ghostly player isn't given access to Dead Chat.)
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 - Insiduous (You gain +1 xp at the end of each day but cannot spend xp on buying powers, autos or upgrades)
-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 - 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. Must have at least one power that targets specific masks to take.)
-1 - Broadcaster (The number of powers, autos, and flaws you have is listed (in seperate numbers) at the end of the day.)
-1 - Minimalist (If you ever receive a power or auto (through Gift, Santa, Bless, Generous, Networker etc.) it is randomly given away to a non-minimalist player if there are any non-minimalist players alive.)
-1 - Mole (At the end of each day, a random player on a different team gets 1 xp.)
-1 - Simple (Apart from by selling things, you cannot recieve more than 1xp per day)
-1 - Hazy (A random mask in play cannot be targeted by you each day. Must have at least one non-self-targeting power to take.)
-1 - Blinkered (You can only target one mask each day. Must have at least one non-self-targeting power to take.)
-2 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-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. Must have at least one power to take.)
-2 - Fragile (Any power costing 5 or more points without modification that targets you is also a kill. This kill counts towards the actor's kill-limit.)
-2 - Guilty Conscience (You die if your vote is on a town player and they get mislynched. Kill resistant does not save against this, but Resurrection still triggers. Cannot be taken with Unable To Vote.)
The game flow is: Character Creation -> Day 1 -> Lynch -> Lynch-Triggered Powers -> Experience Point Gain -> 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 (though kills will still take 24 hours to process). 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.
You may queue up a shopping actions, but these will be cancelled if you can't afford the goods or no longer have the power you want to sell.
You can also queue up a power to trigger when a condition is met. You have to be able to know when the condition would be met for it to be a legal condition. So, you couldn't trigger an action to happen whenever you're inspected as you have no way of knowing when that happens; but you could trigger an action to happen when there's a certain amount of votes on you, or when the day reaches a certain time etc.
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)
If you're town you win when all scum team members are dead.
If you're scum, you win when all living players are of your scum team.
If you're third-party, congratulations! Pick one of the following wincons:
Doctor - The doctor wins if half the players in the game are alive at the beginning of Day x OR when the game ends, whichever is first. 'x' = the number of players divided by 3, rounded up. They leave the game on winning or losing. They have to be alive to achieve their wincon.
Thief - The thief wins if they ever have 50 points in their possession. They leave the game on winning. They lose if they die or the game ends before they've achieved their goal.
Serial Killer - The serial killer wins when everyone else in the game is dead. They don't have to be alive to achieve their wincon.
Philanphropist - The philanthropist wins when every other living player has received a power or points from them. It has to be given freely, so Power Swap, Auto Swap and Purchase don't count. Santa, Bless, Gift and Point-Share are all appropriate. They leave play when they win. They have to be alive to achieve their wincon.
Trickster - The trickster wins when five players have been killed by members of their own team (including themselves). This includes lynches. The trickster leaves play when they win. They have to be alive to win.
Necromancer - The necromancer wins when the majority of masks in play are zombies raised from the dead. The necromancer leaves play when they win. They have to be alive to win.
A mask might flip Patsy on death. This means they were either a civilian from the beginning of the game, a mask created by the Patsy power, or a player's body raised as a zombie.
Sign Ups-
Deathsword-
4maskwolf-
Peradon-
Shakerag-
Varee-
origamiscienceguy-
Flabort-
Hector13-
Tiruin-
TheDarkStar-
Deus Asmoth-
Persus13 CheeetarReplacements- Cheeetar