- Unless the game goes well over the number of players I anticipate(in other words, somehow I get 100 or so, I do have a backup plan just in case the exceedingly unlikely event occurs), there will be three mafia families at the start of the game.
- There will be a town overseer(director) role, who's primary purpose will be to determine the outcome of ties, for both lynch and duels. If they want a particular method of execution, I will use it as well. I may alter lynch writeups as needed, however. The overseer will be elected on the first day, and chosen again every three day phases.
- There will be a system which will bear strong similarities to Sigurd's Star Wars game(many thanks for inspiration, I was trying to come up with a proper execution and Star Wars was very clear) for the purposes of "promotion" of all players.
- Though every player will be able to be promoted from their original position, certain roles will be able to be promoted further than the bog-standard townsperson. Thus, regular townspeople will not be able to become a Master(Don).
- However, every player can obtain a position of high affluence- be it in a mafia family or a pro-town position
- There will be a very small number of un-recruitable townsperson roles.
- There will be duels, but they will not be tied to the lynch. The players will vote for one person to be lynched each day. In order to duel, a player must issue a Challenge: Player X. Challenges must be accepted, and cannot be retracted. Duels will not, as a general rule, end in death. However, a small number of certain roles will immediately slay those they defeat in duel. In the event of many challenges, the overseer will determine who duels.
- There will be purpose to the duels. Every player in the game will be in one of three categories- human, god, or demonic. I have a system for balancing the three to a degree- however, as a general rule, the humans will have a slight uphill climb. Further, the duel may be able to tell the town the capabilities of the combatants. Since Angra Mainyu's forces are comprised of humans, demons, and gods, it will not tell role alignment.
- Mafia families will consist of 5 roles to start.
- Like Capo, every player can participate in night actions. Successfully participating in night actions have a small chance in promotion for each participant. However, this is only for a successful night action.
- As a general rule, four "ordinary" townspeople can kill one player, and three can defend a player. However, promotions can alter this ratio.
Example- 2 players of rank 1(will be given proper name later, essentially a starting townsperson), and one player of rank 2 would be able to commit a night kill, or one player of rank 1 and one player of rank 2 would be able to make a protection. Essentially, the formula for a successful protection is to have a combined rank of 3, and a combined rank of 4 for a kill.
However, protections are not infallible. A protection will fail against a night kill which has a combined rank of at least 2.5 times the protection rank. So, for the basic protection of combined rank 3, it will succeed in protection against combined ranks up until rank 8.
- There will be at least one pro-town masonry group.
- Given a game of doubtful alignments, there will be, most likely, two detectives.
- There will be neutral roles, of course. There will be at least three of them.
- Construction of mafia families: one Master(essentially a Don), who will be irreplaceable. If killed, the family does not lose. However, there many capacities the Don fulfills that cannot be done by anyone else. The faction will not be able to promote any to master. Further, there will be one Champion(essentially a Luca) two scouts(essentially mades), and fifth, secret role which will depend on the faction. The champion and Master are not replaceable, in terms of their capacities. The scouts and secret role will be replaceable.
-Masters investigated will show up as "loyal", unless the champion is killed. Once a faction loses their champion, the master will show up as "dis-loyal", unless they have committed a night kill. Once they commit a night kill, and their champion is gone, they will show up as "Seditious". Scouts and the secret role, until they commit a night kill, will show up as dis-loyal upon investigation, and will be shown as seditious of the night of a kill and after it. Champions will always show up as dis-loyal unless caught in the act of killing.
Regular townies will show up as loyal until they commit a night kill, and will show up as dis-loyal after the night of, and after, killing.
Other roles may show up as "unclear", indicating no alignment at the time of investigation. These roles will be able to help the town, or hurt it.
-Although there will only ever be the original three Masters, new mafia families may be formed. In order to form, a group of players must have a combined rank of a least 20 and consist of no more than four players. Essentially, the group must all send me coordinated night orders to "form family". The players must all spend one night consecrating their agreement, and must all survive that night phase. If any part of the consecration fails- be it one player not sending orders, or the players not actually having the necessary rank, it will fail and the family will not form.
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