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Author Topic: Mutant Mafia - Idea discussion  (Read 1932 times)

A_Fey_Dwarf

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Mutant Mafia - Idea discussion
« on: January 18, 2010, 03:16:40 am »

Similar to momir (if your familiar with IRC) but with more flavor, more control and more mafia.
Set in an evil scientist's lair, an experiment into mutagens has gone horribly wrong. Test subjects of experiment escape and try to take down the scientist and his henchmen.

You have the informed minority-
 *Evil scientist, Special Night Action: Extract, can take the DNA from anyone, then give the power to someone else. This power will over ride their previous one. If you give an extraction to a mutating player they will get the extracted power rather than the random mutation one. If you take an extraction from a mutating player your extraction will contain the 'DNA' of the power as it was before mutation.
 *Henchman, No action unless given a power from an extraction.
At night the mad scientist's group decide on who to kill as a group action.

And the majority-
 *Test subject, can either use an action, do nothing, or mutate. If the test subject mutates, in the morning they will become a new role randomly selected from the following power list.

Possible powers-
*Electric touch - can perform a paralyzing attack that prevents the player's target from actioning that night.
*Regenerative organs - If killed or lynched will revive without a power
*Healing breath - Can protect a player from being killed over the night phase.
*Tumor - If targeted that night by any role, will die regardless of protection.
*Vanilla - No power to use.
*Bloat - Can suicide bomb, killing self and the target.
*Mind reading - Can determine the intentions and team of a player.
*Magnetic - Can redirect a players actions to yourself.
*Lazor eyes - Can blind a player, causing their  action (if they are using one) to target a random player.
*Stupor - Non-killing actions do not effect you.
*Fiendish - Will appear as evil to a mind reading

Each role will have a percentage chance of occurring at each mutation. That is where i need your help. What would be some suitable percentages? Also can anyone see any major flaws to the mafia idea?
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dakarian

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Re: Mutant Mafia - Idea discussion
« Reply #1 on: January 18, 2010, 11:48:58 am »

1st off, Night first is a priority, since otherwise the first day is mountainous and mafia would just about go through the entire game before being able to use ANY powers:

N1 - town mutates, mafia gains nothing
N2 - Mafia does first extraction

Note that typically a game lasts 3 days unless the mafia start dying or something prevents the nightkills.  Assuming a 2 mafia setup, a night start will mean the henchman gets a random power that may help them out on N2. 

Tempted to think that the scientist should get a day power of being able to roleinspect to read a player's DNA. 


As for the roles... they are heavy on the anti-town roles (4 pro-town, 1 'meh' and 6 anti-town) though I guess the percentages can help with that.  Meph's role program he uses for Paranormal can help out here.  I'm thinking a 50% chance of the town getting one of the pro town roles (Elect/Regen/Heal/Mind) and 50% chance of getting one of the others.

« Last Edit: January 18, 2010, 07:05:07 pm by dakarian »
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Pandarsenic

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Re: Mutant Mafia - Idea discussion
« Reply #2 on: January 18, 2010, 05:15:54 pm »

Dakarian, Mephansteras is the one who runs Paranormal. Not me.

But yes, that would be good.
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dakarian

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Re: Mutant Mafia - Idea discussion
« Reply #3 on: January 18, 2010, 07:05:31 pm »

of course I know that.  Why did you bring it up?

(YOU SAW NOTHING!!)
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Quote from: Dakarian
What was I doing with Mr.Person through most of Day 3, lovemaking!?
I KNEW IT!