Staredit Network > Forums > Null > Topic: Mafia Role Creation Thread
Mafia Role Creation Thread
Oct 2 2010, 4:47 pm
By: Roy
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Oct 22 2012, 4:19 pm Sacrieur Post #81

Still Napping

I suppose it is time for mafia to become more complicated. I do love designing things, even if I'm not the best player :P

So I had this idea for a more complicated type of mafia, in the opposite direction of Roy's simple version. The goal is to expand the depth of the game. Depth is important for a better player experience, and to give players a choice (not a problem) for players to enjoy.

First players are randomized into a set ratio of town to mafia. They are then randomized (evenly) into archetypes. Players may then choose their archetype. Each archetype has distinct passive advantages, but roles ultimately decide how these advantages are used -- a player may only choose two role powers. The game does take a more stat approach to the game, which I think may be ultimately more rewarding.

|Law Archetype

People of the law archetype are cunning and sly, preferring to play a game of wits and politics to get ahead. They are charismatic and ambitious; pursuant of power and justice, often driven by strong idealism.

Influence (passive ability): All members of the law archetype receive an additional half vote when voting.


Council Member (role)
Political Sway (passive ability): Council members receive an additional half vote when voting for lynch or mayor.
Diplomatic Immunity (passive): Council members may not be targeted by night actions from the enforcement archetype.

Lawyer (role)
Research (active): Once per night, a lawyer may dig through documents to find a a clue.
Subpoena (active): Once per night, a lawyer may request information from a public office, hospital, police station, or private institution that would be unavailable through any other means. Information such as personnel files, sealed criminal records, or secret internal documents are requested.

Mayor (role)
Execute (active): Once per game during day, the mayor may choose to execute a person and override the lynch process.
Political Sway (passive): The mayor receives an additional vote when voting for lynch.
Diplomatic Immunity (passive): The mayor may not be targeted by night actions from the enforcement archetype.
Personal Escort (special): The mayor is protected by bodyguards. [Details Required]


|Medical Archetype


Doctor
Treat (active): Once per day, the doctor may return a player in critical condition to normal condition.
Cure (active): Once per day, the doctor may cure someone of a negative condition.
Autopsy (active): Once per night, the doctor discovers a player's cause of death.
[Additional Ability, adding more HP?]


Paramedic
Stabilize (active): Once per night, the paramedic may visit someone and keep them from dying, but they will still be in critical condition.
[Additional Abilities Required]

Mad Scientist
[Abilities Required, bringing back people from the dead as pawns? -- Creativity needed.]

|Enforcement Archetype

Police Officer
Detain (active): Once per night, a police officer may detain a player. This player may not use any night actions.
Escort (active): Once per night, a police officer may escort a player. This player is protected from any harmful night actions.
[Additional Abilities Required]


Detective
Shady Connections (active): Once per night, a detective may visit a contact and receive a hint about a clue.
Investigate (active): Once per night, a detective may dig up a clue.
Shadow (active): Once per night, an undercover investigator may discreetly follow someone. The target is not visited.

[Additional Role?]


|Citizen Archetype

Citizen
[Abilities Required, law abiding -- passive protections?]

Vigilante
Hit (active): Once per night, the vigilante may target a player. If the player is not visited, he is killed.



|Science Archetype

Rogue Engineer
[Typical Rogue Engineer Abilities, Constrain, etc.]

Chemist
[Abilities Required, uses drugs and chemicals]

[Third Role Required?]


|Mafia Archetype

(I haven't gotten too far with this bit, but the mafia would have one additional power and additionally be sorted into archetypes, they would be "corrupted" versions of the role they choose and may have different powers -- vigilante may be hitman, for example).


---


That's a rough jot down of what I came up with.

HP: This is something that could be added to add more depth. A player could have 100 HP and a night hit deducts 100 HP from a player. A doctor could potentially use steroids or something on a player to make them go above this. But I'd imagine a sliding scale like this for the medical field.

Below 0 HP: Dead.
0 - 19 HP: Fatal Condition: Will die at end of turn.
20 - 49 HP: Critical Condition: Loses 20 HP per turn if left untreated.
50 - 99 HP: Stable Condition
100+ HP: Healthy Condition

Chemists would, for example, be able to poison people so they lose HP every turn unless treated by a doctor. I think this adds a lot of depth to the game and is worth expanding upon.

But this is all really rough.



None.

Oct 22 2012, 4:45 pm Fire_Kame Post #82

wth is starcraft

Ugh, more complicated? You can have a fun game of mafia without going overboard. When the learning curve is too steep then people don't play their roles correctly and the game suffers as a result. I sent this to Azrael, but I guess I'll post it here too and get some feedback:

Professor U
-Heal: If selected player is also selected by a mafia member, the player is not captured or battered.
-Chemical X: Starts game with Chemical X, a powerful substance that serves as a buffer between the player in possession and Batter or Shadow abilities. If the player in possession is shadowed or battered by the opposing side, the opposing side takes possesion.

Mayor (Hidden and chosen at random)
-Pretzel Wednesday (Havoc): Mafia side roles all fail. May only be used once per game.
-Triple Vote: Mayor may triple vote once per game for lynch.
-Underqualifed: Mayor elects his Ms Bellum. Mayor sends three choices and one of these choices is selected at random by the narrator. The Mayor will be informed on who their Ms Bellum is.

Ms Bellum (elected by Mayor - also Hidden)
-Shadow: Follows a target to reveal their role
-Mastermind: Receives Blossom's Shadow results and Chemical X location if it changes that night. If Chemical X is in possession of mafia, it will simply return the result "Mafia." If held by a townsmember, it will give the townsmember's name.

Blossom
-Shadow: Follows a target to reveal their role

Bubbles
-Heal: If selected player is also selected by a mafia member, the player is not captured or battered.

Buttercup
-Batter: Permanently knocks a player out of commission for the rest of the game.

Townspeople
-


MAFIA ROLES

Mojo Jojo
-Capture: Captures a town member to use in his experiments.

Brick
-Havoc: The Powerpuff Girls' night actions fail. May only be used once per game.

Boomer
-Gross Out

Butch
-Batter: Permanently knocks a player out of commission for the rest of the game.


Notes:
If captured, townspeople roles stay hidden until the end of the game, battered/lynched townspeople/mafia revealed upon removal.
Night action order:
1) Chemical X transfer
2) Chance for Captured Townsperson to escape
3) Havoc/Gross Out
4) Shadow
5) Batter/Capture and Heal (which also interrupts capture)
6) Chemical X transfer if batter/capture successfully intercepts

CHEMICAL X RULES
-Chemical X transfer at the beginning of the night means the mafia must target the person that receives the Chemical X, not the person that is giving it.
-If the mafia intercepts it and has already posted a transfer move, they will pass the chemical x on to their target.
-Only Ms Bellum knows where the Chemical X is at the end of every night.
-The person that receives the Chemical X will know they have received it successfully but won't be notified if they lose it.
-When Chemical X is possessed by the town, the town gets a captured member back at the end of every day, after the lynch.

EDIT NOTES:
Edit 1: added step 6, added Chemical X Rules
Edit 2: Changed 10% chance on release to one townsmember released from capture at the end of ever day, removed Struggle.
Edit 3: What is gross out?

Post has been edited 3 time(s), last time on Oct 23 2012, 3:26 pm by Fire_Kame.




Oct 22 2012, 7:33 pm NudeRaider Post #83

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Sry Kame, but ...
Quote from Fire_Kame
Ms Bellum

Blossom

Bubbles

Buttercup
stopped reading after seeing these.




Oct 22 2012, 7:43 pm Fire_Kame Post #84

wth is starcraft

lol, it's the City of Townsville edition, silly! :bleh: It's the Powerpuff Girls!




Oct 23 2012, 2:10 pm Sacrieur Post #85

Still Napping

Mafia: Tactics

Tactics is a more advanced form of mafia created with additional roles and character interplay for a more fulfilling and intricate experience. It takes lessons from other more advanced games in the past and redefines a framework to better support a wider breadth of powers and abilities.

Basics
-
Players are sorted randomly into a fixed ratio of mafia to town. These players are then evenly, and randomly, distributed into archetypes. Players are given a period of time to choose their role in this archetype, and are encouraged to discuss strategy or deceive other players. During this selection period, mafia players will know they are mafia players, and town players will know they are town players.
After roles are selected, role PMs are sent and the game begins, progressing as normal.


|Law Archetype
-
Members of the law archetype prefer subterfuge and the art of speaking over physical confrtontation. They are charismatic, cunning, and well-learned.
Influence (passive): All members of the law archetype receive an additional half point to their voting weight. This is cumulative with other voting bonuses.


Senator
-
Diplomatic Immunity (passive): Any visiting night actions of the enforcement archetype that target a senator automatically fail.
-
Slander (active): Once per day, a senator may promote a negative ad campaign against a player. This player's voting weight is reduced by half for the day's duration. This is cumulative with other voting penalties.
-
Rally (active): Once per day, a senator may promote a positive ad campaign in favor of another player. This player's voting weight is increased by half for the day's duration. This is cumulative with other voting bonuses.


Lawyer
-
Jurisdiction (passive): All lawyers may only search for clues within specific archetypes unless it is expanded.
  • Law (given)
  • Medical
  • Enforcement
-
Research (active): Once per night, a lawyer may search through various documents for clues. He receives an additional clue.
-
Subpoena (active): Once per night, a lawyer may request documents that are otherwise confidential. His jurisdiction is expanded by one archetype of his choosing.
Falsify (active): Once per night, a lawyer may create a false clue.


Mayor
-
Influence (passive): The mayor receives an additional half point to his voting weight. This is cumulative with other voting bonuses.
-
Diplomatic Immunity (passive): Any visiting night actions of the enforcement archetype that target the mayor automatically fail.
-
Executive Privilege (active): Once per game and during the day, the mayor may choose to lynch any player of his choosing, overriding the voting process.
-
Personal Escort (passive): The mayor is protected by two bodyguards. These are chosen when the mayor is elected. Unless these bodyguards are incapacitated or unwilling, any harmful night actions that target the mayor automatically fail.


|Medical Archetype
-
Members of the medical archetype are often too busy to concern themselves with politics, but are inevitably dragged into the mess. They are analytical, curious, and devoted.
-
First Aid (passive): All members of the medical archetype know what to do when injured to surive. They receive an additional wound counter at the start of the game.


Doctor
-
Treat (active): Once per day, a doctor may treat a player for medical conditions. This player receives an additional two wound counters, to a maximum of three.
-
Cure (active): Once per day, a doctor may cure a player of an underlying condition. Any negative medical ailments are removed and the player receives an additional wound counter, to a maximum of two.
-
Examine (active): Once per night, a doctor may perform an autopsy a dead player or examine a live player. He learns of the player's cause of death or of any negative ailments.


Paramedic
-
First Responder (special): At the beginning of each night, a paramedic chooses two players that, if hit, will be taken to the ER. These players will be stabilized and receive an additional wound counter.
-
Stabilize (active): Once per night, a paramedic may keep a player from dying. This player will not lose any wound counters from negative conditions.


Pharmacist
-
Poison (active): Once per night, a pharmacist may poison a player. This player gains the poisoned condition.
-
Dope (active): Once per night, a pharmacist may use drugs on a player to enhance a player physical prowess. If not in critical condition, the player will gain an additional wound marker. This bonus is cumulative to other wound marker bonuses.
-
Amphetamines (active): Once per game, a pharmacist may use a special regimen to improve a player's mental prowess. During the next round, this player may use two active abilities.


|Enforcement Archetype
-
Members of the enforcement archetype are driven by a sense of justice and duty. They are clever, capable, and courageous.
Bulletproof (passive): All members of the enforcement archetype wear bulletproof vests and other protective gear. Hits deal one wound marker less.


Police Officer
-
Detain (active): Once per night, a police officer may detain a player. This player may not use any night actions.
-
Escort (active): Once per night, a police officer may escort a player. This player is protected from any harmful night actions.
-
Counter Strike (passive): Police officers have received rigorous combat training. Any player who attempts to hit a police officer will lose a wound counter.


Detective
-
Information Sleuth (active): Once per night, a detective may visit a contact and get a lead. He receives a hint about one of his clues.
-
Investigate (active): Once per night, a detective may search for evidence or things out of place. He receives an additional clue.
-
Shadow (active): Once per night, an undercover investigator may discreetly follow someone. This does not count as a visiting action.


Vigilante/Hitman
-
Hit (active): Once per night, a vigilante or hitman may hit a player. This player loses three wound markers.
-
Unbounded (passive): Diplomatic immunity does not protect a player from a vigilante or hitman.


|Mafia Archetype
-
The mafia crave profit and power. They are devious, cruel, and unrelenting.

There are no mafia roles. Instead, they are sorted into archetypes and choose town roles.


Wound Counters
-
Each player starts with three wound counters which correspond to three conditions.

0 and below: Dead
-
Players with 0 wound counters are dead. They cannot be saved by any special powers or abilities.

1: Critical Condition
-
Players with 1 wound counters has a fatal wound. They will lose one wound marker per turn until they are dead. In addition, they may not use any actions.

2: Wounded

3 and above: Healthy



None.

Oct 23 2012, 3:23 pm Fire_Kame Post #86

wth is starcraft

So, do each set of archetypes know who the others are in their archetype? There are there of them, and don't usually games revolve somewhere between 15-20 players? If each archetype gets their own mafia, and there's only fifteen players, it will take much less to analyze out of a possible five suspects instead of out of all 15/20/whatever. I also only see two (possible) ways for people to take damage, Poison and Hit. Assuming those are the roles the mafia players would go for it would probably narrow it down more. It won't be any surprise who the mafia is when a result comes back and someone has been poisoned, even if who's poisoned is never mentioned. Does the wound counter also mean it will take at least three nights to kill someone at night? So town would lynch three players before mafia manages to off someone themselves? I think I missed something. xD

This would probably make a fun game for power without the mafia layer....my intention with Suits was to do something like that. Maybe we should create a new turn based forum game and call it Tactics. xD




Oct 23 2012, 3:36 pm Sacrieur Post #87

Still Napping

No, only mafia members know who other mafia members are. Each archetype does not necessarily include a mafia member, since mafia members would be considered as normal for the second sorting process. You could get two hitmen, for instance. But while archetypes are distributed evenly, there is no telling who has what role, just like in regular mafia.

No one else is made aware of that you have been injured. A doctor can examine someone and find out, though.

A hit deals three damage. It will kill anyone in the law archetype in a single swoop, and leave members of the other two in critical condition (they would die one turn later). Poison shouldn't be underestimated, since it will kill in two turns (two to get into critical condition, and then at the end of the turn die from a fatal wound).



None.

Oct 23 2012, 3:47 pm Fire_Kame Post #88

wth is starcraft

Okay. I was also referring to this:

Quote from Sacrieur
Players are given a period of time to choose their role in this archetype, and are encouraged to discuss strategy or deceive other players.

It didn't sound like they were assigned roles but rather that they chose them. It seems like this could become unbalanced quickly.




Oct 23 2012, 3:55 pm Sacrieur Post #89

Still Napping

They do choose their own role within each archetype, but they do not choose their archetype.

I don't see how it could become unbalanced so quickly. It would actually make it tougher for the town since the mafia can cooperate and pick mutually beneficial roles. The town can try to talk to one another, but there's no telling whoever they're talking to isn't mafia.

Or they can just fend for themselves.



None.

Oct 23 2012, 4:30 pm rayNimagi Post #90



This interests me, Sacrieur. I would play it.



Win by luck, lose by skill.

Oct 23 2012, 4:46 pm Dem0n Post #91

ᕕ( ᐛ )ᕗ

I was thinking of something slightly similar to Sac's, where each townsperson was given a social status of either rich, moderate, or poor, and they would have money accordingly. They could then use the money each night to buy an item that would grant them specific powers. For example, buying a revolver would grant you vigilante powers, or buying a first aid kit would grant you doctor powers. The players would get extra money depending on if their night actions were successful, which they could then use to either prolong their current power (such as buying extra bullets for the revolver), or buying another item and getting a completely new set of powers. Not sure how balanced I could make it, though. :P




Oct 23 2012, 5:39 pm Fire_Kame Post #92

wth is starcraft

Quote from Sacrieur
They do choose their own role within each archetype, but they do not choose their archetype.

I don't see how it could become unbalanced so quickly. It would actually make it tougher for the town since the mafia can cooperate and pick mutually beneficial roles. The town can try to talk to one another, but there's no telling whoever they're talking to isn't mafia.

Or they can just fend for themselves.

Given the chance, I feel like everyone would choose hitman. If they don't have enough time to find out the others in their archetype, or it could end up with what Raccoon wanted last time - a victory for him at the expense of the town.




Oct 23 2012, 8:36 pm rayNimagi Post #93



Quote from Dem0n
I was thinking of something slightly similar to Sac's, where each townsperson was given a social status of either rich, moderate, or poor, and they would have money accordingly.
I once thought of a role where the object was to get the most money possible. When you kill someone you take all their money, or can steal some amount from living players, rob graves, etc.



Win by luck, lose by skill.

Oct 23 2012, 8:57 pm UnholyUrine Post #94



Cupid
Ability - Love Spell - Day or Night - PM Two target players. These players will be announced to be in Love with each other.
If one of the players die (lynched or killed), then the other will gain an ability "Revenge", which allows him/her to murder target player once during night. However, the lover suicides the following night (after voting and/or using up his/her night action). The Cupid may only have one Love Spell at one time.



None.

Oct 23 2012, 11:53 pm Generalpie Post #95

Staredit Puckwork

I'm actually surprised that Sac didn't make a Spice and Wolf themed one :awesome:



None.

Oct 24 2012, 1:55 am Sacrieur Post #96

Still Napping

Quote from Fire_Kame
Given the chance, I feel like everyone would choose hitman. If they don't have enough time to find out the others in their archetype, or it could end up with what Raccoon wanted last time - a victory for him at the expense of the town.

They could, but it would make the town or mafia weaker. A couple of paramedics can seriously poke holes in a brute force tactic like that one, and throw a town doctor or two into the mix and it's not the same as having a bunch of hitmen in regular mafia.

I really think picking all of one role is setting yourself up for failure.



None.

Oct 24 2012, 3:06 am Bar Refaeli Post #97



Realistic Mafia

Back Story
Your town was invaded by violent mean sociopaths seeking to kill everyone.

Townsperson - Typical Joe.
Paranoia: Each night you grow more and more paranoid of everyone around you. If you are not visited by a shrink for two days in a row, you will turn into a Vigilante.
Immigrate: From your day job, you gain a random sum of money between $5-20. If you reach $50, you have the choice to immigrate to the next town over.
Respect for the Dead: Holds a funeral for a dead player. At least three townies must use this on the same night for the funeral to take place. Townies cannot become vigilantes if they held a funeral the previous night.

Vigilante - Paranoid Joe.
Heroism: Each night you disguise yourself as Batman and attempt to stop crime. Unfortunately for you, there are no superheroes in the real world. Will appear guilty to cops.
Conscience: You now have sleepless nights. You will have random outbursts that everyone hears during the night.

The Government - Leader Joe.
Investigation: Can do background checks on a player once per night. Mafia will appear guilty. Vigilantes will appear guilty. Players of Middle Eastern background will appear guilty.
Call in the Troops: Can be used once per game. No one can die during the current night. Unfortunately, lowers public appeal so much that this player is automatically lynched the next day. Anarchy will be set to the current game mode, in which all remaining alive players have their role rerolled.

Shrink - Wise Joe.
Psychology: Chooses up to 1/3 of remaining players to have an anonymous group therapy session during the day.
Inner Feelings: Like all shrinks, you are crazy. Forced to kill one person out of the therapy group each night to quell evil thoughts.

Mafia - Crazy Joe. Doesn't know the other Mafia.
Psychopathy: Kills target player during the night. If you kill The Government, then your identity will be revealed and there is a 50% chance a global crisis will ensue.
Insanity: Like all mafia, you are crazy. After killing two people, the deaths will start haunting you. You will have random outbursts that everyone hears during the night.

Victory Conditions
Mafia: You kill everyone, including the other Mafia. (Mafia still win as a group)
Townies: Over 50% of townies move to another town or you lynch all of the mafia.

Post has been edited 1 time(s), last time on Oct 24 2012, 3:13 am by Raccoon.



None.

Oct 24 2012, 3:17 am rayNimagi Post #98



Reminds me of Devliesk's Mafia.



Win by luck, lose by skill.

Oct 24 2012, 4:21 am Lanthanide Post #99



Interesting Raccoon. Not sure what the point of the "Call in the Troops" power is - it doesn't advantage the government or any other townsfolk. In what situation would using this be of advantage to anyone?

Also, "emigrate" is the correct term here.



None.

Oct 24 2012, 4:40 am Azrael Post #100



It would be helpful if things got bad enough that Mafia were overpowering the Town; you could redistribute the remaining roles and hope you were put on the winning team.

Vigilante (or a new role) should be able to guard another player at night. The Mafia currently have every reason to try to kill the Government as quickly as possible, and the Town has no way to stop them, even if they figure out who the Government is.

I think that if the Government is lynched, it should result in Anarchy, and if the Government is killed at night, the killer decides if there is Anarchy (as far as lore goes, this could be explained as whether or not the death of The Government is covered up), and whether or not it affects them also (the killer can choose Anarchy while still keeping their role).

That would give the Government more utility (for other players), and with the ability to protect players, it would give the Town a good reason to want to keep the Government protected.




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