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Scum Nomic/Item List

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Raygun

A raygun has three charges. A player with a raygun may target another player by posting "Target <player>", a 2-sided dice roll, and a 5-sided dice role. If the 2-sided dice is 1, then the raygun misses. If the 2-sided dice is 2, then the targeted player loses 5+n HP, where n equals the result of the 5-sided dice role. Every time a raygun is used, it loses one charge. A raygun with zero or less charges may not be used. A raygun in a store may not be used.

The Recharger

A player can at any time use his recharger to convert 15 points in a Raygun charge, provided that he possesses both a Raygun and the required amount of positive points.

Giant Sticky Hand

At any time the owner of a Giant Sticky Hand may, by posting their intentions in the game thread, sacrifice it in order to steal another item from any other player. a Giant Sticky Hand may not be used to steal another Giant Sticky Hand. The Book Keeper shall record the transfer of the item.

Bandage

At any time, a player may use his or her bandage to give 25 HP to another player. Players may not use bandages on themselves. The bandage is destroyed when it is used.

Med-Kit

A Cleric in possesion of this item, may use the med-kit and then roll a 10 sided die. If they roll a 1 - the med kit is immediatly 'broken' and unusable until repaired. If they roll a 2, 3, 4, or 5 nothing happens. If they roll a 6. 7. 8. 9 - they are given a Band-Aid. If they roll a 10 they are given 2 band-aids. They may only use this ability once per turn.

Band-Aid. At any time, a player may use his or her band-aid to give 10 HP to any player (including themselves). The band-aid is destroyed when it is used.

Silmaril

Every time a player gains a Silmaril, he or she receives points depending on the number of Silmarils held: |||Number Held|||Points||| |||1|||10||| |||2|||15||| |||3|||25||| |||4|||50|||

If a player loses a Silmaril, the player loses points equal to the points gained by subsequently gaining another Silmaril

Chest

Any player with this item in their possesion may place one item in it. If they choose to they may 'lock' their chest. This process creates a 'key' that is unique to that chest. The chest will remained locked unless somebody with the key 'unlocks' the chest. Any items in a locked chest may not be targetted by any abilities or effects.