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User:Leucosticte/Ideas/leu-002: Difference between revisions

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Usual core roles: Seer, Gravedigger, Militia, Protector, Huntsman, Diseased, Lycan, 5 x Villager, Shapeshifter, Bloodhound, Alphawolf
Usual core roles: Seer, Gravedigger, Militia, Protector, Reviver, Diseased, Lycan, 5 x Villager, Shapeshifter, Bloodhound, Alphawolf


Two new roles: Drunk Jester and Drunk Joker.
Two new roles: Drunk Tanner.


==New roles==
==New roles==
===Drunk Jester===
===Drunk Tanner===
The '''Drunk Jester''' is a sad, alcoholic jester with bipolar disorder.
The '''Drunk Tanner''' is a moody villager whose feelings and wishes change by the day. Sometimes he feels happy, hopeful, and full of desire to continue living, and for the village to prosper; other times, he feels sad, despairing, bitter, and hateful, and wishes he would get lynched or shot or eaten, or even that the whole village would fall to the wolves.


Rules:
====Rules:====
#The Drunk Tanner has no special powers, and functions just like a regular Villager except for his moodiness, which alters his win condition from day to day.
#Some days the Drunk Tanner is in a Good mood, other days in a Bad mood. These moods remain in effect for the whole 24-hour day/night cycle.
#After the Drunk Tanner's death, the game continues until the village or wolves win according to their own win conditions.
#The Drunk Tanner is counted as town for parity purposes.


#The Drunk Jester functions just like a vanilla except for his moodiness, which alters his win condition from day to day.
====Win conditions:====
#Some days the Drunk Jester is in an Up mood, other days in a Down mood. These moods remain in effect for the whole 24-hour day/night cycle.
The Drunk Tanner can win in any of the three different ways:
#The Drunk Jester's mood is determined at the start of each day by drawing from a randomized bag of two Up moods and one Down mood.
#(a) he is still alive at game end, and (b) he is in a Good mood at game end, and (c) the village wins; or
#On days when the Drunk Jester is in an Up mood, he wins with town, and loses if the wolves wins or if he gets killed.
#(a) he is still alive at game end, and (b) he is in a Bad mood at game end, and (c) the werewolves win; or
#On days when the Drunk Jester is in a Down mood, he wins with scum or if he gets killed, and loses if the town wins.
#he dies by any means (lynching, night kill, etc.) when he is in a Bad mood.
#The game continues and other factions can win according to their own win conditions, regardless of what happens to the Drunk Jester.
#The Drunk Jester is counted as town for parity purposes.


The Drunk Jester can't always predict what he'll want in the future, so he often just has to go with whatever his mood dictates for any given day. Thus, his behavior may come off as erratic, as fellow townsmen say, "What's gotten into you today," or "Finally, today you're talking some sense for a change."
If none of the three conditions above are met, the Drunk Tanner loses.
 
===Drunk Joker===
The '''Drunk Joker''' is the role that serves to balance the Drunk Jester. The two of them have a tumultuous, codependent relationship in which they are always having to talk each other down from, or even try to rescue the other from attempts at, suicide. On the other hand, if either of them is feeling happy and prosperous, the other feels like a loser in comparison. So, their moods are always the opposite of each other's.
 
The Drunk Joker is a darker character than the Drunk Jester, because its moods are more often negative (2/3rds of the time rather than 1/3rd of the time).
 
The Drunk Jester and Drunk Joker know who each other are and despite their opposing goals have a night chat together, unless one of them gets recruited into some other faction that has a night chat.
 
Rules:
 
#The Drunk Joker has a complementary bag of moods, in which each day's mood is the inverse of the Drunk Jester's mood. So for example, if the Drunk Jester's bag contains upcoming moods of Up, Up, Down, the second Drunk Jester's bag will contain Down, Down, Up.
#If the Drunk Jester dies, once the Drunk Joker's current bag of moods is empty, future moods will be determined at the start of each day by drawing from a randomized bag of two Down moods and one Up mood.

Latest revision as of 09:07, 27 August 2019

Usual core roles: Seer, Gravedigger, Militia, Protector, Reviver, Diseased, Lycan, 5 x Villager, Shapeshifter, Bloodhound, Alphawolf

Two new roles: Drunk Tanner.

New roles

Drunk Tanner

The Drunk Tanner is a moody villager whose feelings and wishes change by the day. Sometimes he feels happy, hopeful, and full of desire to continue living, and for the village to prosper; other times, he feels sad, despairing, bitter, and hateful, and wishes he would get lynched or shot or eaten, or even that the whole village would fall to the wolves.

Rules:

  1. The Drunk Tanner has no special powers, and functions just like a regular Villager except for his moodiness, which alters his win condition from day to day.
  2. Some days the Drunk Tanner is in a Good mood, other days in a Bad mood. These moods remain in effect for the whole 24-hour day/night cycle.
  3. After the Drunk Tanner's death, the game continues until the village or wolves win according to their own win conditions.
  4. The Drunk Tanner is counted as town for parity purposes.

Win conditions:

The Drunk Tanner can win in any of the three different ways:

  1. (a) he is still alive at game end, and (b) he is in a Good mood at game end, and (c) the village wins; or
  2. (a) he is still alive at game end, and (b) he is in a Bad mood at game end, and (c) the werewolves win; or
  3. he dies by any means (lynching, night kill, etc.) when he is in a Bad mood.

If none of the three conditions above are met, the Drunk Tanner loses.