So I am reaching the final stages I think and just need people to look over it one last time and give me feedback. The basic story, which i'm still working on, is you are all mutants going through the Xavier Institute for Higher Learning. During some training in the Danger Room, something goes wrong and you find yourself on an island...all assume it is merely a hologram within the Danger Room of course. Something more sinister is afoot however, as the blah blah blah, you see where this is going. I am working on this terrain idea...let me know what you think of that as well. 100 points per person.
*= Max one per mafia
Powers:
*Redirect - 55
Census – A one time, accurate, census. - 25
Fake Census – A one time, inaccurate census. You can choose the make-up of the census. - 25
Endless Census – Can use census once per day phase. - 35
Endless Fake Census – Can use fake census once per day phase. 35
*Role Block – You block ALL of the targets powers. - 55
*Augment (power x2) – Choose a target, they can use one of their powers twice this night phase. Town Only. - 45
*Power Steal – Steal a player’s power and use on another. Power will be random if target has multiple. Can’t use on same player 2x in a row. -60
*Silence - 30
*Fake PM - 40
*Double Vote - 25
*Force Vote – Your target will vote for who you wish and will not be able to speak for that day phase. - 40
*Cancel Vote – Your target cannot vote in the next day phase. - 25
Telepathic Link – Random Townie and you may set up a QT and use PM. Town only. - 35
*Power Swap – Choose two players to swap powers each night. - 60
*Rewire - You may change one player each night to use the following power on whoever they target: protect, roleblock, redirect, silence (you get to choose the redirect) (can't use the same twice in a row) - 70
*Versatile – You may choose to use one of the following each night: redirect, role block, protect, silence, power swap - 75
*Random – Your power is random every night. You choose the target after your power is randomized. I will roll a 10 sided die and you will have one of the following: Protect, Redirect, Roleblock, Augment, Kill, Fake PM, Investigate (Align), Track, Silence, Autolynch (to be used next day phase only) - 70
CalmTits – You can roleblock twice and silence once per night phase. Town only. They can all be separate targets if you wish. - 115
Hidden – You will not be able to be detected by investigations. The investigator will receive no information. – 30
*Attractive – No one can vote for you next lynch phase. One use only, must be used at night. - 40
*Lynchstop – Day phase ends immediately, it is now night. - 95
*Autolynch – Target player is lynched. – 115
*Revenge - The last person to vote for you in a lynch is killed. - 25
Defenses: Max of 1 “Immune” power per character
Immune: Night kills - 60
Immune: Lynch - 65
Immune: Night/Day kills - 65
Immune: 1st kill attempt/game - 35
Immune: 1st kill attempt/night - 55
*Reflect – The first power to target you each night will be redirected to a random person. - 60
*Protect – You can protect anyone other than yourself from the first night kill. You can take this more than once to protect vs more kills. - 45
*Self Protect – As protect, but you can target yourself if you wish. Cannot be taken more than once. - 60
Resurrect – You can bring a fallen comrade back to life. If you have this and die and have not used it yet, you come back to life instead. Town only. - 90
Time Reverse – You can “undo” a night phase. All kills and actions are reversed, it is now daytime. - 110
Hodor – You have a hodor. He will block one kill or lynch and then die forever. Max 2 of any hodors. Max 4 of any hodors per mafia. - 30
Super Hodor – You can choose to use your hodor to make a one-time night kill. Your hodor dies if you do this. - 40
Protection Chain – You protect a random townie/mafia: they cannot die while you live. Mafia can choose who they protect. - 85
Guard - Pick any player at any point in the game. They cannot die as long as you live. Town only. - 45
Investigates:
Investigate : Name - 50
Investigate: Alignment - 70
Investigate: Track – You know who your target targeted. - 60
Investigate: Power(s) – You know one of your targets powers, rolled randomly. - 55
Random Investigate – You will randomly do one of the above investigates on your target – 60
KTF Investigate – Add this to any investigate. Your investigate has a 25% chance to kill the target. - 20
Attacks: Max 1 per character. Max 1 per mafia. (If mafia wants a second kill they must purchase a factional kill. See Mafia Only section)
Kill – Usable every night - 90
Odd Night Kill - 70
Even Night Kill - 65
One-time Night Kill - 35
One-time Day Kill - 40
Poison – Night action: target will die 2 day phases later - 80
One-time Powers: All powers listed can be purchased as a one-time use.
Silence - 10
Redirect - 15
Role Block - 15
Protect – 15
Self Protect - 20
Double Vote - 5
Fake PM - 15
Augment - 20
Force Vote - 20
Cancel Vote - 5
Antidote (cure a poisoned person) - 5
Investigate (Any) – 35
Mafia Only:
Sneaky – You will appear as town in investigations. - 80
Factional Kill – Mafia Don only. - 95
Factionalize – You factionalize powers of your dead mafia members. Can only use max 2 powers per night. Mafia Don only. - 45
Recruit – You may recruit a member of town to your side. Their alignment is changed to mafia. - 200
One of us – You will appear as town in write-ups, lynches, and after death, but not investigations. – 70
*UncalmTits – You can Fake PM, redirect, and silence each night phase. - 115
Drawbacks:
Post Condition - You have a post condition which you create and I approve. It must fit your character somehow. - +5
Mute – You cannot talk/vote for the first two day and night phases. Failure to do this results in death. +10
Inept – 25% chance your power(s) do not work every time you use them. Separate roll per power. Must have at least one night power that isn't one-time use. +10
Shit Role – As inept, but must have at least two night powers, but 70% chance to fail. - +50
Suspicious – You come up as mafia in write-ups and investigations. Town only. +15
Inaccurate – Your powers have a 25% chance to target a random individual instead of your original target. Must have at least one night power that isn't one-time use. +10
Perks:
Electric – Your night powers have a 25% chance to hit another target. – 15
Follow Me! – Pick a player, their first power used targets whoever you target tonight. Can’t use on one player 2x in a row. – 40
Get to the Choppa – A random night between one and four you are immune to all powers – 25
Flight - You can fly! See terrain rules for more details. - 30
Terrain: All characters start in a random terrain and may move to an adjacent terrain each night phase if you wish. The night you move you gain no terrain benefit. Characters that have the Flight ability may enter the Sky from any other terrain. No character may start the game in the Sky.
Ocean - Hard to see: 20% chance each night to avoid a power (good or bad) targeted at you
Beach - Throw sand: 20% chance with each action to silence your target the next day
Jungle - Hidden: 15% chance to be immune to investigations
Foothills - Higher ground: 10% chance each phase to gain a random investigate power
Mountain - Hunkered down: 20% chance to avoid each bad power targeted at you
Sky - Flying: 50% chance to avoid all powers targeted at you