Here's my rough draft of Custom Fantasy Mafia. Haven't filled in creation point costs quite yet. Going to do something similar to one of the previous games where we will be in a different environment each phase (mountain, dungeon, forest, swamp, etc) that will affect the game somehow. Any feedback/ideas? I will be doing a list of disadvantages similar to last game and a list of magic items that have minor one-use abilities. Learning from last game, i've reduced the prevalence of redirects (there were like 6 people with redirects in the last game and it made it crazy), i'll eliminate post conditions as that was annoying, and am going to beef up the mafia significantly since last game town kind of stomped them. Do any classes seem overly powerful compared to others?
Creation: Pick one race and one class. You have 100 creation points to create your character.
Races:
0CP - Human - You are a boring human, you have no race ability
10CP - Elf - Quick - You have a 75% chance to avoid the first kill (not lynch) that targets you per game. You have a 25% chance to avoid all actions while in Forest environment.
10CP - Halfling - Small - You gain 1 minor rogue ability.
10CP - Gnome - Inquisitive - You have a one-time race/class investigate
20CP - Half-Orc - Ferocious - You have a one-time night kill, must be used night 3 or after
10CP - Half-Elf - Quick Learner - You get a minor ability from your class at 1/2 price
10CP - Dwarf - Grudge Bearer - You have a one time night kill but the target must be someone who voted for you in a lynch at any point in the game. You have a 25% chance to avoid a kill while in Mountain or Dungeon environment.
Classes:
Fighter - You can only use one shield and one armor. You may take two weapons if you do not have a shield.
-Minor-
Shortsword - You have a one time night kill, must be used night 2 or after.
Dagger - You have a one time night kill, must be used night 4 or after.
Shield - Minor attack abilities do not affect you. Eg shortsword, dagger, trip, magic missile (Ferocious still affects you)
Light Armor - You have a 25% chance of avoiding each attack.
Medium Armor - You have a 50% chance of avoiding each attack.
Trip - One-time roleblock.
BullRush - One-time use roleblock and silence.
-Major-
Tower Shield - As shield, plus first attack of game does not affect you. Cannot also have shield.
Heavy Armor - 75% chance of avoiding each attack
Greatsword - Kill once/night, cannot take a shield/tower shield or another weapon.
Longsword - Odd night kill
Warhammer - Even night kill and one-time roleblock.
Mace - Role block once/night. One time night kill night 4 or after.
Guard - You protect one random town member from all attacks until you die.
Paladin - Same rules as fighter. You also have a post condition where you cannot lie regarding "in-game" subjects. As you are also modest, you cannot tell anyone that you cannot lie. Also, if you (redirected does not count) kill a good person (town member), you cannot kill for the next two nights as you must repent.
-Minor-
Trip - One-time roleblock
Protect the Weak - One-time protect
Shield - Minor attack abilities do not affect you. Eg shortsword, dagger, trip (Ferocious still affects you)
Shortsword - You have a one time night kill, must be used night 2 or after.
Lay on Hands - You can heal yours or another persons Hodor once/game, restoring life. Must be used within 1 day of death.
Detect Evil - You have a one time alignment investigate.
Leadership - You have a double vote every day.
-Major-
Greatsword - Kill once/night, cannot take a shield/tower shield
Longsword - Odd night kill.
Lance - Kill once/night. Cannot be redirected if target is on foot. Once your mount dies, it can be redirected as normal.
Protection from Evil - You can protect one person/night from the first attack.
Divine Mount - You have a mount, it counts as a Hodor.
Barding - Your mount will survive the first attack of the game.
Heavy Armor - 75% chance of avoiding each attack.
Mace - Role block once/night. One time night kill night 4 or after.
Guard - You protect one random town member from all attacks until you die.
Smite - Add to an attack to make the kill count as two kills. (killing the targets hodor and the target in one night, or killing someone who is immune to the first kill/night
Ranger - You cannot be the target of any actions while in forest.
-Minor-
Light Armor - You have a 25% chance of avoiding each attack.
Medium Armor - You have a 50% chance of avoiding each attack.
Sneak - You cannot be targeted with ANY abilities for one night.
Shortsword - You have a one time night kill, must be used night 2 or after.
Dagger - You have a one time night kill, must be used night 4 or after.
Snare - One-time Roleblock
Eagle Eye - Once/game your bow cannot be redirected or blocked.
-Major-
Animal Companion - Counts as a Hodor that can make a one-time night kill. Hodor does not die after kill.
Barkskin - Counts as Heavy Armor.
Bow - Even night kill. Cannot take Hide in Plain Sight or DualWield.
Forest Walk - You cannot be tracked or investigated of any kind.
Track - You track your target.
Grasping Vines - Roleblock
Hide in Plain Sight - One-time day kill.
DualWield - You have a kill every night. You cannot take any other weapons or Hide in Plain Sight.
Rogue - You avoid the first kill/night when in urban environment.
-Minor-
Dagger - You have a one time night kill, must be used night 4 or after.
Shortsword - You have a one time night kill, must be used night 2 or after.
Light Armor - You have a 25% chance of avoiding each attack.
Sneak - You cannot be targeted with ANY abilities for one night.
Dirty Fighting - One-time roleblock
Bluff - One-time Fake PM and One-time Force Vote (can be used separately)
Sneak Attack - Once/game one of your attacks penetrates ALL protection, not including Hodors, cannot be redirected.
-Major-
Stealth - You cannot be tracked or investigated of any kind.
Poison Dart - Nightly kill but your target dies in the next night phase.
Gather Information - A one-time census
Shadow - Nightly track or alignment investigate, your choice.
Steal- You steal the targets highest points power for one night. Cannot choose same target twice in a row.
Crossbow - Even night kill.
Acrobatics - You avoid the first kill per night.
Forgery - A one-time fake census.
Guild Member - Whoever last voted for you in a lynch is killed.
Cleric - Can only have one weapon.
-Minor-
Cure Light Wounds - You can heal yours or another persons Hodor once/game, restoring life. Must be used within 1 day of death.
Cure Poison - One-time poison cure.
Detect Evil - You have a one time alignment investigate.
Leadership - You have a double vote every day.
Light Armor - You have a 25% chance of avoiding each attack.
Medium Armor - You have a 50% chance of avoiding each attack.
Shield - Minor attack abilities do not affect you. Eg shortsword, dagger, trip (Ferocious still affects you)
Commune - You may ask one yes/no question per game. Question must be 8 words or less. Must be gramatically correct, Eg you could not ask, "Soc mis JM dutchy KTF same alignment?"
-Major-
Mace - Role block once/night. One time night kill night 4 or after.
Heavy Armor - 75% chance of avoiding each attack.
Smite - Add to an attack to make the kill count as two kills. (killing the targets hodor and the target in one night, or killing someone who is immune to the first kill/night)
Warhammer - Even night kill and one-time roleblock.
Charismatic - You have a follower. He counts as a Hodor.
Resurrection - You resurrect your target.
Circle of Truth - You have an alignment investigate.
Protection against Evil - You protect your target from all attacks.
Wizard - Can only have one weapon.
-Minor-
Magic Missile - One-time night kill.
Dagger - You have a one time night kill, must be used night 4 or after.
Message - One-time Fake PM
Mirror Image - You avoid the first kill of the game.
Silence - You have a nightly silence.
Invisibility - Your target avoids the next kill targeted at them, one use only. If they attack, while invisible, the invisibility wears off. You can target yourself.
True Seeing - One-time Race/class investigate.
Blind - One-time redirect.
-Major-
Mage Armor - You protect your target from the first kill/night
Telepathy - You set up a QT with a random townie. (town only)
Charm Person - You redirect your targets most powerful ability to another target.
Fireball - Nightly kill.
Blink - 50% chance of ALL actions missing you.
Lightning Bolt - One-time kill but counts as two kills on the target. (See: Smite)
Power Word Kill - Autolynch
Divination - You have a nightly alignment investigate.
Haste - Your target can use their ability twice this night phase.
Darkness - Roleblock
Time Stop - You can either prevent all actions from happening tonight, or you can stop a lynch. One use only.
Bard
-Minor-
Shortsword - You have a one time night kill, must be used night 2 or after.
Dagger - You have a one time night kill, must be used night 4 or after.
Light Armor - You have a 25% chance of avoiding each attack.
Medium Armor - You have a 50% chance of avoiding each attack.
Magic Missile - One-time night kill.
Silence - You have a nightly silence.
Invisibility - Your target avoids the next kill targeted at them, one use only. If they attack, while invisible, the invisibility wears off. You can target yourself.
-Major-
Jack of All Trades - Pick a minor ability from any class at +5 CP cost.
Bardic Lore - You may once/night do a census, an alignment investigate, a race/class investigate, or may ask me a yes or no question 8 words or less. Must be gramatically correct, Eg you could not ask, "Soc mis JM dutchy KTF same alignment?"
Druid - If you kill (redirect does not count) an animal (Eg a Druid or Rangers animal companion or Paladins mount), you cannot act the next night as your god takes your powers away.
-Minor-
Summon Natures Ally - One-time night kill
Light Armor - You have a 25% chance of avoiding each attack.
Entangle - One-time Roleblock
Quarterstaff - One-time kill, must be used night 5 or after.
Cleanse - One-time poison cure.
-Major-
Reincarnate - A dead target comes back to life. They will be given a random race/class combo and random abilities. Their alignment does not change.
Animal Companion - Counts as a Hodor that can make a one-time night kill. Hodor does not die after kill.
Wild Shape - Once per night you can choose a wild shape form. Once a wild shape form is used, you cannot use it again for the rest of the game.
Eagle - You can investigate a persons race/class
Bear - You can make a kill
Jaguar - You can track a target
Mouse - You avoid the first kill tonight
Ape - You block your target
Snake - You poison your target (See: Rogue - Poison Dart)
Dog - You protect your target