Welcome to a crafting village that has exactly one unit of everything.
Everyone is given the same role:
You are an Omnismith.
You may vote during the day.
Ability: Omnismith
At night, target a player and choose an ability from the ability list. That player will be notified that they gained the ability, but not who it came from. This ability fails if:
1) Someone else targets your target.
2) Someone else chooses the same ability.
The chosen ability is removed from the ability list, even if this ability fails.
You cannot use more than one targeting ability each night. The mafia nightkill is exempt from this rule.
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The ability list varies depending on game size.
The ability list is not revealed until the beginning of night 1, and updates to available abilities are not revealed until the beginning of each subsequent night. (This prevents a bookkeeping & coordination timesink.)
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This setup is experimental, and it was conceived in 5 minutes. Looking for a reviewer/co-mod to develop/review the ability list!
Final Fantasy 3 Mafia
13-18 Players (It scales!)
Just barely a Specialty.
Features!
• No more HP from FF2 mafia, just a simple lynch threshold, but with a twist -- votes stick at the end of a day.
• Instead of upgrading stats at night, everyone has a skill tree that unlocks new night abilities!
• Over 50 abilities!
Name: Final Fantasy Mafia II
Players: 24 (It was the final game approved before the limit was reduced. The number of players can be reduced, though it will increase swinginess.)
Misc: Hit Point and class-based mechanics. Massively improved based on results of Final Fantasy Mafia and Eeveeloution Mafia. Heavily reviewed, revised, and approved by Dan and Ged.
That reminds me that I still need to host Final Fantasy Mafia II. But the specialty list is so long that it feels like it would be cluttering the list.
8-14 players
Welcome to a crafting village that has exactly one unit of everything.
Everyone is given the same role:
You are an Omnismith.
You may vote during the day.
Ability: Omnismith
At night, target a player and choose an ability from the ability list. That player will be notified that they gained the ability, but not who it came from. This ability fails if:
1) Someone else targets your target.
2) Someone else chooses the same ability.
The chosen ability is removed from the ability list, even if this ability fails.
You cannot use more than one targeting ability each night. The mafia nightkill is exempt from this rule.
---
The ability list varies depending on game size.
The ability list is not revealed until the beginning of night 1, and updates to available abilities are not revealed until the beginning of each subsequent night. (This prevents a bookkeeping & coordination timesink.)
---
This setup is experimental, and it was conceived in 5 minutes. Looking for a reviewer/co-mod to develop/review the ability list!
Final Fantasy 3 Mafia
13-18 Players (It scales!)
Just barely a Specialty.
Features!
• No more HP from FF2 mafia, just a simple lynch threshold, but with a twist -- votes stick at the end of a day.
• Instead of upgrading stats at night, everyone has a skill tree that unlocks new night abilities!
• Over 50 abilities!
Name: Final Fantasy Mafia II
Players: 24 (It was the final game approved before the limit was reduced. The number of players can be reduced, though it will increase swinginess.)
Misc: Hit Point and class-based mechanics. Massively improved based on results of Final Fantasy Mafia and Eeveeloution Mafia. Heavily reviewed, revised, and approved by Dan and Ged.
This will probably be the last mafia game I host.
Basic #77, Porn Star Mafia, has ended.
Kazekirimaru, Kosakosa, and arbitraryarmor had to be replaced.