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The Law doesn’t protect people. People protect the law.

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Kiyoko

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CRIME COEFFICIENT

A numerical measure of a person's propensity to commit a crime. The higher the number, the more likely you are to be or become a criminal.

Upon the lynch of a criminal, all individuals who voted to eliminate that criminal will have their Crime Coefficient decrease by 100.

Upon the lynch of a civilian or Public Safety Bureau officer, all individuals who voted to eliminate that criminal will have their Crime Coefficient increase by 100.






DOMINATOR

The handgun carried by Public Safety Bureau officers. It has two modes.

MODE 1 (Non-lethal Paralyzer): When the target's Crime Coefficient is between 100 and 299, it will stun the target.

MODE 2 (Lethal Eliminator): When the target's Crime Coefficient is 300 or above, it will kill the target.

When the Dominator is pointed at a target with a Crime Coefficient of less than 100, it will do nothing. This does not consume the Dominator's shot.

An officer's Dominator may be fired only once, and only at night.



AKANE TSUNEMORI

A Public Safety Bureau inspector. Sincere and compassionate. Has a remarkably clear Crime Coefficient.

Starting CC: 0

Special Notes: Akane's Crime Coefficient will never increase beyond 0.

Possessions: Dominator


SHINYA KOUGAMI

A Public Safety Bureau enforcer. Has a personal interest in solving this case, and may take matters into his own hands.

Starting CC: 200

Special Notes: Kougami's Crime Coefficient will never decrease below 100.

Has a one-use pistol that kills a target during the night, regardless of Crime Coefficient.

If this pistol is ever fired, regardless of its target, Kougami's Crime Coefficient will raise to 300 and remain there permanently.

Possessions: Dominator, 1-shot Pistol


INSPECTOR

A Public Safety Bureau officer.

Starting CC: 0

Possessions: Dominator


ENFORCER

A latent criminal. Unable to live amongst the rest of society due to their high Crime Coefficient, they have chosen employ with the Public Safety Bureau.

Starting CC: 200

Special Notes: An Enforcer's Crime Coefficient will never decrease below 100.

Possessions: Dominator


CIVILIAN

A normal civilian.

Starting CC: 0


SHOUGO MAKISHIMA

A mysterious individual with a profound interest in human nature.

Starting CC: 0

Special Notes: Makishima's Crime Coefficient will never increase beyond 0.


CRIMINAL

A criminal with connections to Shougo Makishima.

Starting CC: between 0 and 200


IN01 A game will have one of each named character, and may have any number Inspectors, Enforcers, Civilians or Criminals.

IN02 I will post the ratio upon game start, but I will not announce how many Inspectors, Enforcers or Civilians there are.

IN03 Stuns take priority over kills. Actions of the same priority will have their order RNG'd.





RU01 Unlimited vote changes.

RU02 No Lynch and No Vote are both valid votes.

RU03 Claiming is allowed, but no screencapping or quoting your role PM.



P01 NAME
P02 NAME
P03 NAME





N00 LINK
D01 LINK
N01 LINK



Last edited by Kiyoko on Sun Oct 11, 2015 7:56 pm; edited 1 time in total

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Are the town not a little too overpowered? All of their power roles have a one use partial investigation/stun/vigilante power.

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Kiyoko

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I'm factoring that into the ratio. Not giving away the ratio I've worked out, but the general gist of it is that there may not be one of every type of town role depending on numbers; the main point of having the different types is to create enough ambiguity to allow mafia to fakeclaim safely.

That said, after running simulations, there's a much higher chance of town accidentally taking out one another than town pulling off a successful vigilante shot on mafia (with the exception of Kougami's pistol) because mafia, knowing everyone's alignments, would be able to keep their CC low enough to avoid kills. Plus there's one mafia member who's immune to dominators entirely, so as long as Makishima is alive, the NK is unblockable.

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What action priority is there? Do actions have priority based on when they are sent in?

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Kiyoko

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Good question; I forgot to consider that, thanks! I guess I'd do it by inbox priority, yeah.

I know inbox priority isn't the best way to do things what with different timezones and all, but if you have any better ideas I'm open to them. I could also do it by random priority (collect all the actions and then randomize order they happen in).


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I assume stuns have priority over kills. Maybe kills should happen simultaneously. If two players happen to stun each-other that would be the case where I would use either inbox priority or a rng.

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Kiyoko

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Yeah, that's what I was thinking. I'm actually leaning towards RNG priority for tied stuns now that I think about it, just because it seems the most fair for people who don't stay up as late as I do. Thanks for the feedback!


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