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Okay so I've been throwing around stuff for this game for a while so I figured I'd put together what I have so far in here.
Currently, the gimmick is that every night, you can pick a mutation from the list of mutations, with night 3 allowing you to pick the Throne Butt mutation and night 6 allowing you to select a role-specific Ultra Mutation if you're a PR, with no more mutations being selectable after night 6. Also not all of the PRs are going to be used, most likely - I'll prune them depending on what people say, most likely - currently, Crystal, Eyes, and Rogue are probably going to make the cut, and likely only one of Fish, Y.V., and Steroids are going to be used.
Also there's probably gonna be a good amount of guns rolling around in this setup.
So whatever lets list this stuff.
Roles Mutants (Village)  Fish: Fish can roll. Once per game, he can roll to dodge all incoming kills (Except lynches) until the next phase cycle (So if using it on night 3, he'd be protected until night 4 begins). Additionally, he gets more ammo - any guns he obtains can be shot twice in the day phase (This effect stacks with Back Muscle).  Crystal: Crystal can shield. Every night, she can visit a player. Any time that they would be killed until the next night, she is killed instead. Additionally, she is a lot harder than others - this means that she has protection from any one cause of death during the game, except lynches (This effect stacks with other protection effects and bleeding effects).  Eyes: Eyes is psychic. Once per game, he can dodge all night actions on him (Except kills). Additionally, he can see in the dark - every night, he will be told the role of a random player that visited him.  Melting: Melting can explode corpses. Once per game, Melting can explode a corpse, killing the person who last fired a shot at them, or the mafia that killed them (The last mafia to vote for the kill is used for this). Additionally, it gains more radiation from enemies - whenever a mafia dies, Melting can select an additional mutation. However, Melting is a lot less healthier than others - if any number of votes are placed on it by the time the day ends, Melting will die.  Plant: Plant can snare. Every night, Plant can choose to snare one player, stopping them from being able to visit any players that night (They can still use abilities that don't involve visiting other players, and select a mutation). In addition, Plant is faster than others - All actions it uses activate first in the night phase (This is on the same speed level as Extra Feet, but Plant with Extra Feet will use actions before other people with Extra Feet.)  Y.V. (Yung Venuz): Y.V. can shoot twice. Whenever he shoots a gun, he can choose to double-shoot - this will cause it to kill regardless of one bleeder or bulletproof effect, but Y.V. will be unable to shoot a gun the following day. Y.V. also has the Golden Revolver - he starts the game with a gun, and will not be revealed when he shoots it.  Steroids: Steroids is strong. He can hold two guns at once. However, he is also less accurate - whenever he shoots a gun, instead of having a chance to be revealed as a shooter, he has a chance to kill a random player (except himself).  Robot: Robot can eat weapons. At any point, it can eat a gun it is holding - if Robot is in a bleeder status, it will be taken out of the bleeder status. Additionally, Robot finds better guns - (Man I dunno what could even go here).  Chicken: Chicken can slow time. Once per game, in the night phase, she can cause all actions to be delayed a phase (Selecting a mutation is not affected). Additionally, Chicken is hard to kill - if she would be killed, instead she goes into a bleeder status, and dies at the end of the next night phase (This death is delayed by her first ability).  Rebel: Rebel has allies. At any point, Rebel can spawn an ally - this causes her to go into a bleeder status, but the ally will be killed instead of her if she would be killed. Additionally, Rebel can heal in portals - whenever a member of the IDPD is killed, Rebel recovers from bleeder status.  Horror: Horror is radiation. Horror has no special abilities, but can select two additional mutations on the first night.  Rogue: Rogue used to be in the IDPD. Every night, she can use the technology of the IDPD to give a player a gun. Additionally, she has blast armour - if she dies, she explodes, and the person who attempted to kill her enters a bleeder status/dies maybe? Inter-Dimensional Police Department (Mafia)  Shielder: Shielders can shield. Once in every rotation of two nights (N1 or N2, N3 or N4, etc), Shielders can choose to shield until the next night. When shielding, any people that fire guns at Shielder have the shot reflected, and are killed instead. Additionally, Shielders are healthier than others - they have protection from one cause of death during the game, including lynches (This effect stacks with other protection effects and bleeding effects).  Inspector: Inspectors have support. Once per game, during the night, they can kill themselves to turn one player into a member of the IDPD, causing them to lose all previous powers except mutations (This ability does not work if targeting the Nuclear Throne, and does not kill the Inspector). Additionally, they are clever - all night actions that would target them will fail.  Grunts: Grunts are numerous. They have no special powers of their own, but start with a gun. This gun has the normal chance to reveal when shot. The Nuclear Throne  The Nuclear Throne: The Nuclear Throne controls everything. The Nuclear Throne starts with the effects of every basic mutation - however, whenever one mutation has been selected by (X) players, the Nuclear Throne loses the effect of that mutation (If a bleeder effect is lost this way, the Nuclear Throne will stay in a bleeder status). Additionally, the Nuclear Throne is extremely powerful - they can kill one player a night, have protection from two kills from any source, and (might want to remove this one?) gain a new gun every phase. The Nuclear Throne wins by being one of the last two players alive.
(I'll work on the mutations too and put them in here, but for now have this and offer suggestions for the effects of Melting and Robot. And balance stuff of course, although that might want to wait until the majority of mutations are worked out.)
Current Mutation List Gun Mutations:
Bolt Marrow: Gain a gun. All guns you fire that would hit a village PR instead hit a random basic villager.
Laser Brain: Gain a gun. All guns you fire that kill a player can be fired again. This does not count if it causes someone to start bleeding.
Long Arms: Gain a gun. Guns do not expire until the end of a night phase, and can be shot during the night phase. (Reveal chances work as normal, and the kill is shown at the end of the night phase.)
Recycle Gland: Gain a gun. Whenever you fire a gun, there is a 50% chance that you will gain a new gun at the start of the next day phase.
Shotgun Fingers: Gain a gun. Whenever you fire a gun, it can be fired again if it doesn't kill any players (This only works once per gun).
Back Muscle: All guns you own can be shot an additional time in a phase.
Defensive Mutations:
Second Stomach, Bloodlust, Boiling Veins, Strong Spirit: If you would be killed, you are sent into a bleeder status instead. All of these mutations stack (So if you would be killed and have two of these mutations, you instead enter a bleeder status and die in two phases).
Rhino Skin: You are protected from one non-lynch death.
Other Mutations:
Extra Feet: All your night actions go before players without this ability.
(Not all mutations will be included from the game, but I'm planning on ending up with a number of mutations that just give you a gun, several that give you bleeder effects that stack, and then a few unique ones like rhino skin, extra feet, throne butt (since that's different for all characters), and so on)
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