INHABIT Mafia [BANK HEIST]
Posted: Tue Nov 24, 2015 12:04 am
DISCLAIMER: At this stage of the game's design I'm looking primarily for feedback as to how balanced it is. If (and it's very likely) any updates are needed to fix balancing/paradox/contradictory issues, I will be updating this post with multiple iterations listed from latest to oldest until I'm comfortable with the setup. I should let it be known that the only information of this setup that will remain hidden until the game begins will be related to its flair (music, narrative, characters, etc.) and will not have any effect on the actual gameplay.

Days will last 36 hours (to cover multiple time-zones across the game) and nights will last 24.
Failure to vote a single time will result in a mod-kill.
Failure to make a single post in 48 hours will result in a mod-kill.
Any discussion of any element of the game that exists outside of the thread (role-outing, role-claiming, role-hinting, etc.) will result in a mod-kill.
When the game begins, one of three "slots" listed below will be chosen randomly and the other two will be discarded.
That's all for now, please let me know if you take issue with any of these rules or if any other rules should be added.
Tessa - Psychiatrist / Motion Detector / FBI Agent / Roleblocker / Babysitter / Virgin / Bomb / Vigilante
Each night Tessa will select three players: one to investigate, one to block from performing his or her night action, and one to protect from a single kill that night. If killed at night herself, Tessa will reflexively kill her killer as well as the player she protected that night, and subsequently cause all kills the next night phase to be blocked. Tessa’s investigations will only turn up “Guilty” on The One Who Seeks Happiness, but it will reveal if the player Tessa investigated was targeted by another player or targeted someone themselves, with no details as to what the actions were or who else might have been involved. If Tessa decides to protect ??? after investigating her a previous night, ??? will join Those Who Seek Peace and her role abilities will undergo a metamorphosis (see ???'s role card below) of sorts. Tessa also has a kill, but she can only use it during Day 1.
Rookie
Hallelujah
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories
One Who Wishes to Merge with God
Those Who Seek Peace can only win if Those Who Seek Power are dead as well as The One Who Seeks Happiness, unless she has been protected (and thus indoctrinated into Those Who Seek Peace) by Tessa after being investigated a previous night.
Information Crew - Mentor / Hated
Despite being a "crew" the information crew is in fact a single entity. On odd nights the information crew will recruit a player outside Those Who Seek Power and initiate them into their alliance. On even nights each of the players they have recruited (but not the information crew itself) may kill another player. If the information crew dies, everyone it has recruited will die along with it. For every living member the information crew has recruited, the information crew itself will require one less vote to be lynched.
A Monster No Longer Feared
Each member of Those Who Seek Power (along with the information crew’s potential recruits) shares BTSC for nights only, and kills every odd night. They can only win when they outnumber Those Who Seek Peace and The One Who Seeks Happiness is dead.
??? kills a player every odd night, and none of her kills can be blocked by any means. On even nights, ??? can target a player, blocking their role power and protecting them from kills at the same time. On even days, ??? can also cast the equivalent of two votes: either two for the same player, or one publicly in the thread and an additional one sent via private message to the mod(s). If ??? is investigated and later protected by Tessa, she will become town-aligned and lose all of her previous abilities, and in their place gain the ability to target a player each night to protect them. If that player is supposed to be killed that night, ??? will be killed instead.
The One Who Seeks Happiness can only win when Those Who Seek Peace and Those Who Seek Power are all dead, unless she has been recruited by Tessa in which case she must not kill any more town-aligned players and Tessa must be alive at the end of the game.
Tessa
Rookie
Hallelujah
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories - Firefighter / Dreaming God
Each night The Man Who Teaches Memories can check a player’s home to see if it is on fire. If it is, The Man will put out the fire and the player will survive the attack. However, The Man cannot protect a player against any other type of kill. Every even night The Man will be shown a list of the following “worlds” for him to choose from:
---Hospital Utopia, in which for the following night every player will gain the ability to protect any player of their choosing, though these protections will not work against fire.
---Vigilante Wars, in which for the following day every player will gain the ability to use a single kill for that day only.
---Forensic Mania, in which for the following night every player will gain the ability to investigate a dead player to see the names of everyone who targeted them when they were alive.
---Indirect Democracy, in which for the following day every player will be picked at random to either make their vote worthless, make their vote count as two votes, make their vote count as negative one (meaning a player with three votes will actually just have two), or in the case of just one player, make their vote count as effectively making their target lynchproof for that day.
---Peace and Quiet, in which for the following night, the thread will be locked.
The Man will only be able to pick each of these worlds once per game, and he will always be the one exception to the effects of each world (except Peace and Quiet of course).
One Who Wishes to Merge with God
Those Who Seek Peace can only win if Those Who Seek Power are dead as well as The One Who Seeks Happiness.
Information Crew
A Monster No Longer Feared - Vanillaiser / Restless Spirit
Every even night A Monster No Longer Feared can choose a player to “vanillaise” meaning if that player has some sort of role power, then A Monster No Longer Feared can get rid of it for the remainder of the entire game. If A Monster No Longer Feared dies, it can still vote via PM to the mod until the end of the game.
Each member of Those Who Seek Power shares BTSC for nights only, and kills every odd night. They can only win when they outnumber Those Who Seek Peace and The One Who Seeks Happiness is dead.
??? kills every night by setting fire to another player's homes. She can also target a player each night to see if they have been targeted by someone else. She will be informed of what action has been performed on them but not who did it.
The One Who Seeks Happiness can only win when Those Who Seek Peace and Those Who Seek Power are all dead.
Tessa
Rookie
Hallelujah - Neighborizer
Every day Hallelujah chooses a player to recruit into his town-aligned BTSC which is only available during the night.
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories
One Who Wishes to Merge with God
??? - Cop
Each night ??? chooses a player to investigate. At the end of the night ??? will be informed of their alignment.
Those Who Seek Peace can only win if Those Who Seek Power are dead.
Every night The Truck Driver will choose a player to silence for the following day. They may still vote (and in fact will be mod-killed if they don’t), but they are not allowed to make a single post. The Truck Driver may not choose the same player twice.
Information Crew
A Monster No Longer Feared
Each member of Those Who Seek Power shares BTSC for the entirety of the game and kills each night. They can only win when they outnumber Those Who Seek Peace.

I N H A B I T
M a f i a
M a f i a
ALPHA STAGE ITERATION
All general forum etiquette rules apply.Days will last 36 hours (to cover multiple time-zones across the game) and nights will last 24.
Failure to vote a single time will result in a mod-kill.
Failure to make a single post in 48 hours will result in a mod-kill.
Any discussion of any element of the game that exists outside of the thread (role-outing, role-claiming, role-hinting, etc.) will result in a mod-kill.
When the game begins, one of three "slots" listed below will be chosen randomly and the other two will be discarded.
That's all for now, please let me know if you take issue with any of these rules or if any other rules should be added.
SLOT ONE: Unstoppable Forces and Immovable Objects
THOSE WHO SEEK PEACE - TOWN
SamTessa - Psychiatrist / Motion Detector / FBI Agent / Roleblocker / Babysitter / Virgin / Bomb / Vigilante
Each night Tessa will select three players: one to investigate, one to block from performing his or her night action, and one to protect from a single kill that night. If killed at night herself, Tessa will reflexively kill her killer as well as the player she protected that night, and subsequently cause all kills the next night phase to be blocked. Tessa’s investigations will only turn up “Guilty” on The One Who Seeks Happiness, but it will reveal if the player Tessa investigated was targeted by another player or targeted someone themselves, with no details as to what the actions were or who else might have been involved. If Tessa decides to protect ??? after investigating her a previous night, ??? will join Those Who Seek Peace and her role abilities will undergo a metamorphosis (see ???'s role card below) of sorts. Tessa also has a kill, but she can only use it during Day 1.
Rookie
Hallelujah
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories
One Who Wishes to Merge with God
Those Who Seek Peace can only win if Those Who Seek Power are dead as well as The One Who Seeks Happiness, unless she has been protected (and thus indoctrinated into Those Who Seek Peace) by Tessa after being investigated a previous night.
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THOSE WHO SEEK POWER - MAFIA
The Truck DriverInformation Crew - Mentor / Hated
Despite being a "crew" the information crew is in fact a single entity. On odd nights the information crew will recruit a player outside Those Who Seek Power and initiate them into their alliance. On even nights each of the players they have recruited (but not the information crew itself) may kill another player. If the information crew dies, everyone it has recruited will die along with it. For every living member the information crew has recruited, the information crew itself will require one less vote to be lynched.
A Monster No Longer Feared
Each member of Those Who Seek Power (along with the information crew’s potential recruits) shares BTSC for nights only, and kills every odd night. They can only win when they outnumber Those Who Seek Peace and The One Who Seeks Happiness is dead.
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THE ONE WHO SEEKS HAPPINESS - INDEPENDENT
??? - (Serial Killer / Strongman / Jailkeeper / Double Voter) - Bodyguard??? kills a player every odd night, and none of her kills can be blocked by any means. On even nights, ??? can target a player, blocking their role power and protecting them from kills at the same time. On even days, ??? can also cast the equivalent of two votes: either two for the same player, or one publicly in the thread and an additional one sent via private message to the mod(s). If ??? is investigated and later protected by Tessa, she will become town-aligned and lose all of her previous abilities, and in their place gain the ability to target a player each night to protect them. If that player is supposed to be killed that night, ??? will be killed instead.
The One Who Seeks Happiness can only win when Those Who Seek Peace and Those Who Seek Power are all dead, unless she has been recruited by Tessa in which case she must not kill any more town-aligned players and Tessa must be alive at the end of the game.
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SLOT TWO: Either Darkness, Death, Time, or Fate, Conquers All
THOSE WHO SEEK PEACE - TOWN
SamTessa
Rookie
Hallelujah
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories - Firefighter / Dreaming God
Each night The Man Who Teaches Memories can check a player’s home to see if it is on fire. If it is, The Man will put out the fire and the player will survive the attack. However, The Man cannot protect a player against any other type of kill. Every even night The Man will be shown a list of the following “worlds” for him to choose from:
---Hospital Utopia, in which for the following night every player will gain the ability to protect any player of their choosing, though these protections will not work against fire.
---Vigilante Wars, in which for the following day every player will gain the ability to use a single kill for that day only.
---Forensic Mania, in which for the following night every player will gain the ability to investigate a dead player to see the names of everyone who targeted them when they were alive.
---Indirect Democracy, in which for the following day every player will be picked at random to either make their vote worthless, make their vote count as two votes, make their vote count as negative one (meaning a player with three votes will actually just have two), or in the case of just one player, make their vote count as effectively making their target lynchproof for that day.
---Peace and Quiet, in which for the following night, the thread will be locked.
The Man will only be able to pick each of these worlds once per game, and he will always be the one exception to the effects of each world (except Peace and Quiet of course).
One Who Wishes to Merge with God
Those Who Seek Peace can only win if Those Who Seek Power are dead as well as The One Who Seeks Happiness.
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THOSE WHO SEEK POWER - MAFIA
The Truck DriverInformation Crew
A Monster No Longer Feared - Vanillaiser / Restless Spirit
Every even night A Monster No Longer Feared can choose a player to “vanillaise” meaning if that player has some sort of role power, then A Monster No Longer Feared can get rid of it for the remainder of the entire game. If A Monster No Longer Feared dies, it can still vote via PM to the mod until the end of the game.
Each member of Those Who Seek Power shares BTSC for nights only, and kills every odd night. They can only win when they outnumber Those Who Seek Peace and The One Who Seeks Happiness is dead.
----------------------------------------------------------------------------------------------------------------------------
THE ONE WHO SEEKS HAPPINESS - INDEPENDENT
??? - Arsonist / Voyeur??? kills every night by setting fire to another player's homes. She can also target a player each night to see if they have been targeted by someone else. She will be informed of what action has been performed on them but not who did it.
The One Who Seeks Happiness can only win when Those Who Seek Peace and Those Who Seek Power are all dead.
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SLOT THREE: Safe Ground
THOSE WHO SEEK PEACE - TOWN
SamTessa
Rookie
Hallelujah - Neighborizer
Every day Hallelujah chooses a player to recruit into his town-aligned BTSC which is only available during the night.
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories
One Who Wishes to Merge with God
??? - Cop
Each night ??? chooses a player to investigate. At the end of the night ??? will be informed of their alignment.
Those Who Seek Peace can only win if Those Who Seek Power are dead.
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THOSE WHO SEEK POWER - MAFIA
The Truck Driver - SilencerEvery night The Truck Driver will choose a player to silence for the following day. They may still vote (and in fact will be mod-killed if they don’t), but they are not allowed to make a single post. The Truck Driver may not choose the same player twice.
Information Crew
A Monster No Longer Feared
Each member of Those Who Seek Power shares BTSC for the entirety of the game and kills each night. They can only win when they outnumber Those Who Seek Peace.
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My intent with this setup is for everyone to have no idea what to expect, hence one of the slots being relatively simple while the other two are somewhat complex in different ways, while still limiting the game to have only three power roles. Of course I do not want to sacrifice the game's balance in favor of this unpredictability, so that's why I'm listing this as the alpha iteration to seek any advice from more experienced hosts who see a problem in the setup's design that I have overlooked. Thanks for reading, I hope you look forward to the game's debut!