This setup is a derivation between C9++, (which is really town-sided) and JK9++ (which is really scum-sided), in an attempt at trying to create a middle-ground balance between the two set-ups, while adding some new roles into the design.
It features roles from both C9++ and JK9++, however with some new roles thrown into the mix, with more variation in the setups, making for more interesting (and widely varying) games, ensuring no two games are exactly the same.
I would also include how many possible setups this can generate, however, I'm unsure of my math being right, (I got 40,040,000 possible setups; 2 SK variations, 25 Mafia variations, 28 Investigative role variations, 13 Protective role variations, 11 Killing role variations, 10 Masonry role variations, and 20 Action/Result Modification variations).
The post stuff is spoilered so it looks nicer, and not a giant wall of text.
Spoiler: Special Mechanics
Game Mechanics:
- Setup uses Daystart.
- If Serial Killer appears, they choose between Investigation Immunity AND 1-Shot Bulletproof or Ninja AND Strongman kills as their extra ability. They choose this pre-game.
- All investigative roles are guaranteed to be sane.
- Kills are indistinguishable, do not use varying flavor for Mafia, Vigilante, Serial Killer or Paranoid Gun Owner night kills.
- Innocent Child is revealed at start of D1 by the mod.
- All protective roles prevent only one night kill.
- Mafia Roleblocker may not kill AND preform the factional kill in the same night.
- Mafia Roleblocker also has priority over Town Jailkeeper, Town Roleblocker, or Town Rolestopper.
- All bulletproof roles, (godfather, serial killer if they take BP), are informed if they are attacked.
- Players are not informed if they are bus-driven, nor if their targets are switched.
Role Mechanics:
- Cops receive results as "Town/Not Town/No Result."
- Trackers receive results as "Your target visited (name) last night!/Your target did not visit anyone last night!/No Result."
- Neapolitans receive results as "Vanilla Townie/Not Vanilla Townie/No Result."
- Gunsmiths receive results as "Your target has a gun!/Your target does not have a gun!/No Result."
- Godfather appears Innocent
only to Cops.
- A Godfather will appear
"Town"
to a Cop- A Godfather will appear
as normal
to Trackers, Neapolitans, and Gunsmiths.- Millers, (and framed players), always appear guilty to
all
investigative roles.- A Miller/Framed Player will always appear to be "Not Town" to a Cop.
- A Miller/Framed Player will always appear to have visited a player who was nightkilled to a Tracker.
- A Miller/Framed Player will always appear to not be a Vanilla Townie to a Neapolitan.
- A Miller/Framed Player will always appear to have a gun to a Gunsmith.
- Players who have a tailor forge an Innocent result on them will always appear innocent to
all
investigative roles.- An Innocently Tailored Player will always appear to be "Town" to a Cop.
- An Innocently Tailored Player will always appear to not have visited any player to a Tracker.
- An Innocently Tailored Player will always appear to be a Vanilla Townie to a Neapolitan.
- An Innocently Tailored Player will always appear to not have a gun to a Gunsmith.
- Serial Killers appear Innocent to Gunsmiths, and situationally appear Innocent to Cops or Trackers.
- If the Serial Killer took Investigation Immunity, they will appear to be Town to Cops, but not Trackers.
- If the Serial Killer took Ninja and Strongman kills, they will appear to not visit, however, they will appear as "Not Town" to a Cop.
- The night a Paranoid Gun Owner goes on alert, they are rendered Bulletproof. A strongman will still kill the PGO regardless of the PGO going on alert.
Spoiler: Other Information
Once all power roles have been determined, add Vanilla Townies to the setup until it equals 13.
The order of night action resolution is as follows:
- Commuting / Arming
- Bus Driving
- Hiding
- Jailkeeping / Roleblocking
- Protecting
- Killing / Tailoring
- Investigating
- All other actions not listed above
The order of night action resolution is as follows:
- Commuting / Arming
- Bus Driving
- Hiding
- Jailkeeping / Roleblocking
- Protecting
- Killing / Tailoring
- Investigating
- All other actions not listed above
Mafia Roleblocker also has priority over Town Jailkeeper, Town Roleblocker, or Town Rolestopper.
Spoiler: Randomization
The moderator randomly chooses 7 numbers from 1-100, repeating permitted. Then, each number is turned into a letter as follows:
1-50 = T (Townie. This actually directly influences scum powerroles.)
51-65 = I (Investigative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = M (Masonry)
96-100 = A (Action/Result Modification)
The mod then notes how many of each letter is generated.
1-50 = T (Townie. This actually directly influences scum powerroles.)
51-65 = I (Investigative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = M (Masonry)
96-100 = A (Action/Result Modification)
The mod then notes how many of each letter is generated.
Spoiler: Setup Generation
Powerroles are inserted into the setup depending on how many of each letter are generated. For example, when looking at the "I" list, look at how many Is you received. If you get no Is, do not add any roles from the I list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you get three Is, look at where it says III and add the corresponding power-roles into the game. In this case, add a Cop OR Tracker, Cop OR Tracker, Neapolitan OR Gunsmith, randomly picking any "OR" choices.
One of the weird cases with this as well is if you have 2 or 3 P's, where you'll see {{Bodyguard OR Doctor} OR Jailkeeper}. The way you resolve those is simple. You resolve if it's a Bodyguard or Doctor, then resolve if it's the Bodyguard/Doctor, or Jailkeeper.
If you draw more letters than are listed in a category, give the maximum power listed for that letter.
For sake of keeping any multiple generational choices, (the OR choices), easy to locate, they have been put inside these curly brackets: {}
I = {Cop OR Tracker} (50/50 chance of either, the same is true for all "OR" options)
II = {Cop OR Tracker}, {1-Shot Cop OR 1-Shot Tracker}
III = {Cop OR Tracker}, {Cop OR Tracker}, {1-Shot Neapolitan OR 1-Shot Gunsmith}
IIII = {Cop OR Tracker}, {Cop OR Tracker}, {Neapolitan OR Gunsmith}
IIIII = {Cop OR Tracker}, {Neapolitan OR Gunsmith}, {Cop, Tracker, Neapolitan OR Gunsmith}, {Cop, Tracker, Neapolitan OR Gunsmith} (1/4 chance of any appearing).
P = {Bodyguard OR Doctor}
PP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}
PPP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}, {Bodyguard OR Doctor OR Jailkeeper}
PPPP = {Doctor OR Bodyguard OR Jailkeeper}, {Doctor OR Bodyguard OR Jailkeeper}, Jailkeeper, Bodyguard
K = {1-Shot Paranoid Gun Owner OR Vengeful}
KK = Vigilante, {1-Shot Paranoid Gun Owner OR Vengeful}
KKK = Vigilante, 1-Shot Paranoid Gun Owner, Vengeful
KKKK = 1-Shot Paranoid Gun Owner, Vengeful, {Vigilante, 1-Shot Paranoid Gun Owner OR Vengeful}, {Vigilante, 1-Shot Paranoid Gun Owner OR Vengeful}
M = {Innocent Child OR Friendly Neighbor}
MM = Innocent Child, {2 Masons, Friendly Neighbor OR Fruit Vendor}
MMM = 2 Masons, Fruit Vendor, {Innocent Child, Friendly Neighbor OR Fruit Vendor}
MMMM = 3 Masons, {Innocent Child, Friendly Neighbor OR Fruit Vendor}
A = {Miller, 1-Shot Bus Driver}
AA = {Miller, 1-Shot Bus Driver}, {Roleblocker OR Rolestopper}
AAA = {Miller, 1-Shot Bus Driver}, {Roleblocker, Rolestopper}, {Weak/Hider* OR 1-Shot Commuter}
AAAA = {Miller, 1-Shot Bus Driver}, Roleblocker, {Weak/Hider OR 1-Shot Commuter}, {Miller, Roleblocker, Rolestopper, Weak/Hider, 1-Shot Commuter, 1-Shot Bus Driver}
TTTTTTT = Mafia Goon, Mafia Goon, Serial Killer
TTTTTT = Mafia Goon, {Mafia JOAT (Roleblock, Ninja Kill, Strongman Kill) OR Mafia Roleblocker} OR {Godfather OR Mafia Tailor}**
TTTTT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker} OR {Godfather OR Mafia Tailor}, Serial Killer
TTTT = Mafia Goon, Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}
TTT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}, {Godfather OR Mafia Tailor}, Serial Killer
TT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}, {Godfather OR Mafia Tailor}
T = Mafia Tailor, Mafia Godfather, {Mafia JOAT OR Mafia Roleblocker}, Serial Killer
0 Ts = Mafia Tailor, Mafia Godfather, {Mafia JOAT OR Mafia Roleblocker}
* - If a Hider rolls, there is another 50/50 chance if they are a normal Hider or a Weak Hider
** - There is a 50/50 chance of either pair appearing, with another 50/50 chance of either role appearing. For example, it'd be rolled between the JOAT/Roleblocker and Godfather/Tailor pairs. Once the pair is determined, another roll is made to determine which role it is.
One of the weird cases with this as well is if you have 2 or 3 P's, where you'll see {{Bodyguard OR Doctor} OR Jailkeeper}. The way you resolve those is simple. You resolve if it's a Bodyguard or Doctor, then resolve if it's the Bodyguard/Doctor, or Jailkeeper.
If you draw more letters than are listed in a category, give the maximum power listed for that letter.
For sake of keeping any multiple generational choices, (the OR choices), easy to locate, they have been put inside these curly brackets: {}
Investigative Roles:
I = {Cop OR Tracker} (50/50 chance of either, the same is true for all "OR" options)
II = {Cop OR Tracker}, {1-Shot Cop OR 1-Shot Tracker}
III = {Cop OR Tracker}, {Cop OR Tracker}, {1-Shot Neapolitan OR 1-Shot Gunsmith}
IIII = {Cop OR Tracker}, {Cop OR Tracker}, {Neapolitan OR Gunsmith}
IIIII = {Cop OR Tracker}, {Neapolitan OR Gunsmith}, {Cop, Tracker, Neapolitan OR Gunsmith}, {Cop, Tracker, Neapolitan OR Gunsmith} (1/4 chance of any appearing).
Protective Roles
P = {Bodyguard OR Doctor}
PP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}
PPP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}, {Bodyguard OR Doctor OR Jailkeeper}
PPPP = {Doctor OR Bodyguard OR Jailkeeper}, {Doctor OR Bodyguard OR Jailkeeper}, Jailkeeper, Bodyguard
Killing Roles
K = {1-Shot Paranoid Gun Owner OR Vengeful}
KK = Vigilante, {1-Shot Paranoid Gun Owner OR Vengeful}
KKK = Vigilante, 1-Shot Paranoid Gun Owner, Vengeful
KKKK = 1-Shot Paranoid Gun Owner, Vengeful, {Vigilante, 1-Shot Paranoid Gun Owner OR Vengeful}, {Vigilante, 1-Shot Paranoid Gun Owner OR Vengeful}
Masonry Roles
M = {Innocent Child OR Friendly Neighbor}
MM = Innocent Child, {2 Masons, Friendly Neighbor OR Fruit Vendor}
MMM = 2 Masons, Fruit Vendor, {Innocent Child, Friendly Neighbor OR Fruit Vendor}
MMMM = 3 Masons, {Innocent Child, Friendly Neighbor OR Fruit Vendor}
Action/Result Modification
A = {Miller, 1-Shot Bus Driver}
AA = {Miller, 1-Shot Bus Driver}, {Roleblocker OR Rolestopper}
AAA = {Miller, 1-Shot Bus Driver}, {Roleblocker, Rolestopper}, {Weak/Hider* OR 1-Shot Commuter}
AAAA = {Miller, 1-Shot Bus Driver}, Roleblocker, {Weak/Hider OR 1-Shot Commuter}, {Miller, Roleblocker, Rolestopper, Weak/Hider, 1-Shot Commuter, 1-Shot Bus Driver}
Scum Roles
TTTTTTT = Mafia Goon, Mafia Goon, Serial Killer
TTTTTT = Mafia Goon, {Mafia JOAT (Roleblock, Ninja Kill, Strongman Kill) OR Mafia Roleblocker} OR {Godfather OR Mafia Tailor}**
TTTTT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker} OR {Godfather OR Mafia Tailor}, Serial Killer
TTTT = Mafia Goon, Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}
TTT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}, {Godfather OR Mafia Tailor}, Serial Killer
TT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}, {Godfather OR Mafia Tailor}
T = Mafia Tailor, Mafia Godfather, {Mafia JOAT OR Mafia Roleblocker}, Serial Killer
0 Ts = Mafia Tailor, Mafia Godfather, {Mafia JOAT OR Mafia Roleblocker}
Serial Killer chooses their ability pre-game.
* - If a Hider rolls, there is another 50/50 chance if they are a normal Hider or a Weak Hider
** - There is a 50/50 chance of either pair appearing, with another 50/50 chance of either role appearing. For example, it'd be rolled between the JOAT/Roleblocker and Godfather/Tailor pairs. Once the pair is determined, another roll is made to determine which role it is.
Spoiler: Example Setup
Unsorted: 66, 47, 56, 28, 100, 47, 22
Sorted: 22, 28, 47, 47, 56, 66, 100
Translated to letters: T, T, T, T, I, P, A
Roles derived from the letters: {Cop OR Tracker}, Bodyguard, Miller, Mafia Goon, Mafia Goon, {Mafia JOAT OR Mafia Roleblocker} OR {Godfather OR Mafia Framer}
Roles with all random choices resolved: Cop, Bodyguard, Miller, Mafia Goon, Mafia Goon, Mafia JOAT
Final Rolelist, (VTs added): Cop, Bodyguard, Miller, VT, VT, VT, VT, VT, VT, VT, Mafia Goon, Mafia Goon, Mafia JOAT
Sorted: 22, 28, 47, 47, 56, 66, 100
Translated to letters: T, T, T, T, I, P, A
Roles derived from the letters: {Cop OR Tracker}, Bodyguard, Miller, Mafia Goon, Mafia Goon, {Mafia JOAT OR Mafia Roleblocker} OR {Godfather OR Mafia Framer}
Roles with all random choices resolved: Cop, Bodyguard, Miller, Mafia Goon, Mafia Goon, Mafia JOAT
Final Rolelist, (VTs added): Cop, Bodyguard, Miller, VT, VT, VT, VT, VT, VT, VT, Mafia Goon, Mafia Goon, Mafia JOAT
Spoiler: Example Town Rolecards
Spoiler: Example Mafia Rolecards
Spoiler: Example Serial Killer Rolecard