RPG Mafia v2 9p

There are three Classes available to you at the start of the game. During n0 (after alignments have been randed), everyone will select their starting Class. There is a method to changing Classes after the game has started, which I will outline later. The overview for each Class, and its upgrade path, is as follows (unless otherwise noted, all actions are night actions):


Level one: Power of Faith (heals a poisoned player; day action.)

Level two: Light Attack (blocks your targets Class abilities, but does not affect the factional kill)

Level three: Heavy Attack (blocks your targets Class abilities AND the factional kill–your target is informed they were blocked, even if they used no abilities)

Level four: Heavenly Attack (blocks, protects, and prevents any class abilities from effecting your target (with the limited exception of Death by a Thousand Cuts). Your target is informed they were blocked, even if they used no abilities)


Level one: Death by a Thousand Cuts (if you target a player three times, they will die. It does not need to be three consecutive nights, if you are roleblocked the counter will not go up, but your first and second targets will both penetrate Heavenly Attack)

Level two: Fortune Favors the Fast (you may choose to shoot any player who made fewer than 10 posts the previous day and/or who averages fewer than 10 posts per day)

Level three: Poisoned Blade (your target will die at the next EOD)

Level four: Force of Nature (you may kill a player of your choice)


Level one: The Grass Murmurs (informed if your target moved–you receive this report the following night)

Level two: The Trees Whisper (informed what actions, if any, were taken against your target–you receive this report the following night)

Level three: The Wind Cries (informed who, if anyone, your target visited–you receive this report the following night)

Level four: The Birds Sing (informed who, if anyone, visited your target–you receive this report the following night)

Each level ability may only be used a certain amount of times before it must “recharge.” Level one abilities may be used three cycles out of four, level two abilities may be used every two cycles out of three, level three and four abilities may only be used every other night. You may invest in two Classes at once, but you may only use one ability per night.

Hit Rate

Each class level has the following hit rate:

Level one: 100%

Level two: 85%

Level three: 70%

Level four: 55%

There will be no distinction made between a roleblocked action and an action that doesn’t hit, and neither will award a CP.

Critical Hit

Every Class Action that passes its initial hit rate has a 1% chance to be a Critical Hit. A Critical Hit cannot be roleblocked or otherwise stopped. Factional kills also have a 1% chance to be a Critical Hit.

Class Points

Class Points (CP) are required to advance levels. Everyone starts the game with 1 CP. You gain one CP for successfully targeting someone (passing the Hit Rate check and not being roleblocked). Every player that survives D1 will receive a CP for doing so (so everyone alive starts N1 with 2 CP).

You may only have two active Classes at a time. You may only have a maximum of 6 CP. On any night you may choose to Respec–you can reassign your CP points freely, but you will not be able to take any Class actions that night (this does not prevent a player from performing the factional kill). You can assign new CP and use the ability they unlock in the same night.

When a player dies, their flip will include how their CP was invested at their time of death.

I will not be using any subs this game, only modkills should a player need to leave the game. Please be aware of this. This game is #friendly so keep that in mind.

Paladin paradox resolution: If two warriors target each other with blocks, the higher class level prevails. If they are the same class level, both are considered roleblocked for Class Actions but NOT for the factional kill.