Paranoia increases with various actions
1% by posting
5% by casting a vote
10% by being voted for
-5% by being unvoted
5% if a player that unvoted for you revotes you on the same day
50% by being put at L-1
Paranoia has 5 levels
1% to 24% is [blue]Calm[/blue]
25-49% is [yellow]Worried[/yellow]
50-74% is [orange]Suspicious[/orange]
75-99% is [red]Paranoia[/red]
100% is [bold-red]Snapped[/bold-red]
There are 4 thresholds
Passing 25% activates Lvl 1 threshold
Passing 50% activates Lvl 2 threshold
Passing 75% activates Lvl 3 threshold
Passing 100% activates Lvl 4 threshold
Activating thresholds can cause different effects, or grant abilities
Lvl 1 Threshold
10% to grant Lvl 1 post-block
10% to grant Lvl 1 vote-block
5% to gain Lvl 1 relaxed
75% for nothing to happen
Lvl 2 Threshold
10% to grant Lvl 2 role-block
10% to grant Lvl 2 jailkeep
10% to grant Lvl 2 post-block
10% to grant Lvl 2 vote-block
5% to gain Lvl 1 relaxed
5% to gain Lvl 2 relaxed
50% for nothing to happen
Lvl 3 Threshold
10% to grant Lvl 3 protect
10% to grant Lvl 3 role-cop(if town), thief(if mafia)
10% to grant Lvl 3 role-block
10% to grant Lvl 3 jailkeep
10% to grant Lvl 3 post-block
10% to grant Lvl 3 vote-block
5% to gain Lvl 1 relaxed
5% to gain Lvl 2 relaxed
5% to gain Lvl 3 relaxed
25% for nothing to happen
Lvl 4 Threshold
5% to become an SK
10% to grant Lvl 4 Vig
10% to grant Lvl 4 protect
10% to grant Lvl 4 role-cop(if town), thief(if mafia)
10% to grant Lvl 4 role-block
10% to grant Lvl 4 jailkeep
10% to grant Lvl 4 post-block
10% to grant Lvl 4 vote-block
5% to lose all Paranoia, or if at L-1, 5% chance to self hammer
5% to gain Lvl 1 relaxed
5% to gain Lvl 2 relaxed
5% to gain Lvl 3 relaxed
5% to gain Lvl 4 relaxed
Levels
Abilitys granted are granted at the same level as the level of the threshold that they were granted.
Level 1: Botched
Chance to activate: 25%
Chance to cause Paranoia Gain to target: 75% to gain 10%
Level 2: Average
Chance to activate: 50%
Chance to cause Paranoia Gain to target: 50% to gain 20%
Level 3: Skilled
Chance to activate: 75%
Chance to cause Paranoia Gain to target: 25% to gain 30%
Level 4: Master
Chance to activate: 90%
Chance to cause Paranoia Gain to target: 10% to gain 40%
Ability Fine Print
Post-block
If successful, target player cannot post until prodded. Has no effect if unsucessful.
Vote-block
If successful, target player cannot vote for the remainder of the phase. If used during a night phase, takes effect in the next day phase. Has no effect if unsucessful.
Role-block
If successful, target player cannot use abilities for the remainder of the current day phase, or at all during a night phase. Attempts to use limited abilities by the affected player will not removed those abilities from the affected players number of ability uses. No effect if unsucessful.
Jailkeep
If successful, target player cannot use abilities, nor can be the target of abilities, for the remainder of the current day phase, or at all during a night phase. Attempts to use limited abilities by the affected player will not removed those abilities from the affected players number of ability uses.
Investigate
If sucessful, the investigation proceds as Sane. If unsucessful, the sanity of the investigation is chosen as one of the following;
Insane
Weak
Naive
Random
The player using the investigation isnt told weather the investigation is sucessful, or what the sanity of the investigation is if unsucessful.
Thief
If sucessful, the player takes one random ability from the target. If unsucessful, the player loses one chosen ability. Either way, there is a chance of the theft failing to take/lose anything.
Protect
If sucessful, the target is immune to the next action that targets them for the duration of the phase if used at day, or the first action to target them if used at night. No effect if unsucessful.
Vig
If succesful, the target is killed immiediatly unless the target is being protected or jailkept. If done during night, the kill occurs at the end of the night phase. The kill ability is lost regardless of weather or not the kill goes through. No effect if unsucessful.
SK
The affected player becomes an SK, gaining a kill and seperating from his current faction. The affected players wincon is to be the only player with a natural kill ability alive at the end of the game. He wins with the town.
Relaxed
The affected player becomes relaxed, losing Paranoia as long as he doesn't post. The effect ends when the player is prodded or posts. The amount lost is as follows;
1% per 4 hours for Lvl 1
1% per 3 hours for Lvl 2
1% per 2 hours for Lvl 3
1% per 1 hour for Lvl 4
Ability Decay
If a player is losing Paranoia and drops past a threshold, their abilities decay as follows;
Lvl 4 abilities decay to lvl 3 when Paranoia falls below 75%
Lvl 3 abilities decay to lvl 2 when Paranoia falls below 50%
Lvl 2 abilities decay to lvl 1 when Paranoia falls below 25%
Abilities will not regain levels if Paranoia rises again
All abilities lose one level at the end of each day. Players with Lvl 1 abilities lose those abilities at the end of the day.
Master Bonus
Abilities used at level 4 have an addional effect if sucessful;
Post-block
The amount of time that must past for the target player to be prodded in increased by 24 hours.
Vote-block
You gain a double-vote for the duration of the vote block
Role-block
You investigate the alignment of the blocked player. This resloves as a lvl 3 investigation, and as such can fail.
Jailkeep
You can use an ability of the target player, chosen at random, on a target player. The used ability is not lost, and is resolved as one level lower than the chosen ability.
Investigate
If the target of the ability is town aligned, the player uses a protect on the target. The protect is used as a Lvl 3 protect, and as such can fail.
Thief
If the theft is sucessful, the target is role-blocked for the remainder of the day.
Protect
You investigate the alignment of the blocked player. This resloves as a lvl 3 investigation, and as such can fail.
Vig
The attack has a 50% chance to bypass any protections preventing action on the target