Library of Atypical Factions [108/1000 roles]

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Post Post #25 (ISO) » Wed Sep 22, 2021 12:25 pm

Post by MegAzumarill »

Town Doctor
(town/doctor)

Ill introduce some stuff in a few hours.
Try to introduce groupscum factions with a list of that factions respective cop, Miller, and mason type roles.
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Post Post #26 (ISO) » Wed Sep 22, 2021 12:36 pm

Post by MegAzumarill »

Nowt Godfather
(nowt/ Godfather)
You appear as Town to investigation.
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Post Post #27 (ISO) » Wed Sep 22, 2021 12:41 pm

Post by MegAzumarill »

Town scumfinder
(town/scumfinder)

Scumfinder: you may check a player each night, you will be told innocent if they are a part of the town or nowt, and guilty otherwise.
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Post Post #28 (ISO) » Wed Sep 22, 2021 12:50 pm

Post by Cook »

Town Dogfather
(Town / Dogfather)

You appear as a member of the Nowt to investigation.




Obvious pun. Can be changed to Dogparent or any equivalent.
Last edited by Cook on Wed Sep 22, 2021 12:50 pm, edited 1 time in total.
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Post Post #29 (ISO) » Wed Sep 22, 2021 12:50 pm

Post by MegAzumarill »

Vanilla Townie


As for alignment splits, 250/250/100/50/350 feels like not enough room for groupscum, especially since the groupscum pool will likely be very diluted. Forcing at least 150 or 175 groupscum seems better.

Additionally I propose the following rule: if the game ends in a draw between town/nowt the side with the least players at the start of the game wins.
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Post Post #30 (ISO) » Wed Sep 22, 2021 1:21 pm

Post by camelCasedSnivy »

Vanilla Townie


Can anyone suggest roles for whatever this is?
Edit :P
Last edited by camelCasedSnivy on Wed Sep 22, 2021 1:43 pm, edited 1 time in total.
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Post Post #31 (ISO) » Wed Sep 22, 2021 1:28 pm

Post by MegAzumarill »

Town Neighborizer
(town/ neighborizer)
In post 30, camelCasedSnivy wrote:Can anyone suggest roles for whatever this is?
Yes, make sure all your posts have a role at the top, otherwise it is just Vanilla townie.

Split alignment abilities and role abilities as well.
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Post Post #32 (ISO) » Wed Sep 22, 2021 2:01 pm

Post by camelCasedSnivy »

Town Lamb
(Town / Lamb)
Sacrifice: During the day, you may kill yourself, and specify a player. That player will have their full role revealed (
Vanilla Townie
and
Vanilla Nowtie
are distinguishable).


Bringing a taste of mafia.gg into this deck :P
...hopefully the role doesnt become utter garbage
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Post Post #33 (ISO) » Wed Sep 22, 2021 3:06 pm

Post by camelCasedSnivy »

Nowt Jumbo JOAT
(Nowt / Jumbo JOAT)
You have the following abilities, and you may use only one each night:
3-Shot Simple Visitor
2-Shot Vain Vanilla Cop
2-Shot Disloyal Fruit Vendor
1-Shot Complex Vigilante
1-Shot Split Doctor Rolestopper

I crave chaos
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Post Post #34 (ISO) » Wed Sep 22, 2021 3:15 pm

Post by MegAzumarill »

Nowt Conceited Vigilante
(nowt/ conceited vigilante)

Conceited: you will unstoppably die if the target is a member of the nowt

Vigilante: each night you may kill a player
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Post Post #35 (ISO) » Wed Sep 22, 2021 3:19 pm

Post by TemporalLich »

Arsonist Cartel Goon
(
Arsonist Cartel
/ Vanilla)

Arsonist Cartel: Groupscum with a factional prime and a factional ignite. Wins when all threats to the Arsonist Cartel are gone.



In post 3, TemporalLich wrote:Alignment ratio TBD, but I'm thinking 250
Town
, 250
Nowt
, 100
Non-Standard Groupscum
, 50
Non-Standard Third-parites
, and 350
Free Spaces
.
I feel this is better:

250
Town
, 250
Nowt
, 150
Non-Standard Groupscum
, 50
Non-Standard Third-parites
, and 300
Free Spaces
.
time will end
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Post Post #36 (ISO) » Wed Sep 22, 2021 3:26 pm

Post by camelCasedSnivy »

Arsonist Cartel Multitasking 1-Shot Alignment Cop 1-Shot Doctor
(
Arsonist Cartel
/ Multitasking 1-Shot Alignment Cop 1-Shot Doctor)

Multitasking: You may opt to do more than one of your actions in the night
1-Shot Alignment Cop: Once per game, you may target a player and learn their alignment.
1-Shot Doctor: Once per game, you may target a player and protect them from one night kill.
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Post Post #37 (ISO) » Wed Sep 22, 2021 3:57 pm

Post by MegAzumarill »

Starkin Leo
(starkin/ gladiator)

Alignment: You will become star aligned if you are the only living member of the starkin faction.
While you are empowered, players you visit will be attacked by you.

Gladiator: once per day during the day you may post “GLADIATE player” you, that player, and No elimination are the only options for elimination that day.

Faction Info
Spoiler:
You are a member of the starkin, you may talk with your partners during the night [here.]
As a member of the starkin you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have an additional effect. (If starkin comes up without these associated abilities, the moderator may choose one or default to post #37 for ability)
The starkin have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking.
The starkin also have a factional visit each night, making one member visit a player for no effect. (except for star-aligned effects)
You win when you compose >=50% of the living players, after which you will leave and win the game. If this occurs all uninformed majority players (Town/Nwot) will also leave and lose the game.

Spoiler: Related Roles
Faction Cop: Astrologer
Faction Miller: Horoscope Townie
Factional Mason: Elder


They were of the stars. You could tell by the way they looked up at them each night. They longed to be there; to ascend into the cosmos. And when I looked in their eyes, a ethereal chill went down my spine, for I knew they would stop at nothing to achieve it.
Imprefection is the spice of life.
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Post Post #38 (ISO) » Wed Sep 22, 2021 4:17 pm

Post by MegAzumarill »

Unspoken Traffic Analyst
(Unspoken/ Traffic analyst)
Faction info:
Spoiler: Unspoken
You are a member of the Unspoken (#1A2B3C). You know all other members of the Unspoken (including when one is added) (including who is considered the oldest)
As a member of the Unspoken, you do not have a factional PT. In fact, no member of the unspoken can be in any PT or added to one at any point in the game. Any such actions will fail. (except the dead PT)
You have a compulsive factional action. Each night, all members of the Unspoken must PM the mod to target a player outside of the unspoken. The effect is determined as follows.
If any member of the unspoken chooses a different player than the rest OR A member of the Unspoken was eliminated the last day phase. (No effect, no visits)
The above is not true AND {The target is in a PT OR The target wouldn’t be recruited to the cult by the DOAR Cult leader by any reason} (Newest Unspoken member Kills the target)
None of the above is true (Convert the target into the unspoken, they keep their role but not their alignment: the oldest unspoken member visits)

You win when all threats to the Unspoken are dead and at least 1 Unspoken player is alive.
Spoiler: Related Roles
Faction Cop: Surveyor
Faction Miller: Quiet Townie
Faction Mason: None (all mason/neighbor types cannot be a part of this faction)


Traffic Analyst: each night you may target a player to learn if they are in a PT.

That fateful night they arrived outside my door. Dressed in black hoods, I could barely see their faces. With a calm, steady hand they beckoned me outside. Warily I ventured out, feeling a strange pull towards them. A strange energy filled the air, and suddenly I was one of them.
Imprefection is the spice of life.
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Post Post #39 (ISO) » Wed Sep 22, 2021 6:52 pm

Post by Guillotina »

Troll Troll
(Troll / Troll)

Troll is an independent third party that wins when they have converted every player that remains alive to a different third than their own at least once. You lose when you can't obtain your wincon or you ended up targeting yourself with your factional for some reason. Trolls cannot co-exist in the same game, so they have to be converted for you to win.

Factional:
Every night you may target a player to convert them to a third party faction of your choice (that exists in the DoAR multiverse). You also passively convert your visitors to a random third party.


Troll:
As long as you are alive, any player you end up voting for to eliminate, all groupscum's factionals will target them the following night BUT if your target is protected, you get targeted by all factional actions instead.

If groupscum or masons are converted they will keep their old wincon along with the new one.
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Post Post #40 (ISO) » Wed Sep 22, 2021 11:13 pm

Post by Not Known 15 »

Astral Creature 1-shot Bus Driver
(Astral Creature/1-shot Bus Driver)

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Bus Driver
Once, at night, you may target two players other than yourself. Whoever tries to visit one of them will instead be redirected to the other person.
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Post Post #41 (ISO) » Thu Sep 23, 2021 10:40 am

Post by camelCasedSnivy »

Vanilla Nowtie





Might make custom 3ps soon
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Post Post #42 (ISO) » Thu Sep 23, 2021 12:05 pm

Post by Not Known 15 »

Not Known 15's WARNING
(Evil Person/Informed)
Alignment:
Evil Person

You win if the factions Town and Nowt lose the game.
Role:Informed:You know if the following post numbers are in the game:
15


Inform the player about every of these post numbers being in game or not at game start.




No, don't worry, I will not submit any other list like this as a card.
I am submitting this list to make certain entries rarer, entries that I believe to be either generally unfun, breaking the usual structure and/or expectations of card choosing games.
Card 15: The role on this card coupled with self-aligned players could lead to "I will never release anyone". Players in this game expect role madness, not near-Vanilla games.
Vanillaizers only affect one person at a time, and target due to other's behaviours. None of this applies to that Passive Game-Start Global Vanillaizer.
Card 19: The alignment... where do I even begin? N0 hostile conversions are unfun. Extremely unfun. You didn't do anything in the game yet, and you were probably not able to. BOOM. Oh, you now have a giant target on your back and your role you chose for your faction is now potentially useless and you have a new alignment! Wait there's more! If you die you lose! And you need to compulsively pick someone else to give them the same alignment! And the one who chose Assassin might be even a dayvig who instakills you! Does this sound
fun
? Or even remotely fair? Is this what you'd normally expect from card choosing games?
Last edited by Not Known 15 on Sat Sep 25, 2021 11:37 am, edited 2 times in total.
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Post Post #43 (ISO) » Thu Sep 23, 2021 12:11 pm

Post by Not Known 15 »

Conspirator Infiltrator
(Conspirator/Infiltrator)
Alignment:Conspirator
You have a factional action. It has the effects of a Voyeur on odd nights and the effects of a nightkill on even nights.
You have another day factional action you may use the same cycle. It adds Conspirators or people masquerading as Conspirators to the factional PT. It takes effect at the end of the day. This is a targeted action. If your target is not of the faction they had at the beginning of the game both the acting Conspirator and the target will die instead.
At the start of the game, up to 3 Conspirators get a factional PT as follows:
Give the first and second Conspirator access to the factional PT.
The third Conspirator does not get access to the factional PT. A town-aligned person(randomly chosen) masquerades themselves as conspirator if no other role would masquerade as Conspirator.
The fourth Conspirator gets access to the factional PT if there are exactly four Conspirators. Otherwise, not.
The rest of the conspirators does not.
The people having access to the factional PT are the leaders of the faction and control the factional action by vote.
They are also informed about the identity of other conspirators and all people masquerading as conspirators, but only by getting their names in a single list(so they do not know who is a real conspirator and who is not)
Warning:Your factional action can be used by people masquerading themselves as Conspirators!

Win Condition:You win when all threats to the conspirators are eliminated and at least one Conspirator survives. Nowt and Conspirators are not threats to each other.

Role:Infiltrator
If you are a conspirator you cannot gain access to the factional PT at the beginning of the game.
If there is no Conspirator Mask, a random Infiltrator appears in the Conspirator list in the Conspirator PT and might gain access to the Conspirator PT.
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Post Post #44 (ISO) » Thu Sep 23, 2021 7:28 pm

Post by TemporalLich »

Dark Creature Infernal Blade
(
Dark Creature
/ Infernal Blade)

Alignment: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Role: Once in the game during the Day, you may post
INFERNAL BLADE: {player}
(the text must be set apart from normal text, usually with bold) to immediately have that player eliminated. If they are groupscum-aligned, you gain a 1-shot Dark Demon invention. (Anyone investigating you that Night will receive a message saying that you are a frightening and evil Dark Demon. You may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).).




Dark Creatures are meant to frighten you.
time will end
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Post Post #45 (ISO) » Fri Sep 24, 2021 5:38 am

Post by Jingle »

Group Hug Recruitment Locker (
Group Hug
Alignment // Recruitment Locker)

Group Hug: The group hug faction wins if the largest number of players who can possibly win the game wins the game. Assume the Group Hug faction wins while making this determination.

Recruitment Locker: As long as this role is in the game, if a win condition relies on an effect changing win conditions (including cult like win conditions requiring recruitment), they instead win if they would have won had all their actions succeeded, even if they would have been stopped by another action (such as roleblocking). As long as this role is in the game, win conditions cannot be changed by any other means. This effect isn't ended by the death of the player who holds this role, but is ended by effects that would change this role such as Vanillazation.



In post 42, Not Known 15 wrote:
Not Known 15's VETO
(Evil Person/Informed)
If this is rolled as a card for any player, re-roll all previously rolled cards in the following VETO LIST and instantly re-roll any card on the VETO LIST that is rolled after this one.
VETO LISTCard 15, Card 19

Alignment:
Evil Person

You win if the factions Town and Nowt lose the game.
Role:Informed:You know that the post numbers vetoed by this post are not in the game.





No, don't worry, I will not submit any other list like this as a card.
I am submitting this list to make certain entries rarer, entries that I believe to be either generally unfun, breaking the usual structure and/or expectations of card choosing games.
Card 15: The role on this card coupled with self-aligned players could lead to "I will never release anyone". Players in this game expect role madness, not near-Vanilla games.
Vanillaizers only affect one person at a time, and target due to other's behaviours. None of this applies to that Passive Game-Start Global Vanillaizer.
Card 19: The alignment... where do I even begin? N0 hostile conversions are unfun. Extremely unfun. You didn't do anything in the game yet, and you were probably not able to. BOOM. Oh, you now have a giant target on your back and your role you chose for your faction is now potentially useless and you have a new alignment! Wait there's more! If you die you lose! And you need to compulsively pick someone else to give them the same alignment! And the one who chose Assassin might be even a dayvig who instakills you! Does this sound
fun
? Or even remotely fair? Is this what you'd normally expect from card choosing games?
Ironically, I think this role is against the spirit of "Collaborative Decks". You're trying to enforce your idea of what is good about the deck on everyone, when someone could just as easily be interested in a game with a large number of Atypical factions or a game where maximum swing is the desire.

But let's look at it for a moment:

There is a 39/1000 chance of any individual card being rolled in a 13p game. There is then the 1/3 chance that it is actually selected for the purpose you are worried about (assuming that that choice is random, and if, as you say, the role itself is unfun then clearly you believe it will be chosen significantly less than that). Comparatively, your Veto card forces the person drawing it to Veto all the cards you think are unfun without any choice in whether THEY think they're unfun, which is... kind of the thing you're complaining about.

And let's be clear, being worried that there could possibly be broken role combinations in an idea deck is laughable. If someone rolls Dayvig and Assassin, decides the most fun that they can have is to pick day vig and assassin, and then immediately wins the game, that's no different than any other game where a wincon is functionally unachievable on rand, which is a thing that happens in Idea games all the time.

Also, thank you for taking the time to address your concerns to me either publicly like this or privately via PM instead of making a role that is functionally "Fuck you I don't like your role."
This is a Parachute.
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Post Post #46 (ISO) » Fri Sep 24, 2021 6:30 am

Post by Guillotina »

Town 3-shot Day Vigilante
(Town / 3-Shot Day Vigilante)

In post 42, Not Known 15 wrote:
Not Known 15's VETO
(Evil Person/Informed)
If this is rolled as a card for any player, re-roll all previously rolled cards in the following VETO LIST and instantly re-roll any card on the VETO LIST that is rolled after this one.
VETO LISTCard 15, Card 19

Alignment:
Evil Person

You win if the factions Town and Nowt lose the game.
Role:Informed:You know that the post numbers vetoed by this post are not in the game.





No, don't worry, I will not submit any other list like this as a card.
I am submitting this list to make certain entries rarer, entries that I believe to be either generally unfun, breaking the usual structure and/or expectations of card choosing games.
Card 15: The role on this card coupled with self-aligned players could lead to "I will never release anyone". Players in this game expect role madness, not near-Vanilla games.
Vanillaizers only affect one person at a time, and target due to other's behaviours. None of this applies to that Passive Game-Start Global Vanillaizer.
Card 19: The alignment... where do I even begin? N0 hostile conversions are unfun. Extremely unfun. You didn't do anything in the game yet, and you were probably not able to. BOOM. Oh, you now have a giant target on your back and your role you chose for your faction is now potentially useless and you have a new alignment! Wait there's more! If you die you lose! And you need to compulsively pick someone else to give them the same alignment! And the one who chose Assassin might be even a dayvig who instakills you! Does this sound
fun
? Or even remotely fair? Is this what you'd normally expect from card choosing games?
You forget that the role in card 15 comes with a separate win condition forcing the player to enable 4 types of roles before they can win.

But if you are going to create cards that VETO other people's cards, two can play that game bud. One thing is saying that someone will veto the card as a mod if it ever rands, another is making a card to impose your will on this collaborative deck.
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Post Post #47 (ISO) » Fri Sep 24, 2021 8:46 am

Post by Morning Tweet »

Town Prizestalker
(
Town
/ Prizestalker)

Role (Prizestalker)
: Each night, target a player. If they are the only living player of their alignment left alive or are aligned with themself, kill them.

Are all groupscum in this game aligned? Otherwise I assume all the groupscum will be split from each other and essentially all be SKs in most rands, no? Or am I missing something
In post 22, TemporalLich wrote:
Do people even like Nowt?
Kinda just seems like you randomly coinflip losing for no reason as town if town wins a game. I like the idea of two town factions that work together towards a common goal, but them not winning together is definitely going to feel like bullshit if town wins a game. Which i get is the point, but doesn't really make sense to me.
Last edited by Morning Tweet on Fri Sep 24, 2021 10:32 pm, edited 1 time in total.
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Post Post #48 (ISO) » Fri Sep 24, 2021 8:47 am

Post by Morning Tweet »

Town Packstalker
(
Town
/ Packstalker)

Role (Packstalker)
: Each night, target a player. If they are a member of a groupscum faction with multiple players still currently alive, other than yours (if applicable), kill them.
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Joined: September 5, 2016
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Post Post #49 (ISO) » Fri Sep 24, 2021 8:58 am

Post by Morning Tweet »

Town Shrike
(
Town
/ Shrike)

Role (Shrike)
: Each night, target a player. If they are a member of a groupscum faction, they are roleblocked and incapable of killing so long as you are alive. They will be informed that "something is keeping them pinned in place".

After your death, all groupscum players successfully targeted by this ability are informed of each other's identities.

I would like to add roles like the horsemen of the apocolypse, since they're the definition of a strange groupscum. However, since they're technically just a faction that is informed of each other and has a PT, they're actually not allowed.

This is caused by their specialty being their roles. I tried adjusting them to be third party or work with other factions, but the faction apart from the role isn't special (The special part about Horsemen is that they have no factional abilities, but their personal abilities get supercharged if they fulfil a condition. I couldnt think of a way to make an alignment for them that isn't a standard SK or groupscum since their whole point is they have no factional abilities.)

Am I misinterpreting anything about this format? The only option that comes to mind is attaching the roles to some other alignment, I suppose
Last edited by Morning Tweet on Mon Sep 27, 2021 6:20 pm, edited 1 time in total.
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