Library of Atypical Factions [108/1000 roles]

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Post Post #4 (isolation #0) » Tue Sep 21, 2021 7:18 am

Post by Not Known 15 »

Astral Creature
(Astral Creature/Vanilla)

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:Vanilla
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Post Post #5 (isolation #1) » Tue Sep 21, 2021 7:46 am

Post by Not Known 15 »

Conspirator Mask
Conspirator
(Conspirator/Conspirator Mask)
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 get access to the factional PT.
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.

Role:Conspirator Mask
If you are a conspirator you cannot gain access to the factional PT at the beginning of the game.
You appear in the Conspirator list in the Conspirator PT and might gain access to the Conspirator PT.
Last edited by Not Known 15 on Tue Oct 19, 2021 8:13 am, edited 4 times in total.
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Post Post #10 (isolation #2) » Tue Sep 21, 2021 8:07 am

Post by Not Known 15 »

Town Hydra Slayer
(Town/Hydra Slayer)
Alignment:Town
Role:Hydra Slayer
You may target one person at night. If it is a Hydra, the Hydra loses all abilities, is roleblocked, and then you and the Hydra unavoidably die.
Last edited by Not Known 15 on Fri Sep 24, 2021 10:58 am, edited 2 times in total.
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Post Post #11 (isolation #3) » Tue Sep 21, 2021 8:09 am

Post by Not Known 15 »

Astral Creature Hydra Vigilante
(Astral Creature/Hydra Vigilante)

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:At night, target a player. If that player has the alignment Hydra you will kill them.
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Post Post #13 (isolation #4) » Tue Sep 21, 2021 8:21 am

Post by Not Known 15 »

Dark Creature Conversion Disabler
(
Dark Creature
/ Conversion Disabler)

Dark Creature: 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.

Conversion Disabler:As long as you are alive and in the game, the following rule applies and is publicly announced at game start:
No one can convert other players. Anyone attempting to convert someone else is instantly killed. This rule applies as long as any Conversion Disabler is alive.
Last edited by Not Known 15 on Fri Sep 24, 2021 10:21 pm, edited 2 times in total.
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Post Post #16 (isolation #5) » Tue Sep 21, 2021 8:41 am

Post by Not Known 15 »

Alignment Determinator
(Alignment Determinator/Vanilla)
Faction:Third party-Alignment Determinator: At night you may choose a player and an alignment. If that alignment is correct, you get a point. If it is incorrect, you get a strike. Your factional action isn't targeted(cannot be redirected) and cannot be prevented. It resolves before kills. This action can be used whilst dead. If you are alive the points you get are doubled. You cannot choose the same alignment for the same player more than once. If the member of an alignment you guessed kills you you lose one point and gain one strike.
If you are executed(by town vote) you lose two points and gain two strikes.

You cannot join the Dead PT.


You win and leave the game if you have six points at the end of the day, or at endgame.
You lose and leave the game if you get three strikes.

Role:Vanilla
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Post Post #17 (isolation #6) » Tue Sep 21, 2021 9:00 am

Post by Not Known 15 »

Conspirator

Spoiler: Alignment Info
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.


Role:Vanilla



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.
Do Free Spaces allow us to put in "crazy stuff", e.g. re-rolls, that does not introduce standard factions other than Town?
Last edited by Not Known 15 on Tue Oct 19, 2021 8:14 am, edited 3 times in total.
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Post Post #40 (isolation #7) » 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 #42 (isolation #8) » 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 (isolation #9) » 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 #52 (isolation #10) » Fri Sep 24, 2021 10:54 am

Post by Not Known 15 »

Town Aware 1-shot Cop
(Town/Town or Nowt Bound Aware 1-shot Alignment Cop)

Alignment:Town
Role:Aware Alignment 1-shot Cop
Once, at night, you may target a player to learn their alignment. If neither you nor your target are Town and/or Nowt, you will get the result "Nowt" or "Town",randomly.
You will be notified about your real target.




In post 46, Guillotina wrote:
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.
One card, not more. I have no issues with you creating one veto card as well...

The issue is "seperate". This is for a game with people choosing one card for role, and one for alignment. So either that one part is for alignment, or that part is not where it should be - a win condition on a role card.
The problem with Assassin is not merely that it is difficult to fulfill, or even maybe impossible for the person who picked it.
The problem with Assassin is that it might give others a win condition that they did NOT pick and may be unfulfillable for THESE people and that it does so before Day 1.
The mark isn't really(unless there are tons of cards like it) that a card is potentially unfun for the picker but rather for many people who DIDN'T pick it.
Last edited by Not Known 15 on Tue Oct 19, 2021 8:15 am, edited 1 time in total.
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Post Post #57 (isolation #11) » Fri Sep 24, 2021 10:21 pm

Post by Not Known 15 »

Town Alarmist
(Town/Alarmist)
Alignment:Town
Role:Alarmist
At night, you may target a player to prevent them from being converted. You cannot target yourself at all.
In post 53, Jingle wrote:Crazy shit happens and roles like 13 are half the fun. Do I take the cult like roll, or will there be some anti-cult measure that makes that a bad choice?


Yeah, and that's why I didn't put Troll into it. There aren't many Trolls, and
it doesn't pick before the end of Day 1
.
Player's behaviour still influences the usage of this role.

Now, I do not know why you have an issue with public feedback, because it allows others to give their opinion on the matter.
And I want to point out that "Do I take alignment X or" is the difference between 13 and Assassin. With 13, your alignment was still your choice. With Assassin, your never have a chance to even play under your original win condition, so your choice was effectively taken for you by another player before you had a chance to play. And I want to point out that there is still a maximum of 4 players affected.
13 is also not invulnerable, it can be killed, opening up conversion. There's a way around 13 stopping your conversions that's always avaliable:Get rid of it.
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Post Post #95 (isolation #12) » Tue Oct 19, 2021 8:23 am

Post by Not Known 15 »

Town Do Not Feed The Trolls

Alignment:Town
Role:Do Not Feed The Trolls
You cannot visit anyone with the alignment Troll.
You cannot be converted by Trolls. Trolls visiting you get converted into Survivors.
In post 94, TemporalLich wrote:
Town 2-Shot Watcher
(
Town
/ 2-Shot Watcher)

Twice in the game during night, you may learn which other players targeted another player.




I want a
Town
majority in this deck ideally. I have refactored my
Nowt
roles.
Good call.

Did the same.

Can you include a cap for conversion roles? Too many of these could lead to predictable and boring mass-conversion games.

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