Each night, if you are not performing the factional kill, you may choose a player's house to lie in wait outside of.
If they receive visitor(s), you will kill one of them. If there are multiple, your target is determined by whoever's action resolved last. (I.E. you will target a killing visitor over a protective visitor)
The killed visitor's action will still resolve as normal. You will appear as having visited your initial target, not the visitor you killed. This kill will not trigger any kind of reflexive protection such as a bodyguard but can be stopped by passive protection such as a BP vest or be healed by a doctor.
Once per game, you may use your night action. The next day number will be equal to ei * pi times the current day number. Mod Notes: Note the identity e^(i * pi) + 1 = 0. This functionally negates the day number.
Last edited by Ircher on Thu Apr 23, 2020 3:12 am, edited 1 time in total.
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
Each night, you may force the cycle number to increase to the next limit ordinal.
The first limit ordinal is ω (omega), which is the first infinite ordinal. Therefore, the first time using this ability will cause the next Day to be Day ω
The next phase after Night ω will be Day ω + 1. Using the ability again will make the next phase Day ω2 instead.
Even/Odd Day/Night roles consider every limit ordinal to be even, every odd numbered successor ordinal to be odd, and every even numbered successor ordinal to be even. For example, Day ω is even, Day ω+1 is odd, and Day ω+2 is even.
If the cycle number is somehow less than 0 when this ability is used, mod discretion applies to whether a Limit Ordinalizer increases the cycle number to 0 or ω.
Once per game, you may use your night action. The next day number will be equal to ei * pi times the current day number. Mod Notes: Note the identity e^(i * pi) - 1 = 0. This functionally negates the day number.
ei * pi + 1 = 0 actually, since ei * pi = -1. See this Wikipedia article for more information.
Last edited by TemporalLich on Sat Jan 22, 2022 4:51 am, edited 1 time in total.
At any time during the game if the day or night is not an integer value you may set it so it resets to 1. The Day and Night phases will then progress as in a standard game
as a counterbalance to the other roles
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
. On certain days determined by the moderator you must only write your words with pink-colored text.
Mod notes: roll 1d7. This post restrictionis active that day phase and all day phases 7 days away from the last. So if the player was last restricted on Day 2 the next Day phase they’d be restricted is Day 9.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Each night, you may force the cycle number to increase to the next limit ordinal.
The first limit ordinal is ω (omega), which is the first infinite ordinal. Therefore, the first time using this ability will cause the next Day to be Day ω
The next phase after Night ω will be Day ω + 1 (ω + 1 is considered a successor ordinal, not a limit ordinal). Using the ability again will make the next phase Day ω2 instead.
Even/Odd Day/Night roles consider every limit ordinal to be even, every odd numbered successor ordinal to be odd, and every even numbered successor ordinal to be even. For example, Day ω is even, Day ω+1 is odd, and Day ω+2 is even.
If the cycle number is somehow less than 0 when this ability is used, mod discretion applies to whether a Limit Ordinalizer increases the cycle number to 0 or ω.
Last edited by TemporalLich on Sat Jan 22, 2022 4:51 am, edited 1 time in total.
While you are alive, all vanilla and named vanilla roles in the game are given a random nonvanilla role from this thread as their ability. Note that their alignment does not change, they only inherit the ability.
Upon your death, they will revert back to their original vanilla state.
You are told the names of all whom you are anti-vanillaizing.
i.e. a vanilla townie that rolls "alien 1-shot dayvig" becomes a "town 1-shot dayvig" as long as the anti-vanillizer is alive
You know how many Cops/Seers/Conspiracy Theorists/FBI agents/Bloodhounds are in the setup and their identities. (The total amount, not the amount of each type).
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
Each night, select one player, and you will receive a list of all the text colors explicitly declared in their role PM, in the order they were declared, without counting duplicates. For example, if you were to inspect yourself, you would get [#008000] as the result.
You are in a PT with other Inner Sanctum Keepers, who are confirmed to be aligned with the
Town
.
Once in the game during night, you may add someone to the Inner Sanctum PT. This action can't be blocked, redirected or interfered with in any way, however this action will only succeed on Town-aligned players.
Each night, you may target a player to chill. The chilled player will be announced to be chilled and will count as dead for all purposes except being able to post (i.e. they count as treestumped) the next Day and Night, but will not flip.
Any players with that role will have their role rerolled, and nobody may have roles that are deemed unbalanced.
Normal roles may not be deemed unbalanced. If you are deeming a container role (e.g. JOAT, Inventor) unbalanced you must specify what is in the container (e.g. you can deem a Jack-of-all-trades (Rolecop, Redirector) unbalanced).
Mod Note: This player does not have any knowledge of the roles in the game. Sending a post number is recommended.