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Post Post #25 (ISO) » Sat Sep 07, 2019 4:57 pm

Post by OkaPoka »

Fruit Vendor Time!


Mafia Fruit Vendor

Mafia Complex Fruit Vendor

Town Fruit Vendor

Town Disloyal Fruit Vendor

Town Loyal Fruit Vendor

Town Reflexive Fruit Vendor

Town Simple Fruit Vendor

Town Loud Fruit Vendor

Town Weak Fruit Vendor
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Post Post #26 (ISO) » Sat Sep 07, 2019 5:24 pm

Post by Spangled »

Town 2-Shot Neighbourizing Hider


added. - chennis
Last edited by chennisden on Tue Sep 10, 2019 3:30 pm, edited 1 time in total.
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Post Post #27 (ISO) » Sat Sep 07, 2019 5:26 pm

Post by chennisden »

both will be added when i figure out how powerful it is.
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Post Post #28 (ISO) » Sat Sep 07, 2019 5:27 pm

Post by chennisden »

your hider is a cop sorta. wow

hiders by definition are weak (if they target scum they die)

so if they target town n1 and tell that guy who he'll target n2, then that's an investigative. if he dies then wow u got conf scum and if he lives wow u got conf town.

Nice role. Pretty powerful
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Post Post #29 (ISO) » Sat Sep 07, 2019 5:31 pm

Post by chennisden »

If u get scum n1 you can still crumb, the same way Okapoka did in that marathon game i was scum in.
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Post Post #30 (ISO) » Sat Sep 07, 2019 5:31 pm

Post by chennisden »

130 power should be reasonable? idk
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Post Post #31 (ISO) » Sat Sep 07, 2019 5:39 pm

Post by OkaPoka »

i think "normal" hiders arent weak but spangled probably means the weak variant
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Post Post #32 (ISO) » Sat Sep 07, 2019 5:57 pm

Post by Gamma Emerald »

In post 31, OkaPoka wrote:i think "normal" hiders arent weak but spangled probably means the weak variant
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Post Post #33 (ISO) » Sat Sep 07, 2019 6:11 pm

Post by Spangled »

In post 32, Gamma Emerald wrote:
In post 31, OkaPoka wrote:i think "normal" hiders arent weak but spangled probably means the weak variant
Oh, yeah, I did, sorry.
And they can also crumb their first investigation result.
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Post Post #34 (ISO) » Sat Sep 07, 2019 7:38 pm

Post by Gamma Emerald »

Town Normal Hider

To distinguish the two.
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Post Post #35 (ISO) » Sat Sep 07, 2019 7:41 pm

Post by OkaPoka »

Mafia Ascetic

just to fuck with some of these hiders and shit.

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Post Post #36 (ISO) » Sat Sep 07, 2019 7:44 pm

Post by Gamma Emerald »

Town Vigilante


Town 1-Shot Strong-Willed Cop
: cop that can make one of its checks unblockable

To counter Mafia Ascetic because it's actually one of the strongest scum roles that are Normal
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Post Post #37 (ISO) » Sat Sep 07, 2019 8:02 pm

Post by OkaPoka »

I think all neighbors should be put into the same thread and in the chance that only one neighbor was rolled ~they are defaulted back to Vanilla Town. However if mafia choose to have a neighbor, it can be a small bump in their budget (thinking like 5) as it is non guaranteed. Standard Town Neighbors should have like a 10 "cards" in the deck or something high. Masons too.
Same thing with masons in the sense that all starting masons are in the same masonry otherwise they become standard VTs. With that being said:

PT Roles


Town 1-shot Friendly Neighborizer
Town 2-shot Neighborizer

Above creates new PT for each neighborized person

Town Neighbor
Town Mason
Town Friendly Neighbor
Town Neighbor 1-shot Neighbor-adder
(Will add someone to existing PT rather than create a new one)

Mafia Neighbor
Mafia Neighborizer
added. - chennis
Last edited by chennisden on Tue Sep 10, 2019 3:31 pm, edited 1 time in total.
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Post Post #38 (ISO) » Sun Sep 08, 2019 12:26 am

Post by Spangled »

Mafia Compulsive Weak Doctor


Just a little bit of negative utility for scum; can’t target scum so might stop a vig kill on town... but also might get some towncred etc for that, so it’s a bit evenish; its only effect that is likely to happen is that it doesn’t get to do the nightkill.

Also, I’m assuming that we don’t want 3p?
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Post Post #39 (ISO) » Sun Sep 08, 2019 6:24 am

Post by chennisden »

i think standard neighbors might get messy and it is best to have roles that can create neighborhoods? idk

also feel free to assign point values bc I don't think I can do all of them
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Post Post #40 (ISO) » Sun Sep 08, 2019 6:33 am

Post by chennisden »

mafia neighborizer can actually really influence a few people's reads. but its not THAT good

210
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Post Post #41 (ISO) » Sun Sep 08, 2019 7:15 am

Post by OkaPoka »

In post 37, OkaPoka wrote:I think all neighbors should be put into the same thread and in the chance that only one neighbor was rolled ~they are defaulted back to Vanilla Town. However if mafia choose to have a neighbor, it can be a small bump in their budget (thinking like 5) as it is non guaranteed. Standard Town Neighbors should have like a 10 "cards" in the deck or something high. Masons too.
Same thing with masons in the sense that all starting masons are in the same masonry otherwise they become standard VTs. With that being said:

PT Roles


Town 1-shot Friendly Neighborizer 50, a worse version of an existing friendly neighbor, see below
Town 2-shot Neighborizer 40

Above creates new PT for each neighborized person

Town Neighbor 20
Town Mason 20+25n, If we want to use NewD3 as a measure of balance, two of these are like a cop, but more of these that exist the stronger they get so n=number of masons (so 1 = 10(vt), 2 = 140 pt, 3 = 285 in total)
Town Friendly Neighbor 50+5n, n=amount of neighbors that start in neighborhood(including self).
Town Neighbor 1-shot Neighbor-adder
(Will add someone to existing PT rather than create a new one) 50

Mafia Neighbor
Mafia Neighborizer
If we are using VT = 10 I think these are ~ok?
also I'm assuming the game starts at 11-2 so thats how you balanced it and you can add goons but I think the starting two goons should be lower pt total because in reality 11-2 would be really annoying to play as scum
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Post Post #42 (ISO) » Sun Sep 08, 2019 7:19 am

Post by chennisden »

I used 11-2 to get a baseline for goon, games will probably be 10-3 or 13-4.
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Post Post #43 (ISO) » Mon Sep 09, 2019 3:37 pm

Post by TemporalLich »

Gonna add some roles because memes

Town Compulsive Rolestopper
[30]

Town Disloyal Ascetic
(Ascetic to non-town)
[45]

Mafia 1-shot Ascetic
(Ascetic only on the first Night targeted with non-killing actions)
[180]
added. - chennis

Town Superstar
(may confirm themself as Superstar, doesn't confirm alignment)
[20]

Mafia Superstar
(may confirm themself as Superstar, doesn't confirm alignment)
[170]

Town Innocent Child
[80]

Town Combined Cop Doctor
[180]

Mafia Combined Goon Alien
(rolestops and roleblocks when using the Mafia factional nightkill - NK still goes through)
[300]

Town 1-shot Disjoint Cop
(target two players, first player receives a cop check on the second player, targets first player as if this role were Strong-Willed)
[100]

Town Moonlight Dancer
(may PM the moderator at any time once per phase to dance in the moonlight. The moderator will then immediately post "{playername} dances and howls in the moonlight.")
[30]

Mafia Moonlight Dancer
(may PM the moderator at any time once per phase to dance in the moonlight. The moderator will then immediately post "{playername} dances and howls in the moonlight.")
[180]


The stuff in [] are potential point values.
Last edited by chennisden on Tue Sep 10, 2019 3:32 pm, edited 1 time in total.
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Post Post #44 (ISO) » Tue Sep 10, 2019 2:38 pm

Post by Ircher »

Town Friendly Visitor - Friendly neighbor with another name
Town Friendly Cop - In addition to the investigative result, the target receives a message that the cop is aligned with the town.
Town Friendly Doctor - Combined Friendly Neighbor/Doctor
Town Friendly Neighborizer
Mafia Hostile Role Cop - Role cop but tells the target that the user is not aligned with the town.
Mafia Hostile Watcher
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Post Post #45 (ISO) » Tue Sep 10, 2019 2:55 pm

Post by TemporalLich »

Because this game needs more negative utility roles...

Town Miller
[5]

Town Compulsive Weak Visitor
[10]

Mafia Compulsive Disloyal Hostile Neighbor
(must target non-mafia to tell them they aren't town-aligned)
[100]

Town Universal Miller
(gives unfavorable results to every investigative role, to action investigators they look like they are performing the Mafia factional nightkill on everyone who died)
[-10]

Town Loyal Vigilante
[50]

Town Illusion
(unavoidably dies if targeted by any action)
[-40]

Epicurean Townie
(All actions targeting you succeed even if they shouldn't)
[0]

Mafia Encryptor
(If you die, the Mafia PT loses daytalk)
[135]

Loud Mafioso
[140]

Epicurean Mafioso
(All actions targeting you succeed even if they shouldn't)
[140]

Mafia Illusion
(unavoidably dies if targeted by any action)
[60]
added. - chennis
Last edited by chennisden on Tue Sep 10, 2019 3:31 pm, edited 1 time in total.
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Post Post #46 (ISO) » Tue Sep 10, 2019 3:00 pm

Post by chennisden »

Thank you TL and Ircher! Roles will be added asap

TL I think the existence of some roles like Illusion/Epicurean, while neg utility, is better than not having that townie exist (i.e. killing them pregame).

Also disloyal hostile neighbor seems unfun? But also you can just, hostile neighbor the NK.
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Post Post #47 (ISO) » Tue Sep 10, 2019 3:07 pm

Post by TemporalLich »

In post 46, chennisden wrote:Thank you TL and Ircher! Roles will be added asap

TL I think the existence of some roles like Illusion/Epicurean, while neg utility, is better than not having that townie exist (i.e. killing them pregame).

Also disloyal hostile neighbor seems unfun? But also you can just, hostile neighbor the NK.
Illusion has a point value of -40 because it's an incredibly weak role, much more so than UMiller and Epicurean. Also there's only two 5-point increments that are non-negative and less than 10 (that being 0 and 5). Illusion would have to be negative, but it's still better than Night 0 Suicidal.

Mafia CDHN is meant to be pretty bad, as confirming it is non-town is bad and I'm not making a Mafia Guilty Child. However if it's unfun it's not worth including, and because of that breaking strategy alone I don't think CDHN is a good role.

Do you allow third parties? If so, which are allowed?
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Post Post #48 (ISO) » Tue Sep 10, 2019 3:12 pm

Post by chennisden »

I think something like -15 would be more reasonable. And Epicurean being 0 is fineish.

As for third parties - that would mess with the point generation system. However, if you want to make a set of Werewolf cards, that would be fine - mods could decide to run with one scumteam, but they can decide/rand which scumteam it is. So there could be a different set of WW cards that have different interactions with certain town roles, and mod could choose whether to use that or the standard Mafia set.
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Post Post #49 (ISO) » Tue Sep 10, 2019 3:13 pm

Post by chennisden »

Also Mafia illusion is only really bad if like, a doctor/jk targets them to save them. Otherwise they'd be doomed anyway? So I think 100 is more reasonable.
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