Alignment Baked LoAF

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Post Post #50 (ISO) » Sun Oct 31, 2021 7:58 am

Post by Kaiveran »

Groupscum Loyal Illusionist


Each Night, you may target two players. Any role actions taken by Target A will appear to originate from Target B. Target A can only be a member of your own faction.
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Post Post #51 (ISO) » Sun Oct 31, 2021 8:01 am

Post by Kaiveran »

1-Shot 3P-Proof


The first time a Third Party attempts their factional action on you, it will fail. The 3P in question still visits you.
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Post Post #52 (ISO) » Tue Nov 02, 2021 5:17 pm

Post by Kaiveran »

Faction Introduction:
The Negach Syndicate

(Normal Groupscum)

The
Negach Syndicate
is a criminal organization from beyond the stars, notorious in other galaxies for their expansionist ambitions, and the duality with which they treat potential allies vs. their enemies.

X-Equivalents

Cop: Conspiracy Theorist
Masons: M.I.B
Miller: Tentacled (–)
Godfather: Monarch
Traitor/Sympathizer: Starseed

Factional Abilities: X-Shot "Vengecharge" Kill, Watcher

X equals 1 at the beginning of the game. For every member of the
Syndicate
that dies, X increases by 1. They also possess a Watcher action, subject to normal restrictions (for example, Ninja actions will not be detected.)
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Post Post #53 (ISO) » Thu Nov 04, 2021 1:52 pm

Post by Not Known 15 »

Introducing Solo Third Party:
Cursebearer

Factional abilities:At night you may target a player. That player is converted into the Cursebearer regardless of any circumstances except them being killed that night(conversion fails),having been a previous Cursebearer(conversion fails), themselves trying to prevent the curse(conversion fails and you die), or the Sacrifice option.
If that conversion succeeds, you always -no matter what else happens - either convert into the original role of your original faction or into a Compulsive Weak Night Desperado if you are the original Cursebearer.
For the first day and night you are the Cursebearer(Night 0, Day 1 and Night 1 for the original Cursebearer) you may not be targeted by votes or abilities, and may not speak or vote.
This effect extends for one day and night if no one dies at night or if at least one person died at night due to trying to prevent the curse.
The effect extends for two days and nights if Town uses the Sacrifice option.
As long as you are alive, anyone except you may try to prevent the curse at night. If the Cursebearer targets one of them, the Cursebearer dies instead. If the Cursebearer does NOT target anyone trying to prevent the curse all those trying to prevent the curse die, without exception.
At day, a majority of votes may vote to sacrifice someone to you. Doing that prevents your conversions for the next two nights if the sacrificed target was Town. Additionally, if there is no one but members of the faction of the sacrificed player alive your conversions are prevented forever and the game ends.
Unless you are caught by a sacrifice the game continues while you are alive. If you have no possible conversion targets you die when exactly one other player is alive at the start of the day.
You have no PT.
This is public information.

Win Condition:All other players are dead and you survive; or you convert into your original faction and win as that faction.

In the interest of enjoyment I'm making some slight adjustments in the same vein as the original: 1. The original Cursebearer does not have to survive to win, and only needs all non-cursebearer players dead. (They can't survive if they convert someone anyway) and 2. The original cursebearer is still publically known, but may talk during the game. It is known whether or not they are targetable or votable at all times, and they still don't have their own vote while untargetable. ~~MegAzumarill

Added "or you convert into your original faction and win as that faction." to ensure that converting others does not count as gamethrowing - Not Known 15
Last edited by Not Known 15 on Tue Oct 18, 2022 8:54 pm, edited 5 times in total.
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Post Post #54 (ISO) » Thu Nov 04, 2021 4:38 pm

Post by MegAzumarill »

Roleblocker


Each night you may target a player. Assuming no interference to your action they will be prevented from taking an action.
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Post Post #55 (ISO) » Thu Nov 04, 2021 4:42 pm

Post by MegAzumarill »

Town Targeting Locksmith

Each night you may target a player. Assuming no interference to your action they will be prevented from taking an action and you will prevent factional actions done to them that night. This will fail on players that do not appear town aligned to investigation.
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Post Post #56 (ISO) » Thu Nov 04, 2021 4:47 pm

Post by MegAzumarill »

Dreaming God


Each night you may target a player with one of a list of flavored abilities provided by the moderator.
You do not know what each ability does.
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Post Post #57 (ISO) » Thu Nov 04, 2021 4:53 pm

Post by MegAzumarill »

Two Shot Illuminator


During any day phase you may target a player. This may only be done twice.

During that player's night phase they will be told that their house is
illuminated
.

All players who successfully use an ability on the illuminated player will receive tracker and watcher results.

You do not visit the targeted player with this ability.
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Post Post #58 (ISO) » Wed Nov 10, 2021 6:15 pm

Post by Jake The Wolfie »

Sleepy Deity


You will receive a list of lists from the moderator. Each sublist contains some number of named abilities.
You are not informed of what each ability does, or what ability you use, however you are notified of how many abilities in each sublist are left, but not which abilities are left.

During the night you may target a player with one sublist of abilities provided by the moderator. Assuming no interference with your action, one random ability from the sublist will be used on your target.

[Essentially, a Dreaming God but your actions are much more unpredictable]
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Post Post #59 (ISO) » Tue Nov 16, 2021 1:07 pm

Post by MegAzumarill »

Faction introduction:
The Witches

The Witches are all vanilla members, and cannot have passive abilities.

The
witches
have 2 spells, a factional kill spell and a factional curse spell.
Each spell may not be used in two nights consecutively, and each member may only cast 1 spell each night.
The roles that
witches
pick are turned into factional spells performing that action. Any passive abilities are made active abilities when making this change.
If a witch picks "Vanilla" as their role they will add a one-shot curse spell that is separate from the original factional curse spell.

The factional kill spell functions as a normal vigilante action.
The factional curse spell curses the target. If the cursed player is eliminated the next day phase, the player's flip is obscured and the Witches gain a spell that is a copy of the cursed player's role.
If the factional curse is used on a vanilla player, it will still obscure the player's flip, but will give a one shot kill spell instead.

Godfather | Transmuted
Mason | Antimagist
Cop | Witch Hunter
Miller | Enchanted
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Post Post #60 (ISO) » Tue Nov 16, 2021 1:12 pm

Post by MegAzumarill »

Third Party Introduction:
Fiend

During each day phase they choose a player to
corrupt
Players do not know if they were corrupted.
During the night phase, if corrupted player visits a player on their team, they will kill that player.
If the corrupted player visits the
Fiend
then they will die.
Corruption is removed upon successfully visiting another player.

Win Condition: Cause a member of each living faction to kill an ally or to die by visiting you.
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Post Post #61 (ISO) » Wed Nov 24, 2021 1:05 pm

Post by MegAzumarill »

Gambit Reflexive Vanilaiser


You will remove all personal abilites from players visiting you the night of your death.
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Post Post #62 (ISO) » Wed Nov 24, 2021 1:05 pm

Post by MegAzumarill »

Neighbor


You begin the game in a PT with another player.
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Post Post #63 (ISO) » Wed Nov 24, 2021 1:06 pm

Post by MegAzumarill »

Neighbor


You begin the game in a PT with another player.
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Post Post #64 (ISO) » Mon Jun 13, 2022 3:52 am

Post by TemporalLich »

Faction Introduction:
Raging Beasts


The
Raging Beasts
have a factional Non-Consecutive Double Kill ability. That is, they have a factional ability to shoot two players, but can't use this ability after a night of using this ability.

Raging Beasts
win when all threats to the
Raging Beasts
are gone and at least one
Raging Beast
is still alive, or when nothing can prevent this from occurring.

Additional Info:
Cop: Tamer
Godfather: Tranquil
Miller: Bestial
Mason: Stoic

Factional Concept by TemporalLich, though this is pretty simple. A thematic name for Burst Mafia.

(Note that since this post is a faction introduction it should be treated as "Vanilla" if rolled for a role.)
Last edited by TemporalLich on Tue Oct 04, 2022 12:05 pm, edited 1 time in total.
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Post Post #65 (ISO) » Tue Jun 14, 2022 5:10 am

Post by Jake The Wolfie »

Faction Introduction:
Black Magicians


The Black Magicians are a death-focused faction, whom starts off with little power but gains power as their members die.

For every member of theirs that dies, they can choose to either scrap the corpse (giving each member a 1-shot activated version of their ability), or scavenge the corpse (giving the faction the factional ability of their dead member's ability).

When the first member dies, or if there are less than 3 members, they gain a 2-shot factional kill. For each player after the first that dies, they gain another 2 shots.

Additionally, during the night, a member may be factionally sacrificed. Unlike being killed normally, they may still communicate with their team during the night, and may use factional abilities.

If an Apprentice dies for any reason, the faction intead recieves a random role to scrap or scavenge.

Finally, if the faction is reduced to one member, they investigate as town, cannot be roleblocked, have infinite kills, and can only die by execution.

Alternate Names:

Vanilla: Apprentice
Cop: Priest
Godfather: Demonic
Miller: Lost Soul
Mason: Untouched
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Post Post #66 (ISO) » Sun Aug 28, 2022 8:53 pm

Post by Jake The Wolfie »

Faction Introduction:
The Compleationists


The Compleationists start off with at least 2 Sleeper Agents. They never start off with Aware Agents.
This also means that no player can start off as a Compleationist-specific scum role, such as Godfather. Should a player roll Godfather and be a Sleeper Agent, they will appear as a generic version of their role.
Players may start off as Sleeper Agents even if their role could only apply to a member of a specific faction, such as an Innocent Child.

During the night, any Aware Agent may choose to Compleat target player. If this action is successful, that player will become a Sleeper Agent. Additionally, the next night this action will become unavailable.
Any player of any faction may become Compleat. If a player's role would only be able to apply to a member of a specific faction (such as an Innocent Child for town), they will still be Compleatable.

Aware Agents will always be informed about whom their entire team consists of.

Sleeper Agents will not be informed that they are a Sleeper Agent and will continue to believe that they are what they previously were until they become Aware. Aware Agents will know the exact role and alignment of each Sleeper Agent, and will additionally be able to learn any hidden information that the Sleeper Agent knows.
If a Sleeper Agent targets a player whom is being Compleated, then the "Additionally, the next night this action will become unavailable" does not apply for the factional ability.
A player whom is Compleated is indistinguishable from a player whom is not Compleated. There is no mechanical way for a non-Compleationist to tell the difference between a Sleeper Agent and any other non-factioned member.

Sleeper Agents may be converted into Aware Agents if any of the following happen:
  • There are no living Aware Agents. If there are multiple Sleeper Agents when this occurs, only one of them will become Aware.
  • The Sleeper Agent attempts to target an Aware Agent. Before actions resolve, all Aware Agents may choose whether the actions succeeds or fails, and whether the Sleeper Agent becomes Aware or not.
  • Any Aware Agents make a Sleeper Agent Aware during the night. This is not a targeted ability and cannot be caused to fail.
  • The Sleeper Agent would die at night. Instead, they do not die. If their death is forced to happen, their killer dies as well if able.
If a Sleeper Agent dies, their identity of being a Sleeper Agent is revealed.
Sleeper Agents are still Compleationists, and the game will still continue even if the faction consists of only one Sleeper Agent.

Alternate Names:

Vanilla: Activated Sleeper
Cop: Mechanist
Godfather: [None]
Miller: Cyborg
Mason: Uncompleat
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Post Post #67 (ISO) » Mon Aug 29, 2022 2:46 am

Post by MegAzumarill »

Mailman



In post 66, Jake The Wolfie wrote:
Faction Introduction:
The Compleationists


The Compleationists start off with at least 2 Sleeper Agents. They never start off with Aware Agents.
This also means that no player can start off as a Compleationist-specific scum role, such as Godfather. Should a player roll Godfather and be a Sleeper Agent, they will appear as a generic version of their role.
Players may start off as Sleeper Agents even if their role could only apply to a member of a specific faction, such as an Innocent Child.

During the night, any Aware Agent may choose to Compleat target player. If this action is successful, that player will become a Sleeper Agent. Additionally, the next night this action will become unavailable.
Any player of any faction may become Compleat. If a player's role would only be able to apply to a member of a specific faction (such as an Innocent Child for town), they will still be Compleatable.

Aware Agents will always be informed about whom their entire team consists of.

Sleeper Agents will not be informed that they are a Sleeper Agent and will continue to believe that they are what they previously were until they become Aware. Aware Agents will know the exact role and alignment of each Sleeper Agent, and will additionally be able to learn any hidden information that the Sleeper Agent knows.
If a Sleeper Agent targets a player whom is being Compleated, then the "Additionally, the next night this action will become unavailable" does not apply for the factional ability.
A player whom is Compleated is indistinguishable from a player whom is not Compleated. There is no mechanical way for a non-Compleationist to tell the difference between a Sleeper Agent and any other non-factioned members.
Sleeper Agents may be converted into Aware Agents if any of the following happen:
  • There are no living Aware Agents. If there are multiple Sleeper Agents when this occurs, only one of them will become Aware.
  • The Sleeper Agent attempts to target an Aware Agent. Before actions resolve, all Aware Agents may choose whether the actions succeeds or fails, and whether the Sleeper Agent becomes Aware or not.
  • Any Aware Agents make a Sleeper Agent Aware during the night. This is not a targeted ability and cannot be caused to fail.
  • The Sleeper Agent would die at night. Instead, they do not die. If their death is forced to happen, their killer dies as well if able.
If a Sleeper Agent dies, their identity of being a Sleeper Agent is revealed.
Sleeper Agents are still Compleationists, and the game will still continue even if the faction consists of only one Sleeper Agent.

Alternate Names:

Vanilla: Activated Sleeper
Cop: Mechanist
Godfather: [None]
Miller: Cyborg
Mason: Uncompleat
Could you give an example on how this faction functions
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Post Post #68 (ISO) » Mon Aug 29, 2022 5:38 am

Post by MegAzumarill »

Benign Enthusiast



If you are aligned with the Town or a Solo Third Party: You have an additional win condition. You will exit and win the game if a benign third party or benign groupscum wins the game.
If you are aligned with a Benign Groupscum or Third Party: A player that isn't a member of a groupscum team learns of your faction's existence in the game. They gain a win condition to win with your faction, if they do they will exit the game with a win. They are aware of this win condition.
If you are a True Groupscum Member, a random Benign third party or benign groupscum member gains the win condition of winning with your faction. You know who this is.

If no Benign factions exist, this role card changes to
Informed
. The information given is that no benign factions exist.





(Since now True Groupscum makes up half of the factions total, I'll add a few benigns in and some third parties.)
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Post Post #69 (ISO) » Mon Aug 29, 2022 6:00 am

Post by MegAzumarill »

Faction Introduction:
Zombies
(Benign Groupscum)

Zombies have a factional PT they can post in at any time they are alive or treestumped.
Zombies have inherit multitasking, and each member can perform the zombie factional ability simultaneously.

Factional Ability: Horde Attack. At night any number of zombies may attempt to
bite
a player. If the number of zombies attempting to
bite
a player is at least 1 more than the number of non-zombies that visited the player, that player becomes infected. If it instead is 2 or more than the number of non-zombies visiting, the player is also strongmaan killed. For each layer of protection on the target (bulletproof, doctor, etc) it counts as an additional non-zombie player visiting them. (So it takes 3 zombies to kill a Bulletproof player, but 2 zombies can infect them. It would take 4 zombies to kill a player protected by a doctor, since the player was both visited once and protected.)

Infected players as well as zombies that die are instead treestumped (unless killed by an arsonist or other fire ability). Non-groupscum players treestumped in this way are recruited to the
Zombies
. Groupscum players will appear recruited and function the same way, but retain their original win condition. They do not flip.

Treestumps caused like this can still perform their role's actions as well as any factional actions they have (except recruited third parties, who may no longer use their third party abilities). Their roles are reduced to one-shot, and they can only do the factional ability once. When a treestumped player like this has no more night actions, they die properly, and they flip as both their original alignment, and as a zombie.

"Recruited" groupscum can perform both their original groupscum ability as well as the zombie factional ability simultaneously.


Win Condition: The
Zombies
win when the number of zombies (including zombified groupscum), is equal to or greater than the number of non-zombie players alive. Treestumped zombies count as 1 zombie, living zombies as 1.5 zombies, and dead zombies as .5 zombies for this win condition.

When this win condition happens all zombies lose access to any abilities, and all living zombies are treestumped. Then, all treestumped zombies flip their roles. They may continue to play as a treestump or freely exit the game and enter the dead thread at any time. Any infected players still alive will become a normal treestump on death.


Cop: Viral Investigator
Masons: Immunized (Cannot be infected)
Miller: Necrotic
Godfather: Patient Zero
Last edited by MegAzumarill on Mon Aug 29, 2022 6:20 am, edited 1 time in total.
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Post Post #70 (ISO) » Mon Aug 29, 2022 6:14 am

Post by MegAzumarill »

Faction Introduction:
Mesmers
(Benign Groupscum)

The Mesmers have a factional PT they can talk to each other with at any time.
The Mesmers have a "Library" that contains 6 randomly chosen active abilities from this thread. These abilities are made one-shot. They cannot use these abilities under normal circumstances.

At the start of each day phase, a random Non-Mesmer player will become mesmerized. If that player is eliminated that day the Mesmers may remove an ability of their choice from the library during the night (alongside any other abilities). This effect is not targeted and cannot be stopped or manipulated in any way.
The mesmerized player will be announced to the Mesmers each day.

Each Night, the Mesmers may perform one of the following abilities:

1. One faction member may use an ability from the Library that night, removing that ability from the library.

2. Target a Non-Mesmer player and choose an ability from the library. If the mesmerized player is eliminated, the targeted player will gain that ability, removing it from the library. They will be informed of this, and will know the mesmerized player. The target will not be chosen to be the mesmerized player.

3. Once per game, target 2 Non-Mesmer players and choose an ability from the library. The second player will become the mesmerized player (this is not a targeted effect and cannot be manipulated.) If the mesmerized player is eliminated, the first player will gain that ability, removing it from the library. The first player will be informed of this and will know the mesmerized player. This appears the same as your second ability to the first player.


Win Condition: The
Mesmers
exit the game with a win if all 6 abilities are removed from the library.

Cop: Optic Inspector
Masons: True Sighted
Miller: Puzzling
Godfather: Illusioned
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Post Post #71 (ISO) » Mon Aug 29, 2022 8:48 am

Post by Jake The Wolfie »

Infestation Informant


You are aware of what Scum faction are in the game, if any.

Spoiler: Yes, this is included in the role provided to the player.
In post 67, MegAzumarill wrote:
Mailman



In post 66, Jake The Wolfie wrote:
Faction Introduction:
The Compleationists


The Compleationists start off with at least 2 Sleeper Agents. They never start off with Aware Agents.
This also means that no player can start off as a Compleationist-specific scum role, such as Godfather. Should a player roll Godfather and be a Sleeper Agent, they will appear as a generic version of their role.
Players may start off as Sleeper Agents even if their role could only apply to a member of a specific faction, such as an Innocent Child.

During the night, any Aware Agent may choose to Compleat target player. If this action is successful, that player will become a Sleeper Agent. Additionally, the next night this action will become unavailable.
Any player of any faction may become Compleat. If a player's role would only be able to apply to a member of a specific faction (such as an Innocent Child for town), they will still be Compleatable.

Aware Agents will always be informed about whom their entire team consists of.

Sleeper Agents will not be informed that they are a Sleeper Agent and will continue to believe that they are what they previously were until they become Aware. Aware Agents will know the exact role and alignment of each Sleeper Agent, and will additionally be able to learn any hidden information that the Sleeper Agent knows.
If a Sleeper Agent targets a player whom is being Compleated, then the "Additionally, the next night this action will become unavailable" does not apply for the factional ability.
A player whom is Compleated is indistinguishable from a player whom is not Compleated. There is no mechanical way for a non-Compleationist to tell the difference between a Sleeper Agent and any other non-factioned members.
Sleeper Agents may be converted into Aware Agents if any of the following happen:
  • There are no living Aware Agents. If there are multiple Sleeper Agents when this occurs, only one of them will become Aware.
  • The Sleeper Agent attempts to target an Aware Agent. Before actions resolve, all Aware Agents may choose whether the actions succeeds or fails, and whether the Sleeper Agent becomes Aware or not.
  • Any Aware Agents make a Sleeper Agent Aware during the night. This is not a targeted ability and cannot be caused to fail.
  • The Sleeper Agent would die at night. Instead, they do not die. If their death is forced to happen, their killer dies as well if able.
If a Sleeper Agent dies, their identity of being a Sleeper Agent is revealed.
Sleeper Agents are still Compleationists, and the game will still continue even if the faction consists of only one Sleeper Agent.

Alternate Names:

Vanilla: Activated Sleeper
Cop: Mechanist
Godfather: [None]
Miller: Cyborg
Mason: Uncompleat
Could you give an example on how this faction functions
No player begins the game as an Aware Agent (AA), instead all members start off as Sleeper Agents (SA).

On Day 1, there are at least 2 SA who are unAware that they are a member of the C13s (shortform for the faction name.) At the end of Night 1, one SA will become Aware, granting them the same access to information as an equivalent Mafioso would.

Players who become Compleat become SAs, but they remain oblivious to this fact. In addition, any living player may become Compleat, even players who are not aligned with the town or a scum faction. Compleation can be considered similar but not equal to conversion.

The game does not end due to having no AAs, but rather ends when there are no AAs or SAs.

You can Compleat a revealed Innocent Child as well as you can Compleat a Vanilla Townie.
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Jake The Wolfie
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Post Post #72 (ISO) » Mon Aug 29, 2022 9:05 am

Post by Jake The Wolfie »

Methodical Investigator


Actions you take are Lethargic.
(They resolve after all other players without Lethargic.)


During the night, you may target a player. If you succeed, you will be informed of what that player's faction is.
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MegAzumarill
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Post Post #73 (ISO) » Mon Aug 29, 2022 9:13 am

Post by MegAzumarill »

Lethargic Commuter

Each night you may make yourself immune to all actions.

Your commute occurs after non-Lethargic actions, so you will still be effected by them.
Other actions you perform are normal in action resolution.


Would a Watcher see hastened players but not lethargic players? Or would they not see either.
Imprefection is the spice of life.
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Post Post #74 (ISO) » Mon Aug 29, 2022 9:17 am

Post by MegAzumarill »

[Mason-Type-Role]


This corresponds to a random groupscum faction in the game.
This rolecard is simply seen as "[Mason-Type-Role]" during picks.
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