If you manage to kill a player, their flip will be redacted in the main thread (as if they were Janitored). Instead, their flip will be posted in every factional PT.
Town Deathproof Compulsive Strongwilled Strongman Janitorial Vigilante
Can’t be killed, must take an action every night, actions cannot be protected against, prevented, nor redirected, prevents kill target’s role pm from being revealed in main thread, must kill a player.
Role loses deathproof in mylo, and role learns the role pm of whoever they kill
You're just suicidal. That's it. Nothing else. Go home. Go outside. Contemplate your life choices. Idrk. Do something.
Determine when the player will suicide pre-game. Inform them as such. Win-condition is mod's choice. Preferably, something like "Live to commit suicide"
This role is considered to be self-aligned for all intents and purposes.
Each night, you may target a player to charge them with a mysterious energy and learn if they are
Mafia
or
Not Mafia
.
Mod Note: This role charges someone with a mysterious energy indefinitely and cop checks them. (Roles like Mysterious Eidolon can lose mysterious energy charge)
Still, have fun figuring out what being charged with a mysterious energy does.
All players charged with mysterious energy have a Fire Kill action. Alignment up to mod. Fire and Ice kills cancel. If equal amounts occur on a player no kills occur. A difference of more than one in either direction makes the kill strongman. Fire and Ice kill actions cannot be given a standard Strongman modifier.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Each night, you may attempt to fire kill a player.
If a player is targeted by both a Fire Kill and an Ice Kill, both the fire and ice kill fail. If multiple (at least 2) successful Fire Kills target a player, they are Strongman and thus ignore protection.
Not to be confused with a Firebreather, which kills like an Arsonist priming then immediately igniting.
Last edited by TemporalLich on Thu Nov 07, 2019 9:39 am, edited 1 time in total.
If a player is targeted by both a Fire Kill and an Ice Kill, both the fire and ice kill fail. If multiple (at least 2) successful Ice Kills target a player, they are Strongman and thus ignore protection.
Not to be confused with a Frostbreather, which freezes a player.
Last edited by TemporalLich on Thu Nov 07, 2019 9:39 am, edited 1 time in total.
Stops a random kill attempt on a player. Random means if 3 kills target a player targeted by a healer, a normal, Fire, and Ice one apiece, it has a 1/3 of actually saving the target
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Elemental abilities don’t affect you. This means any Fire Kills, Ice Kills, and other miscellaneous element-based abilities.
TL I don’t know if you noticed but there was more to the way the kills calculate
oh, I didn't see the part about multiple successful fire or ice kills on a target making them Strongman (in this case, tearing through protections like Doctor and BP).
If this role is generated, the Pirate factional kill becomes an Ice Kill and the Ninja factional kill, if relevant, becomes a Fire Kill. More mechanics:
This role and one with the same name/effect but reversed elemental distribution (Pirate Fire and Ninja Ice) rolling in the same game results in this version taking priority.
If a player uses multiple Fire or Ice kills they must all hit the same target. However, in a case with this role and a Fire/Ice Mage rolling for one of the factions and matching their factional kill, the Fire/Ice Mage action and the factional kill don’t have to hit the same target if used by different players.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”