Wake88's Large Normal Review, December 2019
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
Oh snap, OK I'll get it over here soon (I'm at work in nurse's station).
This game will have 45 players. I'd like to have more PRs, but am willing to make them all very diluted.
I'll post the rough draft soon.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
Last time I ran a 42 theme game I sent out mass invitations, and filled it relatively quickly.In post 3, Flavor Leaf wrote:45 would need a lot of advertising ready for it once it gets into the setup.
If I saw the 45 player count, I’d probably /in for it just because that’s something way out there, so I’d try to be a part of it in someway, just for curiosity’s sake.
Definitely advertising would be necessary.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
- Semi-Closed Setup
- 33:6:6
- Scum have Daytalk
- No Hydras
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Cop/Neighbor (1)
02) 1-Shot Bulletproof Doctor
03) Announcing Motion Detector
04) Novice Tracker/Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur
07) 2-Shot Watcher
08) Follower/Neighbor (3)
09) 3-Shot Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan/Neighbor (2)
12) Loud Gunsmith/Neighbor (2)
13) Miller
14) Macho Citizen
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller/Neighbor (1)
19) 1-Shot Bulletproof Citizen
20) Citizen
21) Citizen
22) Citizen
23) Citizen
24) Citizen
25) Citizen
26) Citizen
27) Citizen/Neighbor (2)
28) Citizen
29) Citizen
30) Citizen
31) Citizen
32) Citizen
33) Citizen/Neighbor (1)
34) Red Mafia Ascetic Mailman
35) Red Mafia Loud Rolecop
36) Red Mafia Goon
37) Red Mafia Roleblocker/Neighbor (3)
38) Red Mafia Goon
39) Red Mafia Ninja
40) Blue Mafia Jailkeeper
41) Blue Mafia Loud Psychologist
42) Blue Mafia Announcing Vanilla Cop
43) Blue Mafia Roleblocker
44) Blue Mafia Goon
45) Blue Mafia Goon-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
Sample Role PM:
Welcome,[/area][Player Name]. You are aCitizen.
Win condition:You win when all threats to the Town have been eliminated.
Welcome,[/area][Player Name]. You are aRed Mafia Goon.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
Welcome,[/area][Player Name]. You are aBlue Mafia Goon.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
Welcome,[/area][Player Name]. You are aDoctor.
Ability:Each night you may target one other player and protect that player from one Night Kill.
Win condition:You win when all threats to the Town have been eliminated.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
With all the new roles normalized I want to make sure the NAR thing is up-to-date. I have it in the Miscellaneous section.
The last time I ran a massive game was 2016, but now that I'm done with nursing school I have nothing else distracting me besides work. (I work nights at the hospital, and even during my shift I've got like 6 hours of down-time every shift).-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I need to keep this in Normal queue please.In post 12, Flavor Leaf wrote:I almost recommend running this in the large theme game section, and advertising it as completely normal. Gives some more leeway to the sign up process.
Review wise, i think I need to let it soak in for a second.
The main thing that instantly stood out to me was Blue Mafia’s Roleblocker and Jailkeeper.
None of the roles themselves seem overly overpowered other than that on any side. It’s open to a lot of swing based on the amount of players and PR’s themselves, but none of them look exceptionally
However, that being said, there’s a lot of protective roles/BP’s, and there aren’t any way for deaths to happen other than the 2 factional kills per night, so I expect this to go by incredibly slowly (not necessarily post-wise, but the game itself is going to last months without other ways to add deaths to the game)
I’ll have more later, these are my surface level thoughts, though.
I'm willing to weaken or make Vanilla any role for the sake of balance.
I was kind of thinking of just making them all one-time Night-specific roles.
There's one Vengeful role in there. Should I add a Serial Killer to make it a little faster? Like a 1-Shot BP Ascetic SK?
Besides Scum and Vengeful are there any other killing roles/modifiers to speed it up?-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
That should be 33:6:6.In post 16, Ircher wrote:One thing I noticed was your rules post says the faction ratio is 32:5:5 instead of 32:6:6.
My mistake.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I'm willing to make any changes necessary to pass Normal review. For some reason I can't edit from my phone, but will make all of those changes when I get back home.In post 18, Ircher wrote:
Thoughts in bold from a quick glance. Most of these are from interactions level rather than balance.In post 6, Wake1 wrote:- Semi-Closed Setup
- 33:6:6
- Scum have Daytalk
- No Hydras
- Mod will invite specific playersWhile this is fine, I'm assuming you'll allow anyone uninvited to play as well?
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Cop/Neighbor (1)Pretty strong considering there are no scum in the neighborhood.
02) 1-Shot Bulletproof DoctorPersonally, I wouldn't pass a setup with this role w/o a compelling reason to do so. Especially since we already have a cop, having a hard to kill doctor is a bad idea.
03) Announcing Motion Detector
04) Novice Tracker/Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur
07) 2-Shot WatcherAlso pretty strong.
08) Follower/Neighbor (3)
09) 3-Shot Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan/Neighbor (2)
12) Loud Gunsmith/Neighbor (2)
13) Miller
14) Macho Citizen
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller/Neighbor (1)
19) 1-Shot Bulletproof Citizen
20) Citizen
21) Citizen
22) Citizen
23) Citizen
24) Citizen
25) Citizen
26) Citizen
27) Citizen/Neighbor (2)
28) Citizen
29) Citizen
30) Citizen
31) Citizen
32) Citizen
33) Citizen/Neighbor (1)
34) Red Mafia Ascetic Mailman
35) Red Mafia Loud Rolecop
36) Red Mafia Goon
37) Red Mafia Roleblocker/Neighbor (3)Even in a setup like this, I'd recommend making roleblockers limited in power. Maybe make Red odd night and Blue even night?
38) Red Mafia Goon
39) Red Mafia Ninja
40) Blue Mafia JailkeeperI'd limit this role.
41) Blue Mafia Loud Psychologist
42) Blue Mafia Announcing Vanilla Cop
43) Blue Mafia RoleblockerSee above
44) Blue Mafia Goon
45) Blue Mafia Goon
Honestly, do you think U should add a Vig and/or SK to speed the game up?-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 6, Wake1 wrote:- Semi-Closed Setup
- 33:6:6
- Scum have Daytalk
- No Hydras
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Cop
02) Doctor
03) Announcing Motion Detector
04) Novice Tracker/Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur/Neighbor (1)
07) Odd-Night Watcher
08) Follower/Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan/Neighbor (2)
12) Loud Gunsmith/Neighbor (2)
13) Miller/Neighbor (2)
14) Macho Citizen/Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller/Neighbor (1)
19) 1-Shot Bulletproof Citizen
20) Backup Doctor/Neighbor (2)
21) Citizen/Neighbor (3)
22) Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante/Neighbor (2)
25) Citizen/Neighbor (3)
26) Citizen
27) Citizen/Neighbor (2)
28) Citizen
29) Citizen
30) Citizen/Neighbor (3)
31) Citizen/Neighbor (3)
32) Citizen/Neighbor (1)
33) Purple Ascetic Bulletproof Serial Killer
34) Red Mafia Ascetic Mailman
35) Red Mafia Loud Rolecop
36) Red Mafia Goon/Neighbor (1)
37) Red Mafia Odd-Night Roleblocker/Neighbor (3)
38) Red Mafia Goon/Neighbor (2)
39) Red Mafia Ninja
40) Blue Mafia Jailkeeper
41) Blue Mafia Loud Psychologist/Neighbor (1)
42) Blue Mafia Announcing Vanilla Cop
43) Blue Mafia Even-Night Roleblocker
44) Blue Mafia Goon/Neighbor (3)
45) Blue Mafia Goon/Neighbor (2)*Anyone may join. I would send out mass-invites as well so it doesn't take weeks or months to fill.
*What I remember from Wake's Role Madness is that when I added Scum to each Neighborhood the players naturally targeted people in those NHs. I can add another Scum or two to them. OR, I'll just add a slot or two to each Hood. Removed Cop from NH to remove power.
*I removed 1-shot BP from Doctor and removed Cop from NH. I did add Backup Cop and Doctor, though, for a little balance.
*I made the 2-Shot Watcher Odd-Night, and the 3-Shot Jailkeeper Even-Night. I figured that'd dilute them a bit more.
* I also re-balanced the Mafia Roleblockers per your recommendation.
*Adding Even-Night and Odd-Night Vigilantes.
*Neighborhoods: 1-7, 2-7, 3-7.
*I think I'm gonna add a Serial Killer because this game is huge. It'd be funny if I could make a Loyal Serial Killer so it can't kill Town.
I still feel like a Novice Babysitter or Hider might be kind of cool, too.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I thought that when you put the faction ratios that made it Semi-Closed.
I was told like 4 years ago to make the RBs unable to be role-blocked. Tbh I don't entirely remember the reason for it. Would it be better to make them blockable?-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I broke up the Cop and Doctor and made them Even and Odd to further dilute Town's power.In post 6, Wake1 wrote:- Semi-Closed Setup
- 33:6:6
- Scum have Daytalk
- No Hydras
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Odd-Night Cop
02) Odd-Night Doctor
03) Announcing Odd-Night Motion Detector
04) Novice Tracker/Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur/Neighbor (1)
07) Odd-Night Watcher
08) Even-Night Follower/Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan/Neighbor (2)
12) Loud Gunsmith/Neighbor (2)
13) Miller/Neighbor (2)
14) Macho Citizen/Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller/Neighbor (1)
19) 1-Shot Bulletproof Citizen
20) Backup Doctor/Neighbor (2)
21) Citizen/Neighbor (3)
22) Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante/Neighbor (2)
25) Even-Night Cop/Neighbor (3)
26) Even-Night Doctor
27) Citizen/Neighbor (2)
28) Citizen
29) Citizen
30) Citizen/Neighbor (3)
31) Citizen/Neighbor (3)
32) Citizen/Neighbor (1)
33) Purple Ascetic Bulletproof Serial Killer
34) Red Mafia Ascetic Mailman
35) Red Mafia Loud Rolecop
36) Red Mafia Goon/Neighbor (1)
37) Red Mafia Odd-Night Roleblocker/Neighbor (3)
38) Red Mafia Goon/Neighbor (2)
39) Red Mafia Ninja
40) Blue Mafia Odd-Night Jailkeeper
41) Blue Mafia Loud Psychologist/Neighbor (1)
42) Blue Mafia Announcing Vanilla Cop
43) Blue Mafia Even-Night Roleblocker
44) Blue Mafia Goon/Neighbor (3)
45) Blue Mafia Goon/Neighbor (2)
Also I made #3 (That Motion Detector) Odd-Night, and #8 (Follower) Even-Night to weaken them.
Made Blue Mafia Jailkeeper Odd-Night so it's not too powerful.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
Oh wow, cool.
Is it alright if I start making those PMs? Should I post them here and the finalized version of the game posts here?
I'll probably have to start doing this tonight after med pass around 11 PM.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing doctor targeted player X, player X would receive a message saying "You were targeted by a doctor ability during the night."
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker/Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win when all threats to the Town have been eliminated.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Cop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used cop.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur/Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win when all threats to the Town have been eliminated.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower/Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win when all threats to the Town have been eliminated.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan/Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie.
Neighborhood:The Palace of Darkness
Win condition:You win when all threats to the Town have been eliminated.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith/Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Cop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used cop.
Neighborhood:The Palace of Darkness
Win condition:You win when all threats to the Town have been eliminated.
13)
Welcome,[/area][Player Name]. You are aMiller/Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win when all threats to the Town have been eliminated.
14)
Welcome,[/area][Player Name]. You are aMacho Citizen/Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win when all threats to the Town have been eliminated.
15)
Welcome,[/area][Player Name]. You are aVengeful Citizen.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Cop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used cop.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller/Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Cop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used cop.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when all threats to the Town have been eliminated.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof Citizen.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
20)
Welcome,[/area][Player Name]. You are aBackup Doctor/Neighbor.
Abilities:If a Doctor role is killed, you will be granted the Doctor ability, along with any modifiers that Doctor had (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win when all threats to the Town have been eliminated.
21)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when all threats to the Town have been eliminated.
22)
Welcome,[/area][Player Name]. You are aBackup Cop.
Abilities:If a Cop role is killed, you will be granted the Cop ability, along with any modifiers that Cop had (if one exists). You will not be informed of any results that Cop may have had.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante/Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when all threats to the Town have been eliminated.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop/Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win when all threats to the Town have been eliminated.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Neighborhood:-
Win condition:You win when all threats to the Town have been eliminated.
27)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when all threats to the Town have been eliminated.
28)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:
Neighborhood:
Win condition:You win when all threats to the Town have been eliminated.
29)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:
Neighborhood:
Win condition:You win when all threats to the Town have been eliminated.
30)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when all threats to the Town have been eliminated.
31)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when all threats to the Town have been eliminated.
32)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win when all threats to the Town have been eliminated.
33)
Welcome,[/area][Player Name]. You are aPurple Ascetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities.Bulletproof:You cannot be killed by any kill attempts.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
34)
Welcome,[/area][Player Name]. You are aRed Mafia Ascetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
35)
Welcome,[/area][Player Name]. You are aRed Mafia Loud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Cop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used cop.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
36)
Welcome,[/area][Player Name]. You are aRed Mafia Goon/Neighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
37)
Welcome,[/area][Player Name]. You are aRed Mafia Odd-Night Roleblocker/Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
38)
Welcome,[/area][Player Name]. You are aRed Mafia Goon/Neighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aRed Mafia Ninja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aBlue Mafia Odd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Neighborhood:-
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aBlue Mafia Loud Psychologist/Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Cop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used cop.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aBlue Mafia Announcing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing doctor targeted player X, player X would receive a message saying "You were targeted by a doctor ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing doctor"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Neighborhood:-
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aBlue Mafia Even-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:-
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aBlue Mafia Goon/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aBlue Mafia Goon/Neighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
_____________________________________________________________
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:
Neighborhood:
Win condition:You win when all threats to the Town have been eliminated.
Welcome,[/area][Player Name]. You are aRed Mafia Goon.
Abilities:
Neighborhood:
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
Welcome,[/area][Player Name]. You are aBlue Mafia Goon.
Abilities:
Neighborhood:
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
Welcome,[/area][Player Name]. You are aDoctor.
Ability:Each night you may target one other player and protect that player from one Night Kill.
Win condition:You win when all threats to the Town have been eliminated.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker/Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Bodyguard and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Bodyguard.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur/Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower/Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan/Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith/Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Gunsmith and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Gunsmith.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
13)
Welcome,[/area][Player Name]. You are aMiller/Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
14)
Welcome,[/area][Player Name]. You are aMacho Citizen/Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
15)
Welcome,[/area][Player Name]. You are aVengeful Citizen.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Traffic Analyst and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Traffic Analyst.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller/Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Roleblocker and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Roleblocker.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof Citizen.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
20)
Welcome,[/area][Player Name]. You are aBackup Doctor/Neighbor.
Abilities:If a Doctor role is killed, you will be granted the Doctor ability, along with any modifiers that Doctor had (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
21)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
22)
Welcome,[/area][Player Name]. You are aBackup Cop.
Abilities:If a Cop role is killed, you will be granted the Cop ability, along with any modifiers that Cop had (if one exists). You will not be informed of any results that Cop may have had.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante/Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop/Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Neighborhood:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
27)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
28)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:
Neighborhood:
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
29)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:
Neighborhood:
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
30)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
31)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
32)
Welcome,[/area][Player Name]. You are aCitizen/Neighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
33)
Welcome,[/area][Player Name]. You are aPurple Ascetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities.Bulletproof:You cannot be killed by any kill attempts.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
34)
Welcome,[/area][Player Name]. You are aRed Mafia Ascetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
35)
Welcome,[/area][Player Name]. You are aRed Mafia Loud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Rolecop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Rolecop.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
36)
Welcome,[/area][Player Name]. You are aRed Mafia Goon/Neighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
37)
Welcome,[/area][Player Name]. You are aRed Mafia Odd-Night Roleblocker/Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
38)
Welcome,[/area][Player Name]. You are aRed Mafia Goon/Neighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aRed Mafia Ninja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Neighborhood:-
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aBlue Mafia Odd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Neighborhood:-
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aBlue Mafia Loud Psychologist/Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Psychologist and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Psychologist.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aBlue Mafia Announcing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Neighborhood:-
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aBlue Mafia Even-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:-
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aBlue Mafia Goon/Neighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aBlue Mafia Goon/Neighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
1) I figure that, after NAR, whichever NK command was given to me first would resolve first. So if Red team sent in the NK command at 1000 and Blue team sent it in at 1600, the Backup would assume the Doctor/Cop that had the command sent in at 1000.
2) I'm going to announce that there is at least one neighborhood in the game in my ruleset for simplicity's sake.
3) I fixed the Town wincon per your recommendation ircher.
4) How do we fix the Jailkeeper/Roleblocker NAR guys?
5) Also per ircher's 51 I fixed those examples.
6) Sample Role PM included in ruleset.
7) Is it OK if I have those modifiers transfer, Penguin? I fear if they don't transfer Town would gain too much power from a full Cop.
8) Is it possible to have a Town Encryptor? I figure if Neighborhoods ever got too strong an encryptor could be used for that specific Neighborhood.
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 8, Wake1 wrote:Game Rules
Game Timeline- Day Phases will last 2 weeks.
- Night Phases will last 2 days.
General Rules- Don't quote your role PM.
- is my color (#FBB917). Please don't use it.This
- Sharing PM or PT communication is forbidden. Paraphrasing is fine.
- Keep all game talk in the game thread & PTs.
- Do not use encrypted or hard-to-see text.
- Don't publicly accuse other players of cheating.
- Pretending to break a rule is the same as rule-breaking.
- Don't play against your win condition.
- Those modkilled become Neutral Survivors and don't win.
- I reserve the right to change the rules at any time.
- Scum win when their numbers equal or exceed that of the Town's, and all enemy anti-Town factions are dead.
- Miscellaneous section is subject to updates.
Activity- 48 hour inactivity nets one prod.
- If prod is ignored 48 hours after prod, forced replacement occurs.
- 3 prods = I will start looking for a replacement unless the original player returns.
- Be aware of any PMs from the mod.
- If you plan to be absent for a long period of time, please give notice.
- The preferred way to contact me is via PM.
Votes and Lynching- Votes must be in the format of VOTE: Player Name.
- Unvotes are not necessary to change a vote.
- A player will be lynched if a simple majority of the players have voted for that player.
- A lynch occurs when half of players +1—rounded down—vote the same person.
- Once I have posted your death scene, you may not post. No "bah" posts.
- You may change your vote as many times as you wish.
- After a lynch has been made, all players including the one who was lynched may continue to post until I lock the thread.
- If a majority of votes is not reached by deadline, there will be no lynch for that day.
- You may vote not to lynch by saying VOTE: No Lynch/VOTE: No Lynch.
Behavior- Harassment of an individual player is NOT permitted. While this is a competitive game, no personal attacks will be tolerated.
- Do not discuss this game anywhere else with anyone else unless your role allows you to.
- If you die, do not continue posting in game or PT threads. Post only in Dead PT.
Setup- This game has a Day start.
- 'Citizen' will be used in place of 'Vanilla Townie.'
- This is a Closed Setup.
- Scum have Daytalk.
- Deadline extensions may be permitted.
- Faction Ratio is 32:6:6:1.
- This setup does not include any non-normal/Variant roles.
- The game uses a specific version of Natural Action Resolution. It's outlined in 'Miscellaneous.'
- There is at least one Neighborhood in this game.
- There may be duplicate roles.
- Any role may be Town or Scum.
- Mod is NOT infallible. If you suspect a mistake, please let me know via PM right away.
- Role assumptions are not advised.
- ALL PTs will be revealed post-game.
- There is at least one Neighborhood in this game.
Votecounter- Use the official [ vote ] and [ unvote ] tags. For example, If you wanted to vote for Thesp, you would type VOTE: Thesp.
- Avoid abbreviations. Spell out the player's name that you are voting for.
- Don't use the word "Vote" with a colon unless you are actually voting. Even better, use the VOTE: tag!
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
- Don't vote for multiple different people in the same post.
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
Spoiler: Miscellaneous
Sample Role PM:
Welcome,[Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]Please read these rules one more time.EspeciallyMiscellaneous.
In post 6, Wake1 wrote:- Closed Setup
- 32:6:6:1
- Scum have Daytalk
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Odd-Night Cop
02) Odd-Night Doctor
03) Announcing Odd-Night Motion Detector
04) Novice Tracker Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur Neighbor (1)
07) Odd-Night Watcher
08) Even-Night Follower Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan Neighbor (2)
12) Loud Gunsmith Neighbor (2)
13) Miller Neighbor (2)
14) Macho Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller Neighbor (1)
19) 1-Shot Bulletproof
20) Even-Night Backup Doctor Neighbor (2)
21) Neighbor (3)
22) Odd-Night Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante Neighbor (2)
25) Even-Night Cop Neighbor (3)
26) Even-Night Doctor
27) Neighbor (2)
28) Odd-Night Backup Doctor
29) Even-Night Backup Cop
30) Neighbor (3)
31) Neighbor (3)
32) Neighbor (1)
33) Citizen
34) Citizen
35) Citizen
36) Citizen
37) Citizen
38) Ascetic Bulletproof Serial Killer
39) Ascetic Mailman
40) Loud Rolecop
41) Neighbor (1)
42) Odd-Night Roleblocker Neighbor (3)
43) Neighbor (2)
44) Ninja
45) Odd-Night Jailkeeper
46) Loud Psychologist Neighbor (1)
47) Announcing Vanilla Cop
48) Even-Night Roleblocker
49) Neighbor (3)
50) Neighbor (2)
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Bodyguard and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Bodyguard.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Gunsmith and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Gunsmith.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
13)
Welcome,[/area][Player Name]. You are aMiller Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
14)
Welcome,[/area][Player Name]. You are aMacho Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
15)
Welcome,[/area][Player Name]. You are aVengeful.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Traffic Analyst and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Traffic Analyst.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Roleblocker and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Roleblocker.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
20)
Welcome,[/area][Player Name]. You are aEven-Night Backup Doctor Neighbor.
Abilities:If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
21)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
22)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Cop.
Abilities:If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
27)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
28)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Doctor.
Abilities:If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
29)
Welcome,[/area][Player Name]. You are aEven-Night Backup Cop.
Abilities:If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
30)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
31)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
32)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
33)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
34)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
35)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
36)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
37)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
38)
Welcome,[/area][Player Name]. You are aAscetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities.Bulletproof:You cannot be killed by any kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aAscetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aLoud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Rolecop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Rolecop.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aOdd-Night Roleblocker Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aNinja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aOdd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
46)
Welcome,[/area][Player Name]. You are aLoud Psychologist Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Psychologist and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Psychologist.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
47)
Welcome,[/area][Player Name]. You are aAnnouncing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
48)
Welcome,[/area][Player Name]. You are aEven-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
49)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
50)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
01)Standard for rb/jk afaik is that they mutually block and neither one does anything, so no protection.I'm going to go with this.
02)I would err very strongly against including the "neighborhood: ____" line in role PMs.Do I just keep it in the role PMs of the players who are Neighbors? I want to format this the right way.
03)The standard way to resolve something like a backup (usually universal backup) that could inherit multiple roles is just to have a pre-defined ordered list of what role they will inherit, I believe.Could I just make Odd-Night Backup Cop and Even-Night Backup Cop? Same with the Doctors?
04) I may add 5 more Citizens to bring it up to 50 players.
05)Some of the loud modifier descriptions have a paragraph break and others don't.Fixed so that all have a paragraph break for consistency.
06)I think the copy pasting from the wiki to explain roles like loud and psychologist (at least I think this is what you did with a bunch of them) is another thing you may want to change. I could imagine that phrasing being very confusing to a new player, because the writing on the wiki was not written to be a summary of how to use a role, it was written as detailed explanations and examples of how they work. For example, if I'm a mafia loud psychologist, and I see a role PM that says "for example, a loud psychologist would..." and I were a new player, I would probably be confused why my role PM says "for example" and is written in the third person when it's talking about my own role. There are other examples of things written in the third person that could be confusing in a role pm, like "The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working." The mailman PM is phrased weirdly for a role PM. Novice should, instead of being phrased as "A role modifier that doesn't allow power roles to use their ability Night 1/Day 1", be phrased as something like "You cannot act on night 1." There are various other examples as well.This I'm going to need some help with.
07)Neighbors' rolenames should simply be "neighbor", rather than "citizen/neighbor". This isn't like, critical, I think, but it's more standard I think. Also has some relevance for e.g. rolecops who would simply see "neighbor" and should not get "citizen/neighbor" which would give away alignment. Similarly 1-shot bulletproof citizen and vengeful citizen and so on should just return "1-shot bulletproof" and "vengeful" though it's fine for them to have those role names since e.g. "vengeful townie" is standard.I changed these.
08)Serial killer probably doesn't need the word "purple" in its role name?Fixed.
09)You could assign modifiers to the Backup role itself if you want to nerf it.Alright I'm gonna do that.
10)He outlines his version of NAR specifically, so I'm okay with it the way it currently is. RB takes precedent over the JK in Newbie queue so as long as it's announced what order things happen, it's fine.They currently block each other out?
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I'll simplify the role PMs. In the past I received PMs that didn't even include definitions, so I'd just go to the Wiki. I'll basically trim the fat on them tonight.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
OK.In post 69, PenguinPower wrote:
Not according to what you have in your rules. The RB would act first, so the JK action would be blocked.In post 62, Wake1 wrote:They currently block each other out?
In post 8, Wake1 wrote:Natural Action Resolution
Commute - {Commuter}
Blocking - {Roleblocker > Rolestopper}
Jailkeep - {Jailkeeper}
Protection - {Doctor > Bodyguard}
Miscellaneous - {Neighborizer > Friendly Neighbor}
Kill - {Mafia factional kill = SK factional kill = Vigilante}
Role Investigation - {Cop > Gunsmith > Role Cop > Neapolitan > Vanilla Cop}
Action Investigation - {Tracker > Watcher > Voyeur > Follower > Motion Detector}
The '>' represents internal priority between the roles.
The '=' means that internal priority between the roles is the same.
All Night Kills have the same priority/speed.
Which way should we have it?
I want to make sure we're good on NAR.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 8, Wake1 wrote:Game Rules
Game Timeline- Day Phases will last 2 weeks.
- Night Phases will last 2 days.
General Rules- Don't quote your role PM.
- is my color (#FBB917). Please don't use it.This
- Sharing PM or PT communication is forbidden. Paraphrasing is fine.
- Keep all game talk in the game thread & PTs.
- Do not use encrypted or hard-to-see text.
- Don't publicly accuse other players of cheating.
- Pretending to break a rule is the same as rule-breaking.
- Don't play against your win condition.
- Those modkilled become Neutral Survivors and don't win.
- I reserve the right to change the rules at any time.
- Scum win when their numbers equal or exceed that of the Town's, and all enemy anti-Town factions are dead.
- Miscellaneous section is subject to updates.
Activity- 48 hour inactivity nets one prod.
- If prod is ignored 48 hours after prod, forced replacement occurs.
- 3 prods = I will start looking for a replacement unless the original player returns.
- Be aware of any PMs from the mod.
- If you plan to be absent for a long period of time, please give notice.
- The preferred way to contact me is via PM.
Votes and Lynching- Votes must be in the format of VOTE: Player Name.
- Unvotes are not necessary to change a vote.
- A player will be lynched if a simple majority of the players have voted for that player.
- A lynch occurs when half of players +1—rounded down—vote the same person.
- Once I have posted your death scene, you may not post. No "bah" posts.
- You may change your vote as many times as you wish.
- After a lynch has been made, all players including the one who was lynched may continue to post until I lock the thread.
- If a majority of votes is not reached by deadline, there will be no lynch for that day.
- You may vote not to lynch by saying VOTE: No Lynch/VOTE: No Lynch.
Behavior- Harassment of an individual player is NOT permitted. While this is a competitive game, no personal attacks will be tolerated.
- Do not discuss this game anywhere else with anyone else unless your role allows you to.
- If you die, do not continue posting in game or PT threads. Post only in Dead PT.
Setup- This game has a Day start.
- 'Citizen' will be used in place of 'Vanilla Townie.'
- This is a Closed Setup.
- Scum have Daytalk.
- Deadline extensions may be permitted.
- Faction Ratio is 37:6:6:1.
- This setup does not include any non-normal/Variant roles.
- The game uses a specific version of Natural Action Resolution. It's outlined in 'Miscellaneous.'
- There is at least one Neighborhood in this game.
- There may be duplicate roles.
- Any role may be Town or Scum.
- Mod is NOT infallible. If you suspect a mistake, please let me know via PM right away.
- Role assumptions are not advised.
- ALL PTs will be revealed post-game.
- There is at least one Neighborhood in this game.
Votecounter- Use the official [ vote ] and [ unvote ] tags. For example, If you wanted to vote for Thesp, you would type VOTE: Thesp.
- Avoid abbreviations. Spell out the player's name that you are voting for.
- Don't use the word "Vote" with a colon unless you are actually voting. Even better, use the VOTE: tag!
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
- Don't vote for multiple different people in the same post.
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
Spoiler: Miscellaneous
Sample Role PM:
Welcome,[Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]Please read these rules one more time.EspeciallyMiscellaneous.
In post 6, Wake1 wrote:- Closed Setup
- 32:6:6:1
- Scum have Daytalk
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Odd-Night Cop
02) Odd-Night Doctor
03) Announcing Odd-Night Motion Detector
04) Novice Tracker Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur Neighbor (1)
07) Odd-Night Watcher
08) Even-Night Follower Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan Neighbor (2)
12) Loud Gunsmith Neighbor (2)
13) Miller Neighbor (2)
14) Macho Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller Neighbor (1)
19) 1-Shot Bulletproof
20) Even-Night Backup Doctor Neighbor (2)
21) Neighbor (3)
22) Odd-Night Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante Neighbor (2)
25) Even-Night Cop Neighbor (3)
26) Even-Night Doctor
27) Neighbor (2)
28) Odd-Night Backup Doctor
29) Even-Night Backup Cop
30) Neighbor (3)
31) Neighbor (3)
32) Neighbor (1)
33) Citizen
34) Citizen
35) Citizen
36) Citizen
37) Citizen
38) Ascetic Bulletproof Serial Killer
39) Ascetic Mailman
40) Loud Rolecop
41) Neighbor (1)
42) Odd-Night Roleblocker Neighbor (3)
43) Neighbor (2)
44) Ninja
45) Odd-Night Jailkeeper
46) Loud Psychologist Neighbor (1)
47) Announcing Vanilla Cop
48) Even-Night Roleblocker
49) Neighbor (3)
50) Neighbor (2)
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
13)
Welcome,[/area][Player Name]. You are aMiller Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
14)
Welcome,[/area][Player Name]. You are aMacho Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
15)
Welcome,[/area][Player Name]. You are aVengeful.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
20)
Welcome,[/area][Player Name]. You are aEven-Night Backup Doctor Neighbor.
Abilities:If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
21)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
22)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Cop.
Abilities:If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
27)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
28)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Doctor.
Abilities:If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
29)
Welcome,[/area][Player Name]. You are aEven-Night Backup Cop.
Abilities:If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
30)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
31)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
32)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
33)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
34)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
35)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
36)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
37)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
38)
Welcome,[/area][Player Name]. You are aAscetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities.Bulletproof:You cannot be killed by any kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aAscetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aLoud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aOdd-Night Roleblocker Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aNinja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aOdd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
46)
Welcome,[/area][Player Name]. You are aLoud Psychologist Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
47)
Welcome,[/area][Player Name]. You are aAnnouncing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
48)
Welcome,[/area][Player Name]. You are aEven-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
49)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
50)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 8, Wake1 wrote:Game Rules
Game Timeline- Day Phases will last 2 weeks.
- Night Phases will last 2 days.
General Rules- Don't quote your role PM.
- is my color (#FBB917). Please don't use it.This
- Sharing PM or PT communication is forbidden. Paraphrasing is fine.
- Keep all game talk in the game thread & PTs.
- Do not use encrypted or hard-to-see text.
- Don't publicly accuse other players of cheating.
- Pretending to break a rule is the same as rule-breaking.
- Don't play against your win condition.
- Those modkilled become Neutral Survivors and don't win.
- I reserve the right to change the rules at any time.
- Scum win when their numbers equal or exceed that of the Town's, and all enemy anti-Town factions are dead.
- Miscellaneous section is subject to updates.
Activity- 48 hour inactivity nets one prod.
- If prod is ignored 48 hours after prod, forced replacement occurs.
- 3 prods = I will start looking for a replacement unless the original player returns.
- Be aware of any PMs from the mod.
- If you plan to be absent for a long period of time, please give notice.
- The preferred way to contact me is via PM.
Votes and Lynching- Votes must be in the format of VOTE: Player Name.
- Unvotes are not necessary to change a vote.
- A player will be lynched if a simple majority of the players have voted for that player.
- A lynch occurs when half of players +1—rounded down—vote the same person.
- Once I have posted your death scene, you may not post. No "bah" posts.
- You may change your vote as many times as you wish.
- After a lynch has been made, all players including the one who was lynched may continue to post until I lock the thread.
- If a majority of votes is not reached by deadline, there will be no lynch for that day.
- You may vote not to lynch by saying VOTE: No Lynch/VOTE: No Lynch.
Behavior- Harassment of an individual player is NOT permitted. While this is a competitive game, no personal attacks will be tolerated.
- Do not discuss this game anywhere else with anyone else unless your role allows you to.
- If you die, do not continue posting in game or PT threads. Post only in Dead PT.
Setup- This game has a Day start.
- 'Citizen' will be used in place of 'Vanilla Townie.'
- This is a Closed Setup.
- Scum have Daytalk.
- Deadline extensions may be permitted.
- Faction Ratio is 37:6:6:1.
- This setup does not include any non-normal/Variant roles.
- The game uses a specific version of Natural Action Resolution. It's outlined in 'Miscellaneous.'
- There is at least one Neighborhood in this game.
- There may be duplicate roles.
- Any role may be Town or Scum.
- Mod is NOT infallible. If you suspect a mistake, please let me know via PM right away.
- Role assumptions are not advised.
- ALL PTs will be revealed post-game.
- There is at least one Neighborhood in this game.
Votecounter- Use the official [ vote ] and [ unvote ] tags. For example, If you wanted to vote for Thesp, you would type VOTE: Thesp.
- Avoid abbreviations. Spell out the player's name that you are voting for.
- Don't use the word "Vote" with a colon unless you are actually voting. Even better, use the VOTE: tag!
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
- Don't vote for multiple different people in the same post.
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
Spoiler: Miscellaneous
Sample Role PM:
Welcome,[Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]Please read these rules one more time.EspeciallyMiscellaneous.
In post 6, Wake1 wrote:- Closed Setup
- 32:6:6:1
- Scum have Daytalk
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Odd-Night Cop
02) Odd-Night Doctor
03) Announcing Odd-Night Motion Detector
04) Novice Tracker Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur Neighbor (1)
07) Odd-Night Watcher
08) Even-Night Follower Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan Neighbor (2)
12) Loud Gunsmith Neighbor (2)
13) Miller Neighbor (2)
14) Macho Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller Neighbor (1)
19) 1-Shot Bulletproof
20) Even-Night Backup Doctor Neighbor (2)
21) Neighbor (3)
22) Odd-Night Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante Neighbor (2)
25) Even-Night Cop Neighbor (3)
26) Even-Night Doctor
27) Neighbor (2)
28) Odd-Night Backup Doctor
29) Even-Night Backup Cop
30) Neighbor (3)
31) Neighbor (3)
32) Neighbor (1)
33) Citizen
34) Citizen
35) Citizen
36) Citizen
37) Citizen
38) Ascetic Bulletproof Serial Killer
39) Ascetic Mailman
40) Loud Rolecop
41) Neighbor (1)
42) Odd-Night Roleblocker Neighbor (3)
43) Neighbor (2)
44) Ninja
45) Odd-Night Jailkeeper
46) Loud Psychologist Neighbor (1)
47) Announcing Vanilla Cop
48) Even-Night Roleblocker
49) Neighbor (3)
50) Neighbor (2)
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie. Your results may be "Vanilla Townie," "Not Vanilla Townie," and "No Result."
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
13)
Welcome,[/area][Player Name]. You are aMiller Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
14)
Welcome,[/area][Player Name]. You are aMacho Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
15)
Welcome,[/area][Player Name]. You are aVengeful.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
20)
Welcome,[/area][Player Name]. You are aEven-Night Backup Doctor Neighbor.
Abilities:If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
21)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
22)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Cop.
Abilities:If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
27)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
28)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Doctor.
Abilities:If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
29)
Welcome,[/area][Player Name]. You are aEven-Night Backup Cop.
Abilities:If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
30)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
31)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
32)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
33)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
34)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
35)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
36)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
37)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
38)
Welcome,[/area][Player Name]. You are aAscetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities other than killing abilities (like a Night Kill).Bulletproof:You cannot be killed by any kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aAscetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aLoud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aOdd-Night Roleblocker Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aNinja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aOdd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
46)
Welcome,[/area][Player Name]. You are aLoud Psychologist Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
47)
Welcome,[/area][Player Name]. You are aAnnouncing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
48)
Welcome,[/area][Player Name]. You are aEven-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
49)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
50)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 8, Wake1 wrote:Game Rules
Game Timeline- Day Phases will last 2 weeks.
- Night Phases will last 2 days.
General Rules- Don't quote your role PM.
- is my color (#FBB917). Please don't use it.This
- Sharing PM or PT communication is forbidden. Paraphrasing is fine.
- Keep all game talk in the game thread & PTs.
- Do not use encrypted or hard-to-see text.
- Don't publicly accuse other players of cheating.
- Pretending to break a rule is the same as rule-breaking.
- Don't play against your win condition.
- Those modkilled become Neutral Survivors and don't win.
- I reserve the right to change the rules at any time.
- Scum win when their numbers equal or exceed that of the Town's, and all enemy anti-Town factions are dead.
- Miscellaneous section is subject to updates.
Activity- 48 hour inactivity nets one prod.
- If prod is ignored 48 hours after prod, forced replacement occurs.
- 3 prods = I will start looking for a replacement unless the original player returns.
- Be aware of any PMs from the mod.
- If you plan to be absent for a long period of time, please give notice.
- The preferred way to contact me is via PM.
Votes and Lynching- Votes must be in the format of VOTE: Player Name.
- Unvotes are not necessary to change a vote.
- A player will be lynched if a simple majority of the players have voted for that player.
- A lynch occurs when half of players +1—rounded down—vote the same person.
- Once I have posted your death scene, you may not post. No "bah" posts.
- You may change your vote as many times as you wish.
- After a lynch has been made, all players including the one who was lynched may continue to post until I lock the thread.
- If a majority of votes is not reached by deadline, there will be no lynch for that day.
- You may vote not to lynch by saying VOTE: No Lynch/VOTE: No Lynch.
Behavior- Harassment of an individual player is NOT permitted. While this is a competitive game, no personal attacks will be tolerated.
- Do not discuss this game anywhere else with anyone else unless your role allows you to.
- If you die, do not continue posting in game or PT threads. Post only in Dead PT.
Setup- This game has a Day start.
- 'Citizen' will be used in place of 'Vanilla Townie.'
- This is a Closed Setup.
- Scum have Daytalk.
- Deadline extensions may be permitted.
- Faction Ratio is 37:6:6:1.
- This setup does not include any non-normal/Variant roles.
- The game uses a specific version of Natural Action Resolution. It's outlined in 'Miscellaneous.'
- There is at least one Neighborhood in this game.
- There may be duplicate roles.
- Any role may be Town or Scum.
- Mod is NOT infallible. If you suspect a mistake, please let me know via PM right away.
- Role assumptions are not advised.
- ALL PTs will be revealed post-game.
- There is at least one Neighborhood in this game.
Votecounter- Use the official [ vote ] and [ unvote ] tags. For example, If you wanted to vote for Thesp, you would type VOTE: Thesp.
- Avoid abbreviations. Spell out the player's name that you are voting for.
- Don't use the word "Vote" with a colon unless you are actually voting. Even better, use the VOTE: tag!
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
- Don't vote for multiple different people in the same post.
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
Spoiler: Miscellaneous
Sample Role PM:
Welcome,[Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]Please read these rules one more time.EspeciallyMiscellaneous.
In post 6, Wake1 wrote:- Closed Setup
- 32:6:6:1
- Scum have Daytalk
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Odd-Night Cop
02) Odd-Night Doctor
03) Announcing Odd-Night Motion Detector
04) Novice Tracker Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur Neighbor (1)
07) Odd-Night Watcher
08) Even-Night Follower Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan Neighbor (2)
12) Loud Gunsmith Neighbor (2)
13) Miller Neighbor (2)
14) Macho Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller Neighbor (1)
19) 1-Shot Bulletproof
20) Even-Night Backup Doctor Neighbor (2)
21) Neighbor (3)
22) Odd-Night Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante Neighbor (2)
25) Even-Night Cop Neighbor (3)
26) Even-Night Doctor
27) Neighbor (2)
28) Odd-Night Backup Doctor
29) Even-Night Backup Cop
30) Neighbor (3)
31) Neighbor (3)
32) Neighbor (1)
33) Citizen
34) Citizen
35) Citizen
36) Citizen
37) Citizen
38) Ascetic Bulletproof Serial Killer
39) Ascetic Mailman
40) Loud Rolecop
41) Neighbor (1)
42) Odd-Night Roleblocker Neighbor (3)
43) Neighbor (2)
44) Ninja
45) Odd-Night Jailkeeper
46) Loud Psychologist Neighbor (1)
47) Announcing Vanilla Cop
48) Even-Night Roleblocker
49) Neighbor (3)
50) Neighbor (2)
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie. Your results may be "Vanilla Townie," "Not Vanilla Townie," and "No Result."
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
13)
Welcome,[/area][Player Name]. You are aMiller Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
14)
Welcome,[/area][Player Name]. You are aMacho Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
15)
Welcome,[/area][Player Name]. You are aVengeful.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
20)
Welcome,[/area][Player Name]. You are aEven-Night Backup Doctor Neighbor.
Abilities:If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
21)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
22)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Cop.
Abilities:If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
27)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
28)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Doctor.
Abilities:If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
29)
Welcome,[/area][Player Name]. You are aEven-Night Backup Cop.
Abilities:If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
30)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
31)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
32)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
33)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
34)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
35)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
36)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
37)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
38)
Welcome,[/area][Player Name]. You are aAscetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities other than killing abilities (like a Night Kill).Bulletproof:You cannot be killed by any kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aAscetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aLoud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aOdd-Night Roleblocker Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aNinja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aOdd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
46)
Welcome,[/area][Player Name]. You are aLoud Psychologist Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
47)
Welcome,[/area][Player Name]. You are aAnnouncing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
48)
Welcome,[/area][Player Name]. You are aEven-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
49)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
50)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 8, Wake1 wrote:Game Rules
Game Timeline- Day Phases will last 2 weeks.
- Night Phases will last 2 days.
General Rules- Don't quote your role PM.
- is my color (#FBB917). Please don't use it.This
- Sharing PM or PT communication is forbidden. Paraphrasing is fine.
- Keep all game talk in the game thread & PTs.
- Do not use encrypted or hard-to-see text.
- Don't publicly accuse other players of cheating.
- Pretending to break a rule is the same as rule-breaking.
- Don't play against your win condition.
- Those modkilled become Neutral Survivors and don't win.
- I reserve the right to change the rules at any time.
- Scum win when their numbers equal or exceed that of the Town's, and all enemy anti-Town factions are dead.
- Miscellaneous section is subject to updates.
Activity- 48 hour inactivity nets one prod.
- If prod is ignored 48 hours after prod, forced replacement occurs.
- 3 prods = I will start looking for a replacement unless the original player returns.
- Be aware of any PMs from the mod.
- If you plan to be absent for a long period of time, please give notice.
- The preferred way to contact me is via PM.
Votes and Lynching- Votes must be in the format of VOTE: Player Name.
- Unvotes are not necessary to change a vote.
- A player will be lynched if a simple majority of the players have voted for that player.
- A lynch occurs when half of players +1—rounded down—vote the same person.
- Once I have posted your death scene, you may not post. No "bah" posts.
- You may change your vote as many times as you wish.
- After a lynch has been made, all players including the one who was lynched may continue to post until I lock the thread.
- If a majority of votes is not reached by deadline, there will be no lynch for that day.
- You may vote not to lynch by saying VOTE: No Lynch/VOTE: No Lynch.
Behavior- Harassment of an individual player is NOT permitted. While this is a competitive game, no personal attacks will be tolerated.
- Do not discuss this game anywhere else with anyone else unless your role allows you to.
- If you die, do not continue posting in game or PT threads. Post only in Dead PT.
Setup- This game has a Day start.
- 'Citizen' will be used in place of 'Vanilla Townie.'
- This is a Closed Setup.
- Scum have Daytalk.
- Deadline extensions may be permitted.
- Faction Ratio is 37:6:6:1.
- This setup does not include any non-normal/Variant roles.
- The game uses a specific version of Natural Action Resolution. It's outlined in 'Miscellaneous.'
- There is at least one Neighborhood in this game.
- Mod is NOT infallible. If you suspect a mistake, please let me know via PM right away.
- Role assumptions are not advised.
- ALL PTs will be revealed post-game.
- There is at least one Neighborhood in this game.
Votecounter- Use the official [ vote ] and [ unvote ] tags. For example, If you wanted to vote for Thesp, you would type VOTE: Thesp.
- Avoid abbreviations. Spell out the player's name that you are voting for.
- Don't use the word "Vote" with a colon unless you are actually voting. Even better, use the VOTE: tag!
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
- Don't vote for multiple different people in the same post.
- Don't use the word "Unvote" in bold, unless you are actually unvoting.
Spoiler: Miscellaneous
Sample Role PM:
Welcome,[Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]Please read these rules one more time.EspeciallyMiscellaneous.
In post 6, Wake1 wrote:- Closed Setup
- 32:6:6:1
- Scum have Daytalk
- Mod will invite specific players
http://www.robandkriskris.com/votecounter/faq
https://wiki.mafiascum.net/index.php?title=Normal_Game
Neighborhoods:
The Sunlit Library - viewtopic.php?f=90&t=81526 (1)
The Palace of Darkness - viewtopic.php?f=90&t=81527 (2)
The Quiet Place - viewtopic.php?f=90&t=81528 (3)
Red Mafia Hideout - viewtopic.php?f=90&t=81530
Blue Mafia Hideout - viewtopic.php?f=90&t=81529
Dead Thread - [No Spoilers] - viewtopic.php?f=90&t=81531
Dead Thread - [Spoilers] - viewtopic.php?f=90&t=81532
___
Player Roles:
01) Odd-Night Cop
02) Odd-Night Doctor
03) Announcing Odd-Night Motion Detector
04) Novice Tracker Neighbor (1)
05) Loud Bodyguard
06) Novice Voyeur Neighbor (1)
07) Odd-Night Watcher
08) Even-Night Follower Neighbor (3)
09) Even-Night Jailkeeper
10) Odd-Night Babysitter
11) Even-Night Neapolitan Neighbor (2)
12) Loud Gunsmith Neighbor (2)
13) Miller Neighbor (2)
14) Macho Neighbor (1)
15) Vengeful Citizen
16) Mailman
17) Even-Night Loud Traffic Analyst
18) Loud Town Roleblocker Miller Neighbor (1)
19) 1-Shot Bulletproof
20) Even-Night Backup Doctor Neighbor (2)
21) Neighbor (3)
22) Odd-Night Backup Cop
23) Even-Night Vigilante
24) Odd-Night Vigilante Neighbor (2)
25) Even-Night Cop Neighbor (3)
26) Even-Night Doctor
27) Neighbor (2)
28) Odd-Night Backup Doctor
29) Even-Night Backup Cop
30) Neighbor (3)
31) Neighbor (3)
32) Neighbor (1)
33) Citizen
34) Citizen
35) Citizen
36) Citizen
37) Citizen
38) Ascetic Bulletproof Serial Killer
39) Ascetic Mailman
40) Loud Rolecop
41) Neighbor (1)
42) Odd-Night Roleblocker Neighbor (3)
43) Neighbor (2)
44) Ninja
45) Odd-Night Jailkeeper
46) Loud Psychologist Neighbor (1)
47) Announcing Vanilla Cop
48) Even-Night Roleblocker
49) Neighbor (3)
50) Neighbor (2)
01)
Welcome,[/area][Player Name]. You are aOdd-Night Cop.
Abilities:Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
02)
Welcome,[/area][Player Name]. You are aOdd-Night Doctor.
Abilities:Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
03)
Welcome,[/area][Player Name]. You are aAnnouncing Odd-Night Motion Detector.
Abilities:Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
04)
Welcome,[/area][Player Name]. You are aNovice Tracker Neighbor.
Abilities:Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
05)
Welcome,[/area][Player Name]. You are aLoud Bodyguard.
Abilities:You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
06)
Welcome,[/area][Player Name]. You are aNovice Voyeur Neighbor.
Abilities:You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.Novice:A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
07)
Welcome,[/area][Player Name]. You are aOdd-Night Watcher.
Abilities:You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
08)
Welcome,[/area][Player Name]. You are aEven-Night Follower Neighbor.
Abilities:You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
09)
Welcome,[/area][Player Name]. You are aEven-Night Jailkeeper.
Abilities:Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
10)
Welcome,[/area][Player Name]. You are aOdd-Night Babysitter.
Abilities:Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
11)
Welcome,[/area][Player Name]. You are aEven-Night Neapolitan Neighbor.
Abilities:You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie. Your results may be "Vanilla Townie," "Not Vanilla Townie," and "No Result."
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
12)
Welcome,[/area][Player Name]. You are aLoud Gunsmith Neighbor.
Abilities:You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
13)
Welcome,[/area][Player Name]. You are aMiller Neighbor.
Abilities:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
14)
Welcome,[/area][Player Name]. You are aMacho Neighbor.
Abilities:Macho is a role modifier that prevents you from being protected from kills in any way.
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
15)
Welcome,[/area][Player Name]. You are aVengeful.
Abilities:A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
16)
Welcome,[/area][Player Name]. You are aMailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
17)
Welcome,[/area][Player Name]. You are aEven-Night Loud Traffic Analyst.
Abilities:Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)
Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
18)
Welcome,[/area][Player Name]. You are aLoud Town Roleblocker Miller Neighbor.
Abilities:Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.Miller:You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
19)
Welcome,[/area][Player Name]. You are a1-Shot Bulletproof.
Abilities:Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
20)
Welcome,[/area][Player Name]. You are aEven-Night Backup Doctor Neighbor.
Abilities:If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
21)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
22)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Cop.
Abilities:If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
23)
Welcome,[/area][Player Name]. You are aEven-Night Vigilante.
Abilities:Every even-numbered Night you may target one player to kill.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
24)
Welcome,[/area][Player Name]. You are aOdd-Night Vigilante Neighbor.
Abilities:Every odd-numbered Night you may target one player to kill.
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
25)
Welcome,[/area][Player Name]. You are aEven-Night Cop Neighbor.
Abilities:Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
26)
Welcome,[/area][Player Name]. You are aEven-Night Doctor.
Abilities:Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
27)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
28)
Welcome,[/area][Player Name]. You are aOdd-Night Backup Doctor.
Abilities:If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
29)
Welcome,[/area][Player Name]. You are aEven-Night Backup Cop.
Abilities:If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
30)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
31)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
32)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Sunlit Library
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
33)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
34)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
35)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
36)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
37)
Welcome,[/area][Player Name]. You are aCitizen.
Abilities:-
Win condition:You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
38)
Welcome,[/area][Player Name]. You are aAscetic Bulletproof Serial Killer.
Abilities:Each Night you may target one player to kill.Ascetic:You cannot be targeted by any abilities other than killing abilities (like a Night Kill).Bulletproof:You cannot be killed by any kill attempts.
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
39)
Welcome,[/area][Player Name]. You are aAscetic Mailman.
Abilities:Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).Ascetic:You cannot be targeted by any abilities. You can still be targeted by kill attempts.
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
40)
Welcome,[/area][Player Name]. You are aLoud Rolecop.
Abilities:You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
41)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Sunlit Library
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
42)
Welcome,[/area][Player Name]. You are aOdd-Night Roleblocker Neighbor.
Abilities:Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Neighborhood:The Quiet Place
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
43)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:Neighborhood:The Palace of Darkness
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
44)
Welcome,[/area][Player Name]. You are aNinja.
Abilities:Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.
Mafia PT:Red Mafia Hideout
Win condition:You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
45)
Welcome,[/area][Player Name]. You are aOdd-Night Jailkeeper.
Abilities:Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
46)
Welcome,[/area][Player Name]. You are aLoud Psychologist Neighbor.
Abilities:You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.
- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.
Loud:The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken.
Neighborhood:Neighborhood:The Sunlit Library
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
47)
Welcome,[/area][Player Name]. You are aAnnouncing Vanilla Cop.
Abilities:Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.
Announcing:When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
48)
Welcome,[/area][Player Name]. You are aEven-Night Roleblocker.
Abilities:Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
49)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Quiet Place
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
50)
Welcome,[/area][Player Name]. You are aNeighbor.
Abilities:-
Neighborhood:The Palace of Darkness
Mafia PT:Blue Mafia Hideout
Win condition:You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
In post 92, implosion wrote:Oh yeah, I like *always* forget this rule; you need a backup or co-mod for a large. I won't pull it from signups or anything but you should try to find one ideally before it fills.
Yes please.In post 93, PenguinPower wrote:I'll back it up if Wake wants to maximize his potential participants.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
As soon as I am off work thus morning I will add in these changes.
Also, someone PM'd me and said I couldn't include a Legend of Zelda theme to my game. I was planning to only add LoZ pictures to my vote Counts (and everything else is Normal).
Am I allowed to do this?-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
Thank you. Nothing gameplay related whatsoever. Just Zelda game pictures in VC (absolutely nothing else).
On NAR I'd like to follow it exactly. Forgive me for asking but how do I do that again?-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I see the auto-votecounter is not working?
I could have sworn it automatically collects votes and posts then automatically, or do I post them? (It's been a long while.)
After work sometime tomorrow morning I'll try to figure out why it's not auto-posting the VCs.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
I added both of you as moderators to all five PTs.
Titus PM'd me asking to replace in. Is it OK to replace Kagesong with Titus? Kage PM'd me asking to replace out.-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
He did too. I asked him if he was for sure replacing out or not and he didn't give me a clear answer. I was going to PM him this morning and ask him again if he is for sure replacing out,and then proceed from there.-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013
Nope. I'm prodding them now.In post 113, PenguinPower wrote:Did these players confirm?
hersho
Golden Robster
UltimatePlank
clidd
QuantumQuasar
BBMolla
ar98mubarik
eth0s
Non Imh
Emperor FlippyNips-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
-
-
Wake1 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 8684
- Joined: August 3, 2013