[SETUP, BETA] 3d5x2d3

This forum is for discussion of individual Open Setups, including theoretical balance.
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[SETUP, BETA] 3d5x2d3

Post Post #0 (ISO) » Tue Oct 19, 2021 8:59 am

Post by Cook »

Welcome... To Hell.

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Dice
Vanilla Abilities
Wincons
Power Abilities

Dice Rolls

Image Image Image Image Image
Add an extra VT for each time 3p rolls.

to start roll 3d5 (change the first number if you like i'm not the one running this setup)

1 =
mafia

2 =
wolf

3 =
cult

4 =
alien

5 = 3p
6 =
town
(this will not appear on the 3d5 roll that's fine)


if you get number repeats that's fine and in fact encouraged because it'll only serve to expand the scum team.

Now then roll 2d3 for each of the matrices you just selected randomly. The intersection of the two of them will generate the anti-powers, but also make sure to check the scum line(s) to see what pro-team powers got added!

Now then. Roll a d6 for each pro-role you just generated and consult the above table. if a pro-role was given to a matching scum player then instead give that PR to Town.

After generating PRs, add vanillas for each rolled faction and townify groupscum until there are 3 groupscum per faction and a total of 18-21 (based on how many 3ps rolled) town for a 27p game.



Standard Abilities

Vanilla Townie

You have no special abilities.

Groupscum Goon

You have access to a PT where you can talk with your allies.
You have a factional kill, which your faction may designate someone to execute at night.

Alpha Cultist
(Alpha Cultists are everyone who are initially Cult at gamestart. Anyone recruited becomes a Cultist.)
You have access to a PT where you can talk with your allies.
Alpha Cultists together have a shared Non-Consecutive Night conversion power, which will recruit Town, 3p, and last-standing groupscum. Atheists (Anti-cult Masons) cannot be recruited, and neither can Secret Cardinals.

Cultist

You have been converted.
You have gained access to a PT where you can talk with your new allies.
Your team's recruitment ability hinges upon the survival of an Alpha Cultist. The Alpha Cultists are XXX, YYY, ZZZ.

Alien Goon

You have access to a PT where you can talk with your allies.
You have a factional kill which your team can only exercise twice. Your faction must designate someone to use it on nights they choose to.




townYou win when all threats to the Town have been eliminated.
You can win with Survivors, and endgame Jesters, Unjesters, and Condemners.

mafiaYou win when there are no threats to the Mafia and you reach parity.
You can win with Survivors, and endgame Town, Jesters, Unjesters, and Condemners.

werewolfYou win when there are no threats to the Werewolves and you reach parity.
You can win with Survivors, and endgame Town, Jesters, Unjesters, and Condemners.

cultYou win when all threats to the Cult have been eliminated and you reach parity.
You can win with Survivors, and endgame Town, Jesters, Unjesters, and Condemners.

aliensYou win when all threats to the Aliens have been eliminated and you reach parity. If you reach parity or majority against a single other faction you will break the tie in your favor.
You can win with Survivors, and endgame Town, Jesters, Unjesters, and Condemners.

serial killer/arsonistYou win when all threats to you have been eliminated and you are the last standing.
You can win with Survivors, and will endgame everyone except Serial Killers, Arsonists, and Aliens.

jesterYou win when you are eliminated by the day vote.
You lose if you make it to an endgame scenario.

unjesterYou win when you are nightkilled.
You lose if you make it to an endgame scenario.

survivorYou win if you make it to endgame.
You lose if you die before then.

condemnerYou win if you get your target eliminated by the day vote.
You will become a Jester/Unjester/Survivor (your choice) if your target dies in any other way.
You will lose if your target makes it to endgame. If you win before the game is over you will exit the game victorious.




Cop

Target someone at night to learn if they are
mafia
or not Mafia.

Seer

Target someone at night to learn if they are
werewolf
or not Wolf.

Private Investigator

Target someone at night to learn if they are
cult
or not Cult.

Theorist

Target someone at night to learn if they are
alien
or not Alien.

Bloodhound

Target someone at night to learn if they are
town
or not Town.

Doctor

Target someone at night to protect them against
Mafia
kills.

Knight

Target someone at night to protect them against
Werewolf
kills.

Paladin

Target someone at night to protect them against
Cult
recruitment.

1-Shot Bulletproof

You are immune to the first nightkill that targets you.

Veterinarian

Target someone at night to protect them against
Third-Party
kills.

Jailkeeper

Target someone at night to roleblock them and protect them against
Mafia
kills.

Wizard

Target someone at night to roleblock them and protect them against
Werewolf
kills.

Heretic

Target someone at night to roleblock them and protect them against
Cult
recruitment.

Biologist

Target someone at night to roleblock them and protect them against
Alien
kills.

National Guard

Target someone at night to roleblock them and protect them against
Third-Party
kills.

Tracker

Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than
Mafia
.

Stalker

Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than
Werewolves
.

Spy

Target someone at night to see where they went. You cannot see kills.

Satellite

Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than
Aliens
.

Pathologist

Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than
Third-party
.

Mason

You have a PT in which you can talk with your fellow Masons. You all know you are not
Mafia
.

Monk

You have a PT in which you can talk with your fellow Monks. You all know you are not
Werewolves
.

Atheist

You have a PT in which you can talk with your fellow Atheists. You all know you are not
Cult
, and are all immune to being converted to Cult.

Truther

You have a PT in which you can talk with your fellow Truthers. You all know you are not
Alien
.

Neighborhood Watch

You have a PT in which you can talk with the rest of the Neighborhood Watch. You all know you are not
Third-Party
.

Friendly Neighbor

Target someone at night to send them a message confirming you are not
Mafia
.

Hermit

Target someone at night to send them a message confirming you are not
Werewolf
.

Secret Cardinal

Target someone at night to send them a message confirming you are not
Cult
. You are in addition immune to being converted to Cult.

Space Cowboy

Target someone at night to send them a message confirming you are not
Alien
.

Protagonist

Target someone at night to send them a message confirming you are not
Third-party
.

Disruptor

Target someone at night to roleblock them. This ability only functions on
Town
and
Third-party
.

Strawberry Cop

Target someone at night to learn their role. Your ability will fail if you target a Vanilla or Groupscum player.

Abductor

Target someone at night to roleblock them, but make them untargetable.

Copycat

Target someone with the intent of copying them and target another person with the intent of targeting them. You will use a copy of the first's ability on the second and get any feedback you would normally.

Redirector

Target someone at night and designate a target for them. You will switch the first player's target to the second player.

Fullcop

Target someone at night to see their redacted role PM.

Omniscient

Target someone at night to see the Tracker, Watcher, and Voyeur results for them.
(You will see who they targeted, who targeted them, and what abilities affected your target.)

Supersaint

If you are eliminated by the day vote your hammer voter will die alongside you.

Serial Killer

Target someone at night to attack them.

Arsonist

Target someone at night to prime them for ignition. Alternatively, you may ignite everyone primed for ignition at night, attacking all of them.

Jester

If you are eliminated by the day vote your hammer voter will die alongside you.

Unjester

If you die by a night-kill you will unavoidably kill your killer.

Survivor

You have no special abilities.

Condemner

You have a secret Condemnee, who is XXX. You must get this player eliminated by the day vote.





Clarifications

— Cult immunity is passive.
— No active ability is immune from being blocked.
— Chains of reasoning are resolved from the top to the bottom of the chain. If loops or similar happen (A jailkeeps B, B abducts C, C mafia kills B, and D roleblocks A — D's block stops A's prot but C's kill is stopped by B's unblocked abduction) resolve the first nondependent action.
— The general rule is block > prot > kill > cult > inspect.
— If a kill and a cult target the same person then the kill resolves first and they are not recruited.
Last edited by Cook on Wed Oct 20, 2021 5:39 am, edited 6 times in total.
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Post Post #1 (ISO) » Tue Oct 19, 2021 5:42 pm

Post by Gypyx »

let's comod this right fucking now
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Post Post #2 (ISO) » Tue Oct 19, 2021 5:49 pm

Post by Gypyx »

also there's a few aliens roles that need explaining too
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Post Post #3 (ISO) » Wed Oct 20, 2021 4:09 am

Post by Cook »

explained
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Post Post #4 (ISO) » Wed Oct 20, 2021 5:40 am

Post by Cook »

updated it's done i think
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Post Post #5 (ISO) » Wed Oct 20, 2021 5:50 am

Post by Gypyx »

also i think the setup works better with 4d5 but that might just be me?

like, i did a test, and this seems better

Jester
Survivor
SK
Arsonist
Werewolf Strawberry Cop
Werewolf Pathologist
Werewolf Goon
Cult Leader
Cult Hermit
Cultist
VT*13
Town Heretic
Town Wizard
Town Pathologist
Town Protagonist
Town National Guard

than this

Survivor
Arsonist
Mafia Strawberry Cop
Mafia Goon x2
Werewolf National Guard
Werewolf Goon x2
Town Seer
Town Tracker
Town Friendly Neighbor
Town Pathologist
vt *15
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Post Post #6 (ISO) » Wed Oct 20, 2021 7:09 pm

Post by RH9 »

@Cook
I think that you did a great job explaining the roles. It was simple, easy to read, and straightforward.
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Post Post #7 (ISO) » Thu Oct 21, 2021 1:42 am

Post by Gypyx »

also, reading into it more, i think the way you add members to a groupscum is kinda clumsy, as like for instance, rolling 1-1 then 3-1 on the mafia grid doesn't give more power than just 1-1, but they still get an Extra cop in the setup

a Better way to do this would be, to add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once

additionally when rolling the D6's to assign power ownership, how exactly do you determine which 3rd P gets the power?
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Post Post #8 (ISO) » Thu Oct 21, 2021 2:42 am

Post by Kerset »

Town powers are quite useless. What are the odds that in 27p game you are going to block specifically kill from one out of 5 fraction. Also "Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than Werewolves." this is basically a seer, with extra nerf i could gamble that will be never utilized.
giv me pagetop :(
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Post Post #9 (ISO) » Thu Oct 21, 2021 2:55 am

Post by Cook »

In post 7, Gypyx wrote:also, reading into it more, i think the way you add members to a groupscum is kinda clumsy, as like for instance, rolling 1-1 then 3-1 on the mafia grid doesn't give more power than just 1-1, but they still get an Extra cop in the setup

a Better way to do this would be, to add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once

additionally when rolling the D6's to assign power ownership, how exactly do you determine which 3rd P gets the power?
there was something i never figured out how to generate which was adding scum players if the die rolls multiple times

figuring that out still

the 3p that gets the power is a 1d2 roll.
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Post Post #10 (ISO) » Thu Oct 21, 2021 2:56 am

Post by Cook »

In post 8, Kerset wrote:Town powers are quite useless. What are the odds that in 27p game you are going to block specifically kill from one out of 5 fraction. Also "Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than Werewolves." this is basically a seer, with extra nerf i could gamble that will be never utilized.
but not every faction spawns that's the point of the 3d5 roll

if mafia spawns there are powers to counter it

if wolves spawn there are powers to counter them

if cult spawns there are powers and immunes to counter them
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Post Post #11 (ISO) » Thu Oct 21, 2021 3:13 am

Post by Gypyx »

In post 9, Cook wrote:
In post 7, Gypyx wrote:also, reading into it more, i think the way you add members to a groupscum is kinda clumsy, as like for instance, rolling 1-1 then 3-1 on the mafia grid doesn't give more power than just 1-1, but they still get an Extra cop in the setup

a Better way to do this would be, to add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once

additionally when rolling the D6's to assign power ownership, how exactly do you determine which 3rd P gets the power?
there was something i never figured out how to generate which was adding scum players if the die rolls multiple times

figuring that out still

the 3p that gets the power is a 1d2 roll.
well how do you feel about my suggestion?
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Post Post #12 (ISO) » Tue Nov 30, 2021 7:04 am

Post by Gypyx »

so alright i'm gonna run this with a few modifications :

4 dices are rolled in the first roll instead of 3

we add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once

first 2 days will have a plurality lim at the deadline additionally to help with the huge majority needed
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