The Faction Crafting Cafe

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Post Post #10 (isolation #0) » Tue Oct 04, 2022 10:53 am

Post by TemporalLich »

some rough drafts for factions:

Celestial Angels


Celestial Angels are a benign groupscum faction.

Celestial Angels have a target to kill and a target to protect. These targets will be Town-aligned.

Celestial Angels have a factional Enchantress ability (force a player to Commute, if targeting non-town the performer also commutes) and a 1-shot factional kill ability.

Celestial Angels win if their kill target dies by any method other than elimination and their protection target either survives to endgame or has a kill ability fail against them.

Doom Seekers


Doom Seekers have a factional fate of doom action. Each night, a player may be fated. A fated player who is targeted after they are fated will unavoidably die (this doesn't count the night they were fated). A fated player will unavoidably die two Nights after they were fated.

Doom Seekers enable the Doom Counter mechanic for ABLoAF games.

Doom counters are added in these scenarios:

+1 - Town player was targeted by a Doom Seeker's ability.
+1 - A player dies because of fate of doom.
-1 - True groupscum or solo 3P player was targeted by a Doom Seeker's ability.
-2 - A Doom Seeker dies.

Doom Seekers win if the game ends with everyone dead, and also win if all threats to them are gone.

Doom counter effects:

-4 or less - Doom Seekers become unable to fate of doom and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Factional kills become Strong-Willed unless they are targeting Doom Seekers.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Doom Seeker player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Doom Seekers may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
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Post Post #13 (isolation #1) » Tue Oct 04, 2022 11:47 am

Post by TemporalLich »

In post 11, MegAzumarill wrote:Possibly scale the effects to the size of the game as doom seekers may have between 2 to 4 players which really effects how fast the effects come into play.
that could be quickly done by having the effects in term of n, where n = the amount of doom seekers in the setup
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Post Post #15 (isolation #2) » Tue Oct 04, 2022 11:54 am

Post by TemporalLich »

In post 14, MegAzumarill wrote:A doon seeker dying could reduce doom counters equal to the number of doom seekera remaining to curb some positive feedback
probably that plus one

e.g. if a doom seeker dies if there are 4 left, 5 doom counters are removed
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Post Post #17 (isolation #3) » Tue Oct 04, 2022 12:19 pm

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In post 16, MegAzumarill wrote:6 or more should also probably be each instead of all as well
Whoops, that was my intent for the plus 6 effect...
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Post Post #18 (isolation #4) » Tue Oct 04, 2022 12:23 pm

Post by TemporalLich »

Celestial Angels have been added to ABLoAF with changes to how targets are decided.

Doom Seekers
(v1.1)

Doom Seekers have a factional fate of doom action. Each night, a player may be fated. A fated player who is targeted after they are fated will unavoidably die (this doesn't count the night they were fated). A fated player will unavoidably die two Nights after they were fated.

Doom Seekers enable the Doom Counter mechanic for ABLoAF games.

Doom counters are added in these scenarios:

+1 - Town player was targeted by a Doom Seeker's ability.
+1 - A player dies because of fate of doom.
-1 (as in remove a doom counter) - True groupscum or solo 3P player was targeted by a Doom Seeker's ability.

If a Doom Seeker dies, doom counters will be removed corresponding to how many Doom seekers were still alive plus 1. For example, if a Doom Seeker dies when there were 3 alive, 4 doom counters will be removed.

Doom Seekers win if the game ends with everyone dead, and also win if all threats to them are gone.

Doom counter effects (n is the number of Doom Seekers in the setup, n may not be less than 2):

-2n or less - Doom Seekers become unable to fate of doom and there is a 20% chance for all killing actions to fail.

-n or less - The mod flavor becomes motivational.

n or more - The mod flavor becomes creepy.

2n or more - Factional kills become Strong-Willed unless they are targeting Doom Seekers.

3n or more - There is a 20% chance for each Results PM to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

4n or more - A random non-Doom Seeker player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

5n or more - Doom Seekers may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
Last edited by TemporalLich on Tue Oct 04, 2022 12:35 pm, edited 1 time in total.
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Post Post #20 (isolation #5) » Tue Oct 04, 2022 12:36 pm

Post by TemporalLich »

In post 19, MegAzumarill wrote:I would put that N is at minimum 2 always, so roles interfering with counters work correctly in setups without doom seekers

Since it is groupscum, 1 can't exist anyway
alright, n bottoms out at 2 now so doom counters may exist without Doom Seekers or a lone Doom Seeker (lone Doom Seekers shouldn't happen in ABLoAF)
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Post Post #32 (isolation #6) » Sat Oct 08, 2022 8:47 pm

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In post 29, MegAzumarill wrote:I worry with the choice the faction could be too overpowered via ability to choose stronger combos, but without it it feels too swingy in power level
hmm... I'd recommend a drafting system for constellations

randomly pick n+1 unique constellations where n = number of starkin, and then have the starkin draft them during pregame (note that this will leave 1 constellation unpicked)
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Post Post #34 (isolation #7) » Sun Oct 09, 2022 7:07 am

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In post 33, MegAzumarill wrote:Notably Pregame Scum do not have access to their pt yet iirc
Constellation drafting must be done in pregame, and it must be done in the Starkin PT as Constellation drafting requires group coordination.

Constellation drafting can't be done during picks in Greater ABLoAF as the PT is not open, and constellation drafting can't wait until Day 1 as Capricorn is star aligned during Day 1 and Capricorn's star alignment is a Day ability (technically Capricorn is star-aligned during pregame, but the ability isn't relevant during pregame and the drafting system requires all starkin to not be star-aligned during pregame as they don't have constellations yet).

Starkin would literally not work without daytalk as pregame is technically not a Night phase. I typically run games with daytalk, and that means PTs are open during pregame

(also, I'm unsure whether failure to draft a Constellation should make you pick a random available Constellation or get you modkilled)
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Post Post #35 (isolation #8) » Sun Oct 09, 2022 7:19 am

Post by TemporalLich »

actually, scum would not be able to confirm their Role PMs in their PT if PTs were not open during pregame

so yeah, scum PTs are open during pregame unless you run games without daytalk for some reason
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Post Post #37 (isolation #9) » Sun Oct 09, 2022 11:06 am

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In post 36, MegAzumarill wrote:I suppose I specific pregame phase after picks would be present, so could be drafted then.

The problem with that though, is that constellation choice is also heavily determined by your own role, considering it's augmenting nature

Maybe they see the options during picks, pick them pregame?
that would be a good idea, considering ABLoAF uses Greater Idea picks by default

though having the constellation list shown during picks would spoil how many starkin there are before pregame
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Post Post #39 (isolation #10) » Sun Oct 09, 2022 11:17 am

Post by TemporalLich »

fair enough

the other solution would be only showing the first two constellations available, but that would kinda ruin picking for a desired constellation
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Post Post #41 (isolation #11) » Wed Oct 19, 2022 2:14 pm

Post by TemporalLich »

a third party I created for Grand Idea and want refinement for ABLoAF (and a better name as well maybe):

Third Party Introduction:
Crazed Jailkeeper


You are a third party aligned with yourself. You have a factional Jailkeep action, with which you may protect a player from kills and prevent them from acting.

You win if the game lasts longer than Day X, where X is half the number of players rounded up.
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