You have three one-shot abilities that you can use when you take the factional kill. These abilities replace the factional kill, and you can use as many as you like in one night, on as many different targets as you like.
Stun
– your target is told they are Stunned. They cannot use any abilities they have.
Shush
– your target is told they are Shushed. They cannot post in the main thread.
Scare
– your target is told they are Scared. They lose their vote.
If someone ever is stopped from posting, acting, and voting at the same time (whether as a result of this role or from a combination of abilities including one from this role like a roleblock, silence, or voteblock) then they die.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
Post
Post #12334 (ISO) » Fri Jan 12, 2024 11:22 am
Postby Jake The Wolfie »
Town Engineer
Each night, you may choose a living player and build a machine. You may not choose a player you have previously chosen.
Each night, for each machine you have built on a living player, you may either gain a 1-shot use of their role or use a 1-shot that you've recieved from another machine on that player.
do the thing where everyone against the town goes away. [do not under these circumstances launch a rocket]
During the pregame, any player aligned with an Engineering faction (such as the Mysterious Electricians) or have Engineering roles will be marked as an Engineer (thus referred to as "Engineer", "Engineers", etc). Then if less than 1/4th of the other players are not engineers, randomly mark players up to 1/4th of the other players.
Pollution Spread
- You are aware of how many engineers are alive. If there is ever an engineer next to you, you will reflexively attack them.
It stinks, and you don't like it
- Each night, you may visit a player. If that player is an engineer or adjacent on the playerlist to an engineer, you will attack them.
Ensure that you survive to see all engineers eliminated.
Each night, you may cause a player to be unavoidably charged with a mysterious energy. This ability is treated as untargeted for all purposes.
Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)
Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
Post
Post #12339 (ISO) » Sun Jan 14, 2024 12:04 pm
Postby Gypyx »
Werewolf Loan Shark
Each night you may offer a non-werewolf player a 1-shot abilty of the role of your choice, 2 nights after that, in the event that they used the ability they must either give the werewolf team the same invention they received as a 2-shot ability, or be the target of a Compulsive Strongman kill by the Werewolf Loan Shark
Any member of the Werewolf team may use the returned abilities
This town has gone to the dogs. Let's put these vagrants to good work for once!
You're yet another upstart entrepreneur. The town sits on some good land rich in quality anthracite, and by golly you're going to spend the absolute minimum to get it harvested.
You and your Overseers win if the Coal Mining Co. possesses
50 Work Tokens
by the end of a day phase.
All members of the Coal Mining Co. will learn how many Work Tokens the company as a whole possesses at the start of each phase.
You start with one
Work Token
and one Cave artifact. (They're basic land artifacts with "You can send
TAP: Cave
in a game thread at any time to collect one
solo
-colored mana. This ability recharges any time a day starts.")
These are the abilities given to the Mine Boss.
Mine Boss
(passive):
You are the boss of the Coal Mining Co., which is a business. You are in a PT with your Overseers, if they exist. If you die, the next-most senior Overseer of the Coal Mining Co. will take your place, your artifacts, and any abilities listed in
this color
. If there are no Overseers in the company, then the Coal Mining Co. will dissolve as an entity, and all Coal Mining Co. abilities will be lost.
You will lose if this happens.
This ability will supersede
Coal Miner
and so you will lose the Coal Miner passive ability if you gain this one. Yes, this means you can take other actions without restriction. You're the boss. Do what you want.
Entrepreneur Work Ethic
(passive):
You work harder than most. (Or aren't suffering the ill effects of laboring in stuffy coal mines all day.) You have four
action points
, which recharge any time a day starts and fuel your other abilities. This ability will supersede
Fourteen Hour Work Day
and so you will lose the Fourteen Hour Work Day ability if you gain this one.
Clock In
(costs one
action point
for each use):
Generate one
Work Token
for your business.
Forced Recruitment
(costs one
solo
mana and an
action point
for each use):
Kidnap someone and house them in your tenement housing. You will take all
spondulicks
, artifacts, and inventions this player has, if any, and make them an employee of the Coal Mining Co. They gain all abilities listed in white, and learn of their new employment.
Open Another Seam
(costs two
Work Tokens
and an
action point
for each use):
Progress must be made. You get another Cave artifact once you use this ability. There is a 50% chance that it will be flooded when you open up the new seam, and so you will need to spend another work token or the Cave will enter tapped.
Just a Teensy Bribe
(costs one
solo
mana and an
action point
for each use):
Target someone at night. They are unable to successfully target you with any abilities. Once you have used this ability on someone, you must pay one
solo
mana every day to maintain the bribe or this ability ceases to function.
Lobby Local Government
(costs two
solo
mana and an
action point
for each use):
Each time that you use this ability, you get a Bribed Vote invention.
Background Check
(costs one
solo
mana and an
action point
for each use):
Target a Coal Mining Co. employee at night. You will learn their role or their alignment (at mod discretion), but not both. If you retarget this player, you will learn information you didn't learn the first time you targeted them. This might include the same kind of information (role, alignment) if it has changed since you last targeted them
Discipline
(costs three
solo
mana or three
Work Tokens
and an
action point
):
Target a Coal Mining Co. employee at night. You will attempt to kill them.
Overseer Promotion
(costs three
solo
mana, two
action points
, and a
Work Token
for each use):
Promote someone to an Overseer who is an employee of the Coal Mining Co. They lose the Coal Miner passive ability, if they had it, gain the
Discipline
and
Background Check
abilities, and gain the following passive ability:
These abilities are given to Coal Mining Co. employees.
Coal Miner (passive):
As a dirt-poor laborer working for the Coal Mining Co., you have to get the hell out of this situation. You have the following secondary win condition. When you flip, this win condition will be revealed alongside any others.
While you are a Coal Miner,
you cannot take night actions that are not Coal Mining Co. abilities
. If you are the last remaining member of your faction, then you can take factional actions for free.
Fourteen Hour Work Day:
You have 2
Action Points
. Your action points recharge every time a day starts. During the day, you can choose how you want to allocate your action points for the next night by PMing the mod:
Clock In (1 AP, can take multiple times in the same day):
Generate one
Work Token
for your business.
Time Off (2 AP):
If you use this,
you are able to take night actions that are not Coal Mining Co. powers
.
You don't have to allocate any if you don't want to.
Any generated
Work Tokens
are pooled among Coal Mining Co. workers.
Work Tokens
fuel other Coal Mining Co. actions.
Who's the Boss Anyway? (costs one
action point
and a
Work Token
):
Interrogate someone to find out if they're the boss or not. You will learn, assuming no interference, if your target is the Boss, an Overseer, or not. The Boss will be informed that someone checked for them, but not who it was or who they guessed.
Dig An Escape Tunnel (costs two
action points
and a
Work Token
):
Try and find a way out. Each time you take this action, one of three outcomes is randomly chosen:
You do not get to know how close you are to the exit when you take this action.
Light The Escape Tunnel (costs one
action point
and a
Work Token
:
Learn how many steps you are from the exit. You start at 5, but will get closer each time you Dig an Escape Tunnel. If you are 0 steps away, then you are as close to the exit as you can be.
Make A Break For It (costs two
action points
):
Go, go, go! The Boss will learn that you attempted to make an exit, but not if it succeeded. If you weren't 0 steps away from the exit, this ability fails. If you were 0 steps away from the exit, you will successfully leave the Coal Mine and gain the
Coal Mine Escapee
passive ability.
This ability is given to someone who successfully leaves the company.
Coal Mine Escapee (passive):
You have escaped the Coal Mining Co. You lose all Coal Mining Co. abilities and are immune to being made a Coal Miner again. You also gain the following (passive?) ability:
This ability is given to someone who is a Coal Mining Co. employee and is a non-Town faction.
Collapse Mine
(costs 2
Work Tokens
and 2
action points
):
Rig explosives in the mine. Anyone who takes an action which produces
Work Tokens
will be attacked. The Mine Boss will lose one Cave artifact, if they have any. If they do not have any Cave artifacts, they will die.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
During pregame, target two players. Assuming no interference with your action, your target's roles will be swapped. They will know they have been swapped, but not who with.
If another role cares about this, you are an
Outsider
.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
During pregame, target two players. Assuming no interference with your action, your targets will be in a bubble with each other. If someone not in the bubble tries to target someone in the bubble, their action will be redirected to themselves. If someone in the bubble tries to target someone outside of the bubble, their action will be redirected to themselves. If one player in the bubble dies or the game enters an ELo or MeLO state, the bubble will pop and cease to exist. Both members of the bubble are informed of a popping sound.
Nowt is a second town faction.
Nowt Viability Clause
- Town roles should be randomly converted to Nowt roles until they are as close to as even as possible.
Win Condition
- Wins if all threats to the Nowt are eliminated, including Town. Nowt doesn't get a factional PT and has no knowledge of its teammates.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!