Logical Idea Mafia

This forum is for discussion related to the game.
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Post Post #11 (isolation #0) » Thu Mar 21, 2024 12:25 am

Post by SmileyDude1 »

Town Non-Consecutive Doctor


Each night, you may target a player. Assuming no interference with your action, you will protect your target from a single killing action that targeted them that night.
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Post Post #12 (isolation #1) » Thu Mar 21, 2024 12:44 am

Post by SmileyDude1 »

Town Monk


You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.
Last edited by SmileyDude1 on Tue Mar 26, 2024 1:59 pm, edited 5 times in total.
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Post Post #13 (isolation #2) » Thu Mar 21, 2024 12:45 am

Post by SmileyDude1 »

Werewolf Goon
Last edited by SmileyDude1 on Thu Mar 21, 2024 2:49 pm, edited 1 time in total.
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Post Post #19 (isolation #3) » Thu Mar 21, 2024 9:28 am

Post by SmileyDude1 »

Town Mason


You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.
Last edited by SmileyDude1 on Tue Mar 26, 2024 1:52 pm, edited 1 time in total.
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Post Post #20 (isolation #4) » Thu Mar 21, 2024 9:40 am

Post by SmileyDude1 »

Town Delayed Action Reflector


Should anyone successfully target you during the night with an active night ability, you will passively reflect that ability back at said player during the following night phase. You will not be informed of what actions targeted you during the past night phase. Should you reflect an investigative role, you will receive a copy of your result at the end of the night phase as normal, assuming your action wasn't blocked. While reflecting a role ability back you are considered immune to that role, should you be targeted by that ability during this time it will compulsively fail. The lone exception to this rule is factional killing actions, those can still target you while reflecting.

E.g if a doctor targeted a delayed action reflector night 1, the reflector will target the doctor with a doctor shot night 2, if the doctor tries to target the reflector again while it's reflecting the doc ability back it will always fail.

Reflected Factional Kill Actions have the same priority as a normal factional kill
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:34 pm, edited 1 time in total.
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Post Post #21 (isolation #5) » Thu Mar 21, 2024 9:41 am

Post by SmileyDude1 »

Werewolf Roleblocker


Each night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:40 pm, edited 2 times in total.
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Post Post #23 (isolation #6) » Fri Mar 22, 2024 12:12 am

Post by SmileyDude1 »

Mafia Monk


You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.
Last edited by SmileyDude1 on Tue Mar 26, 2024 1:57 pm, edited 1 time in total.
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Post Post #24 (isolation #7) » Fri Mar 22, 2024 12:14 am

Post by SmileyDude1 »

Werewolf Mason


You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.
Last edited by SmileyDude1 on Tue Mar 26, 2024 1:59 pm, edited 2 times in total.
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Post Post #26 (isolation #8) » Sat Mar 23, 2024 6:04 pm

Post by SmileyDude1 »

Town Avenger


Each night, you may target a player. Assuming no interference with your action, you will shoot that player, killing them if they were not protected. Should you successfully kill a member of the
town
, you will die alongside them.



I think mason feasibilty clause would be a good idea given we're including mason type roles yeah. I'd argue it'd be kind of misleading to not do so since it could lead to players who draw mason-type roles inadvertently being equivalent to a named townie while their role PM suggests otherwise.
Last edited by SmileyDude1 on Tue Apr 02, 2024 3:58 pm, edited 1 time in total.
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Post Post #27 (isolation #9) » Sat Mar 23, 2024 6:29 pm

Post by SmileyDude1 »

Town JOAT (Follower, Loyal Vigilante, Watcher, Complex Fruit Vendor)


You have access to the following 1-shot abilities that you may use over the course of the game. You may only use a maximum of 1 of these per night.

Follower
- Once a game at night, you may target a player. Assuming no interference with your action, you will learn what type of action your target performed that night if any. Results will come in the form of NAR normal categories (can be found here) with anything not falling within those bounds being considered miscellaneous. Should your action be blocked you will receive no result

Loyal Vigilante
- Once a game at night, you may target a player. Assuming no interference with your action, you will shoot your target, killing them if they were not protected. This ability will fail if used on those who are not aligned with you.

Watcher
- Once a game at night, you may target a player. Assuming no interference with your action, you will learn who visited your target if anyone. Should your action be blocked you will receive no result.

Complex Fruit Vendor
- Once a game at night, you may target a player. Assuming no interference with your action, you will give your target fruit. Recipients will be informed that they received fruit, this fruit has no effect. This ability will fail if used on someone who is vanilla.
Last edited by SmileyDude1 on Sat Mar 23, 2024 6:42 pm, edited 1 time in total.
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Post Post #28 (isolation #10) » Sat Mar 23, 2024 6:29 pm

Post by SmileyDude1 »

Vanilla Townie
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Post Post #30 (isolation #11) » Sun Mar 24, 2024 5:30 am

Post by SmileyDude1 »

Alpha Werewolf


You are resilient, you will passively survive the first killing action that successfully targets you.

As long as you are alive, all werewolves, including yourself, are immune to direct blocking actions. Should such an action target you or your fellow wolves, it will fail and have no effect. Actions can still be blocked if your target has some protection against them (e.g, a roleblocker targeting you would have no effect, but a rolestopper targeting your target would still block your action. Same goes for targeting an ascetic with a non-killing ability, etc.).

You are a respected member of the wolf pack, during the first night after you die, all non-factional
werewolf
abilities will be disabled. They will be reenabled for preceding night phases.
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Post Post #31 (isolation #12) » Sun Mar 24, 2024 5:31 am

Post by SmileyDude1 »

Town Roleblocker


Each night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:39 pm, edited 1 time in total.
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Post Post #32 (isolation #13) » Mon Mar 25, 2024 1:04 pm

Post by SmileyDude1 »

Town Power Broker


Each night, you may target a player. Assuming no interference with your action, your target will gain an extra vote for the next two day phases, use HURT: tags to utilize your extra vote and HEAL: tags if you wish to unvote your extra vote. You may not stack extra votes onto a single player. If you target a player that has an active extra vote already, it will fail.

All extra votes will disable should the number of extra votes in the game + the number of scum remaining be more than the number of town remaining.
(If Ex + S > T, disable all extra votes. Ex= extra votes, S=Anti-town players, T=Town)
Last edited by SmileyDude1 on Tue Mar 26, 2024 2:33 pm, edited 1 time in total.
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Post Post #33 (isolation #14) » Mon Mar 25, 2024 1:05 pm

Post by SmileyDude1 »

Mafia Power Broker


Each night, you may target a player. Assuming no interference with your action, your target will gain an extra vote for the next two day phases, use HURT: tags to utilize your extra vote and HEAL: tags if you wish to unvote your extra vote. You may not stack extra votes onto a single player. If you target a player that has an active extra vote already, it will fail.

All extra votes will disable should the number of extra votes in the game + the number of scum remaining be more than the number of town remaining.
(If Ex + S > T, disable all extra votes. Ex= extra votes, S=Anti-town players, T=Town)
Last edited by SmileyDude1 on Tue Mar 26, 2024 2:34 pm, edited 1 time in total.
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Post Post #34 (isolation #15) » Mon Mar 25, 2024 1:22 pm

Post by SmileyDude1 »

Town Odd-Night Gunsmith Even-Night Role Watcher


During odd-numbered night phases, you may target a player. Assuming no interference with your action, you will learn whether or not your target possesses a gun. Refer to here to see what roles will register as having a gun. By default a gunsmith will work on
Mafia
,
Shadow Assassins
and
Werewolves
unless their role indicates or states otherwise. Should this action be blocked, you will receive no result.

During even-numbered night phases, you may target a player. Assuming no interference with your action, you will learn what other roles targeted your target that night. Should your action be blocked, you will receive no result.
Last edited by SmileyDude1 on Fri Mar 29, 2024 12:17 pm, edited 1 time in total.
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Post Post #35 (isolation #16) » Mon Mar 25, 2024 1:23 pm

Post by SmileyDude1 »

Werewolf Neighborizer


Each night, you may target a player. Assuming no interference with your action, they will be added to a neighborhood PT that you control, where they may speak with you and other members during the specified times (by default all times unless another role states or indicates otherwise) as long as they are alive.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:45 pm, edited 1 time in total.
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Post Post #36 (isolation #17) » Mon Mar 25, 2024 1:23 pm

Post by SmileyDude1 »

Mafia Roleblocker


Each night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:40 pm, edited 1 time in total.
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Post Post #37 (isolation #18) » Mon Mar 25, 2024 1:34 pm

Post by SmileyDude1 »

Town Roaming Sword Vendor


Each night, you may target a player. Assuming no interference with your action, your target will be informed that they received a sword. They will be informed that this sword has the following effect "Once per day you may type HURT WITH A BLADE: playername during the day to slash your target with a sword. They will bleed out 2 night phases from now and die unless visited by a "healing role".

Each player in the game may only be targeted by this ability once during the course of the game. This is true even if your action is blocked.
Last edited by SmileyDude1 on Mon Apr 22, 2024 1:22 pm, edited 2 times in total.
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Post Post #38 (isolation #19) » Mon Mar 25, 2024 1:35 pm

Post by SmileyDude1 »

Ascetic Townie


You are passively immune to all non-killing actions that target you. Such actions that target you will fail as if they were roleblocked.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:41 pm, edited 1 time in total.
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Post Post #39 (isolation #20) » Mon Mar 25, 2024 2:06 pm

Post by SmileyDude1 »

Inconspicuous Even-Night Double Killing Serial Killer


You are a Serial Killer aligned with yourself. You win when you are the last player alive or when everyone is dead.

Your night kill is disabled during odd-numbered night phases, should you attempt to use it during those nights it will fail.

During even-numbered night phases you may target two players at once with your night kill, killing them if they were not protected. You may also elect to stack both kills onto the same target if you so choose.

You are inconspicuous, you will be seen as
innocent
to all alignment-investigative roles until the first successful kill you make.
Last edited by SmileyDude1 on Mon Mar 25, 2024 2:33 pm, edited 2 times in total.
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Post Post #40 (isolation #21) » Mon Mar 25, 2024 2:12 pm

Post by SmileyDude1 »

Mafia Godfather


You passively investigate as
Town
to cop roles

Any role that checks for alignment will see this role as town(whether it's checking for town vs not town, or checking for a specific alignment).
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Post Post #41 (isolation #22) » Tue Mar 26, 2024 2:05 pm

Post by SmileyDude1 »

Town Encryptor Mason


You enable daytalk for all PTs you are in. Upon your death, all PTs you were in will lose access to daytalk.

You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.
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Post Post #42 (isolation #23) » Tue Mar 26, 2024 2:54 pm

Post by SmileyDude1 »

Town 3-Shot Reporter Monk


Three times a game at night, you may target a player. Assuming no interference with your action, you will learn whether your target acted during that night. Should your action be blocked you will receive no result.

You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.
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Post Post #43 (isolation #24) » Tue Mar 26, 2024 4:23 pm

Post by SmileyDude1 »

Shadow Assassin Shrouder


You are a member of the
Shadow Assassins
, you have access to the following factional abilities.

Assassinate
- The
Shadow Assassin's
factional kill. Each night, if no other
Shadow Assassin
is performing this action, you may commit the factional kill on the
Shadow Assassin's
behalf. When beginning the game, by default this action has the stealthy modifier meaning it will not show to action investigative roles, but the properties of the factional kill change with the faction's stealth level.

Stealth Level
- As the
Shadow Assassins
kill, they gain more infamy causing their stealth level to lower. By default the
Shadow Assassins
start the game at Stealth Level 3. For each successful kill made by an assassin, the faction's Stealth Level will lower by one. If the Shadow Assassins elect to not submit a factional kill it will cause their Stealth Level to increase by one, this will not apply should their kill be blocked, only if they elect to not commit the kill at all. Any changes to the Stealth Level during the nighttime will register at the end of the night after all other actions were processed. Changes to the Stealth Level during the day will register after the killing action was processed. The
Shadow Assassins
will be informed when their stealth level changes.

The properties of the factional kill change with Stealth Level. Effects can be seen as below.

Stealth Level 3
-The factional kill is given the stealthy modifier, causing the assailant to be undetectable to action-investigative roles. Such roles will receive results as if that action did not occur.

Stealth Level 2
- The factional kill will be revealing. The victim of the factional kill will be publicly announced to have been "killed by a
Shadow Assassin
"

Stealth Level 1
- The factional kill loses the stealthy modifier. The factional kill will reveal the role of the player who performed it alongside the fact they are a
Shadow Assassin
(e.g if this role performed the factional kill while at stealth level 1, it would be publicly revealed that the victim was killed by a
Shadow Assassin Shrouder
)

Stealth Level 0
- The member who performed the factional kill will be outted as being a
Shadow Assassin

(e.g, if I performed the factional kill at Stealth Level 0, it would be publicly revealed that the victim was killed by SmileyDude1, a
Shadow Assassin
)

Your faction wins when all threats to the
Shadow Assassins
have been eliminated and at least one member is left alive, or when nothing can prevent the same
---------

You have the following personal ability.

Shroud
- Each night, you may target a player. Assuming no interference with your action, you will shroud your target in shadow. If your target is a
Shadow Assassin
, they will be able to perform the factional kill that night without lowering the faction's stealth level. If they are not a Shadow Assassin, they will be roleblocked causing any action they performed to fail. It will take 1 night phase for this ability to recharge before you are able to use it again.
Last edited by SmileyDude1 on Thu Mar 28, 2024 4:45 pm, edited 3 times in total.
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Post Post #44 (isolation #25) » Tue Mar 26, 2024 4:25 pm

Post by SmileyDude1 »

Shadow Assassin Goon


You have no special abilities.
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Post Post #45 (isolation #26) » Tue Mar 26, 2024 4:49 pm

Post by SmileyDude1 »

Shadow Assassin Odd-Night Samurai


During odd-numbered night phases, you may elect to go on guard. While on guard, you will compulsively parry and kill anyone who tries to attack you that night, surviving in the process. Additionally If exactly one player targets you while on guard, you will attempt to kill them even if they didn't attack you. Otherwise your guard will have no effect and lower the stealth level by 2 should multiple players target you with non-aggressive actions

Mod note: For clarification, Stealth Level should not be lowered if any of the following criteria is true while on guard,

-The guard counters an attacking action from another player
-The guard kills the lone non-aggressing visitor that targeted this role
-The guard wasn't triggered by anyone, due to no one visiting.

If none of the above is true, lower the stealth level.
Last edited by SmileyDude1 on Tue Mar 26, 2024 5:31 pm, edited 1 time in total.
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Post Post #46 (isolation #27) » Tue Mar 26, 2024 4:55 pm

Post by SmileyDude1 »

Shadow Assassin Tracker


Each night, you may target a player. Assuming no interference with your action you will learn who your target visited last night.
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Post Post #47 (isolation #28) » Tue Mar 26, 2024 4:57 pm

Post by SmileyDude1 »

Shadow Assassin Fall Guy


Upon your death, the
Shadow Assassin's
stealth level will reset to Stealth level 3
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Post Post #48 (isolation #29) » Tue Mar 26, 2024 5:01 pm

Post by SmileyDude1 »

Town High Advisor

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #49 (isolation #30) » Tue Mar 26, 2024 5:18 pm

Post by SmileyDude1 »

Town Non-Consecutive JOAT (Alignment Cop, Disloyal Roleblocker, Combined Friendly Neighbor Neighborizer, Combined Doctor Hider)


You have an assortment of 1-shot abilities that you may use over the course of the game, of which you may use 1 per night phase. You may not use JOAT abilities two nights in a row.

Alignment Cop
- Once a game, you may target a player. Assuming no interference with your action, you will learn your target's alignment. Should this action be blocked you will receive no result.

Disloyal Roleblocker
- Once a game, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail. This action will not work if your target is aligned with you.

Combined Friendly Neighbor Neighborizer
- Once a game, you may target a player. Assuming no interference with your action, they will receive a message from the moderator that confirms you as town, and you will add them to a neighborhood PT where members may speak during the specified times (by default all times, unless another role states otherwise) as long as they are alive.

Combined Doctor Hider
- Once a game, you may target a player. Assuming no interference with your action, you will both protect them from a single killing action that successfully targets them and hide behind them causing any killing actions that target you directly to fail, though at the cost that a killing action that successfully targets your target will kill you as well.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:46 pm, edited 3 times in total.
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Post Post #50 (isolation #31) » Tue Mar 26, 2024 5:22 pm

Post by SmileyDude1 »

Town Novice Dayvig


Once each day, after the first day phase, you may elect to shoot a player during the day, killing them if they weren't protected. Type a bolded
Shoot: Playername
to utilize your dayvig shots.
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Post Post #52 (isolation #32) » Wed Mar 27, 2024 4:29 pm

Post by SmileyDude1 »

Town Mystical Cleric


You have access to the following basic healing abilities that you may use simultaneously each night phase.

Healing Palm
- Each night, you may target a player. Assuming no interference with your action, you will give them a mystical healing palm. This will passively protect them from attacking actions that target them during the daytime. The first time they are attacked by an action during the day, this palm will heal them protecting them from said action. These cannot be stacked upon a single player though they may be targeted again with this ability after their original palm triggers.

Healing Ray
- Each night, you may target a player with this ability. Assuming no interference with your action, you will protect your target from a single killing action that targeted them that night. This ability requires high concentration to utilize. As such this ability will fail if you were targeted by any other action during the night.
--
In addition you have the following additional one-shot enhancements to your healing ray that you may use over the course of the game

Field of Healing
- Once a game, you may enhance your healing ray to target up to 3 players at once using this ability. Your action will still fail if your focus is shaken by being targeted by another action.

Spiritual Healing
- Once a game, you may use your spiritual healing instead of your healing ray to protect your target from a single kill that targeted them this night. This does not require focus to perform and will still work even if you are targeted by a night action that night. In addition the mystical healing will make the target's next action they perform Strong-Willed. Your target will be informed of their Strong-Willed status if successful.

Impenetrable Barrier
-Once a game, you may cast an impenetrable barrier on your target for the night instead of using your healing ray. This requires focus to perform and will fail should you be targeted by a night action that night. This barrier will render your target deathproof for that night, causing even otherwise unstoppable killing actions (e.g juggernaut, etc.) to fail as well as overriding macho modifiers. Healing Palm may not be used in conjunction with this enhancement.
Last edited by SmileyDude1 on Thu Mar 28, 2024 5:15 pm, edited 1 time in total.
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Post Post #53 (isolation #33) » Wed Mar 27, 2024 4:29 pm

Post by SmileyDude1 »

Town Odd-Night Bulletproof


You are passively protected from all killing actions that target you during odd-numbered nights.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:36 pm, edited 1 time in total.
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Post Post #54 (isolation #34) » Wed Mar 27, 2024 4:30 pm

Post by SmileyDude1 »

Town Indecisive 3-Shot Doctor


Three times a game at night, you may target a player. Assuming no interference with your action, you will protect them from a single killing action that targets them during the night. You may not target the same player two nights in a row.
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Post Post #55 (isolation #35) » Wed Mar 27, 2024 4:47 pm

Post by SmileyDude1 »

Vanilla Townie
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Post Post #56 (isolation #36) » Wed Mar 27, 2024 4:49 pm

Post by SmileyDude1 »

Mafia 2-Shot Commuter


Twice a game at night, you may elect to commute out of town. Upon doing so, you will be considered untargetable, causing all actions that targeted you during that night to fail. You may not commit the factional kill while commuting.
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Post Post #57 (isolation #37) » Wed Mar 27, 2024 4:51 pm

Post by SmileyDude1 »

Werewolf Odd-Night Bulletproof


You are passively protected from all killing actions that target you during odd-numbered nights.
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Post Post #63 (isolation #38) » Thu Mar 28, 2024 3:55 pm

Post by SmileyDude1 »

Town Even-Night Cop


During even-numbered night phases, you may target a player. Assuming no interference with your learn whether your target is
town
or
not town
.
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Post Post #64 (isolation #39) » Thu Mar 28, 2024 4:02 pm

Post by SmileyDude1 »

Town Miller


You will passively investigate as
not town
to cop roles and as a member of a random scum faction (
Mafia
,
Werewolf
, or
Shadow Assassin
) to alignment cop roles.
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Post Post #65 (isolation #40) » Thu Mar 28, 2024 4:32 pm

Post by SmileyDude1 »

Vanilla Townie
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Post Post #66 (isolation #41) » Thu Mar 28, 2024 4:37 pm

Post by SmileyDude1 »

Town 3-Shot Recharged Self-Help Expert


Three times a game at night, you may target a player. Assuming no interference with your action, you will give your target a one-use ability to self target with their night action if they so choose. Should your action fail for any reason you will be given your shot back, you will be informed should this occur.
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Post Post #67 (isolation #42) » Thu Mar 28, 2024 4:41 pm

Post by SmileyDude1 »

Town Fighter


You won't go down without a fight. Should you die to being targeted by a killing action, you will maim your assailants on your way out, causing them to be unable to act during the following night phase. Players will be informed should they be maimed.
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Post Post #68 (isolation #43) » Thu Mar 28, 2024 4:57 pm

Post by SmileyDude1 »

Shadow Assassin 1-Shot Hitman


Once a game during the day you may elect to assassinate someone during the day by privately messaging the mod with intent to do so. For all intents and purposes this is considered a factional kill action for the purposes of the Stealth Level system.

glossary of terms:
Last edited by SmileyDude1 on Thu Mar 28, 2024 5:50 pm, edited 1 time in total.
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Post Post #69 (isolation #44) » Thu Mar 28, 2024 5:07 pm

Post by SmileyDude1 »

Shadow Assassin Eluder


You have the following abilities.

Shadow Cloak
- At your stealthiest, no one can hope to land a hit on you. While at Stealth level 3, you are passively considered untargetable to killing actions. Killing actions that target you while in Stealth Level 3 will always fail

Shadow Slink
- You have the ability to vanish into the shadows in a pinch. Each night, you may elect to activate this ability. Upon doing so, you will become ascetic, that is immune to all non-killing actions that target you, for that night. While at Stealth Level 3, this ability may be used in consecutive nights without cooldown. At Stealth Level 2, you will need to wait a night phase for this ability to recharge after use before you may use it again. This ability will be disabled at Stealth Level 1 and below.

glossary of terms:
Last edited by SmileyDude1 on Thu Mar 28, 2024 5:45 pm, edited 1 time in total.
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Post Post #70 (isolation #45) » Thu Mar 28, 2024 5:08 pm

Post by SmileyDude1 »

Shadow Assassin Goon


You have no special abilities

glossary of terms:
Last edited by SmileyDude1 on Thu Mar 28, 2024 5:16 pm, edited 2 times in total.
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Post Post #71 (isolation #46) » Thu Mar 28, 2024 5:10 pm

Post by SmileyDude1 »

Town Tracker


Each night, you may target a player. Assuming no interference with your action, you will learn who your targeted visited that night.
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Post Post #72 (isolation #47) » Thu Mar 28, 2024 5:13 pm

Post by SmileyDude1 »

Town Macho Watcher


Each night, you may target a player. Assuming no interference with your action, you will learn who else targeted your target that night. Should your action be blocked, you will receive no result.

You can't be protected from killing actions that successfully target you.
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Post Post #73 (isolation #48) » Thu Mar 28, 2024 5:14 pm

Post by SmileyDude1 »

Raspberry Townie


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
Raspberry
flavored though, so that's cool.
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Post Post #74 (isolation #49) » Thu Mar 28, 2024 5:25 pm

Post by SmileyDude1 »

Town 1-Shot Rolestopper


Once a game at night, you may target a player. Assuming no interference with your action, you will rolestop your target causing all other actions targeting them to fail.
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Post Post #75 (isolation #50) » Thu Mar 28, 2024 5:26 pm

Post by SmileyDude1 »

Coconut Townie


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
Coconut
flavored though, so that's cool.
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Post Post #79 (isolation #51) » Fri Mar 29, 2024 11:49 am

Post by SmileyDude1 »

Town Pyromancer


You have access to the following day ability that you may use each day phase.

Fireball
- Each day, you may burn someone's vote by typing
Burn: Playername
publicly in main thread. Their vote will be weighted as 0 for the rest of the day phase. Upon successfully targeting someone they may not be targeted by this ability again for the next 2 day phases. This may not be used while in ELO

You also have access to the following 1-shot night abilities that you may use over the course of the game. Only one can be used per night.

Inferno
- Once a game, you may target a player. Assuming no interference with your action, you will attempt to burn them with inferno, killing them if they were not protected and causing anyone who visited your target that night to be roleblocked the following night.

Sunfire
- Once a game you may elect to activate this ability for that night. Should you be killed while this ability is active, the following night phase will be replaced by a prolonged
sunset phase
. During sunset all PTs will be locked, and the main thread will remain open for discussion until the next day phase. Actions during this time will need to be privately submitted to the mod for cases for the sake of resolution. Should this ability trigger, players will be notified at the beginning of the day, that a
sunset phase
will occur after the end of this day phase, both publicly and in all PTs.
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Post Post #80 (isolation #52) » Fri Mar 29, 2024 11:51 am

Post by SmileyDude1 »

Mafia 2-Shot Crony


Twice a game during the night, if you are not the player performing the factional kill you may utilize your ability. Assuming no interference with your action, upon doing so you will visit the target of the factional kill alongside the player who is committing said factional kill. Should the original factional kill fail to kill the target for any reason, you will attempt to shoot the target again, killing them if they were not protected.
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Post Post #81 (isolation #53) » Fri Mar 29, 2024 11:59 am

Post by SmileyDude1 »

Mafia Disguiser


Each night, you may target a player. Assuming no interference with your action, you will disguise them as a role of your choice from this thread. This will cause any role-investigative abilities that check this person to gather the same result as the role you disguised them as during that night. For example, if you target a player and "disguise them as a roleblocker", they will show up as a roleblocker to any rolecop abilities that checked them that night, even if they were actually a different role.

As you are a master of disguise, you also wear a disguise to trick rolecops. At any time, you may PM the mod a disguise you wish to wear and you will passively register as that role to role-investigative roles that target you. You may change your disguise at any time.
Last edited by SmileyDude1 on Fri Mar 29, 2024 1:42 pm, edited 1 time in total.
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Post Post #82 (isolation #54) » Fri Mar 29, 2024 12:10 pm

Post by SmileyDude1 »

Mafia JOAT (Juggernaut,Ninja, Escapist)


You have the following 1-shot night abilities that you may use over the course of the game. Only one can be used per night.

Juggernaut
- Once per game, if performing the factional kill action, you may use this ability. Upon doing so, the factional kill will be made unstoppable this night phase and you will kill your target bypassing all protection.

Ninja
- Once per game, if performing the factional kill action, you may use this ability. Upon doing so, the factional kill will be considered to be invisible to action-investigative roles this night phase. Such roles will gather results as if your action had not occurred.

Escapist
- Once per game, if performing the factional kill action, you may use this ability. Upon doing so, you will commute while committing the factional kill, rendering yourself untargetable during that night phase. Any action that targets you the night you activate this ability will fail.
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Post Post #83 (isolation #55) » Fri Mar 29, 2024 12:15 pm

Post by SmileyDude1 »

Reroll but make the role Shadow Assassin-aligned


Reroll, but change the role's alignment to
Shadow Assassin
.

If the resulting role doesn't make sense as Shadow Assassin (this includes roles that can't be Shadow Assassin such as the High Advisor), you are a
Shadow Assassin Goon
.

glossary of terms:




Reroll counterpart for Shadow Assassins
Last edited by SmileyDude1 on Sun Mar 31, 2024 11:15 am, edited 1 time in total.
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Post Post #84 (isolation #56) » Fri Mar 29, 2024 12:31 pm

Post by SmileyDude1 »

Werewolf Scratcher


You elect to forgo guns when committing the factional kill in favor of your vicious claws. You will passively show as
not having a gun
to gunsmiths.

Due to your claws, you are a formidable adversary. You will maim anyone who visits the same target as you or attempts to attack you during the night. Those maimed will be unable to act during the following night phase. Players will be informed should they be maimed.

Each night, you may target a player. Assuming no interference with your action, you will scratch against your target's house. Causing them to be roleblocked and rolestopped due to the noise. All actions your target performs and all actions that target your target will fail.
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Post Post #85 (isolation #57) » Fri Mar 29, 2024 12:33 pm

Post by SmileyDude1 »

Werewolf Universal Backup


You will inherit the role of the first non-vanilla
Werewolf
to die.
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Post Post #86 (isolation #58) » Fri Mar 29, 2024 12:41 pm

Post by SmileyDude1 »

Dire Wolf


Each night, you may target a player. Assuming no interference with your action, you will mark your target with your claws. You may not mark and commit the factional kill in the same night. Players will not be informed that they were marked, but it will be publicly announced when more than 2 living players have been marked in the main thread.

Once a game at night, you may elect to go on rampage replacing the factional kill ability for that night. Upon doing so, you will juggernaut kill all of the players you have marked, killing them through all protection unless they are deathproof or untargetable.
Last edited by SmileyDude1 on Sat Mar 30, 2024 1:04 am, edited 5 times in total.
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Post Post #87 (isolation #59) » Fri Mar 29, 2024 12:43 pm

Post by SmileyDude1 »

Shadow Assassin Odd-Night Rolecop


During odd-numbered night phases, you may target a player. Assuming no interference with your action, you will learn your target's role. Should this action be blocked you will receive no result.

glossary of terms:
Last edited by SmileyDude1 on Sun Mar 31, 2024 11:14 am, edited 1 time in total.
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Post Post #88 (isolation #60) » Fri Mar 29, 2024 12:49 pm

Post by SmileyDude1 »

Shadow Assassin Reckless Juggernaut


Due to being reckless, when at Stealth Level 1 or below, you will gain access to your juggernaut ability. Upon this occurring, when you commit the factional killing action, it will be considered unstoppable killing through all protection.

Should this role be rerolled as a different scum alignment than Shadow Assassin, the reckless modifier on this role will be swapped out for an odd-night modifier instead.

glossary of terms:
Last edited by SmileyDude1 on Sun Mar 31, 2024 11:14 am, edited 1 time in total.
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Post Post #89 (isolation #61) » Fri Mar 29, 2024 12:51 pm

Post by SmileyDude1 »

Shadow Assassin 2-Shot Rolestopper


Twice a game at night, you may target a player. Assuming no interference with your action, you will rolestop your target, causing all other actions that target them that night to fail.

glossary of terms:
Last edited by SmileyDude1 on Sun Mar 31, 2024 11:13 am, edited 1 time in total.
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Post Post #90 (isolation #62) » Fri Mar 29, 2024 12:54 pm

Post by SmileyDude1 »

Peach Townie


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
Peach
flavored though, so that's cool.
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Post Post #92 (isolation #63) » Sat Mar 30, 2024 12:14 pm

Post by SmileyDude1 »

Town Loyal Cop


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is aligned with
town
or
not town
. Should this action be blocked, you will receive no result. This action will fail if used on someone who is not aligned with you.
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Post Post #93 (isolation #64) » Sat Mar 30, 2024 12:17 pm

Post by SmileyDude1 »

Town 1-Shot Roleblocker


Once a game at night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail.
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Post Post #94 (isolation #65) » Sat Mar 30, 2024 12:34 pm

Post by SmileyDude1 »

Town 1-Shot Influencer


Once a game at night, you may elect to use your power as an influencer to enforce a popularity contest during the following day phase. This action will go through even if you die during the night of activation.

The Popularity contest will cause the elimination to function differently for that particular phase. Instead of eliminating players via majority vote as normal, the elimination will be decided by process of elimination with players voting to make other players immune to elimination by plurality vote until only one player remains who will be eliminated.

Players will vote for who they would like to save as normal and may not vote themselves during the popularity contest. Every 60 hours, the player who has the most votes will be made immune to elimination for the rest of the phase. Ties will be resolved first by the votes of those already saved and then by wagon seniority. Alternatively if the majority of living players vote to save someone, they will be immediately saved early and deadline will reset. Votes will reset and this process will repeat until one player is remaining who will then be eliminated.

Should there be more than 10 players alive in the game upon this ability being activated, the top 2 players with the most votes will be made immune instead of top 1. If more than 17 players are alive in the game upon this ability being activated, the top 3 players with the most votes will be made immune instead of top 2.

It will be announced at the beginning of the day if popularity contest rules are in play.
Last edited by SmileyDude1 on Sat Mar 30, 2024 4:22 pm, edited 1 time in total.
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Post Post #95 (isolation #66) » Sat Mar 30, 2024 12:35 pm

Post by SmileyDude1 »

Lime Mafia Goon


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
Lime
flavored though, so that's cool.
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Post Post #97 (isolation #67) » Sat Mar 30, 2024 6:05 pm

Post by SmileyDude1 »

Survivor JOAT (Activated Ascetic, Activated Bulletproof, Commuter, Activated Ashamed Defender)


You win if you are alive when the game ends.

You have the following 1-Shot abilities you may use over the course of the game

Activated Ascetic
- Once a game, you may activate this ability. Upon doing so, you will become ascetic for the night causing all non-killing actions that target you to fail.

Activated Bulletproof
- Once a game, you may activate this ability. Upon doing so, you will become bulletproof for the night, surving all killing actions that successfully target you that night.

Commuter
- Once a game, you may commute out of town for the night, becoming untargetable to all actions. Any action that targets you that night will fail.

Activated Ashamed Defender
- Once a game, you may activate this ability. Upon doing so you will defend for the night. Any violent visitors to you (i.e those targeting you with killing actions) will be killed, and any non-violent visitors to you will be maimed causing them to be unable to act the following night. You will gain defense against basic attacks while defending, such attacks cannot kill you (though juggernaut and ninja killing actions will still work). If no one targets you on the night you use this ability, you will be ashamed of your cowardice and will unavoidably die.
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Post Post #98 (isolation #68) » Sat Mar 30, 2024 6:40 pm

Post by SmileyDude1 »

Jewel Stealer


You are looking in search of three precious jewels that were stolen by other players in the game. You do not know the identity of the players who stole them. You win and exit the game when all three of the jewels are in your possession. At the start of the game, three players will be chosen at random to receive the
Amethyst of Wisdom
,
Diamond of Courage
, and the
Ruby of Power
. The fact they received this jewel will be mentioned within their role PM as well as it's power-enabling properties.

You have the following special abilities multiple of which may be used in the same night phase.

Pickpocket
- Each night, you may target a player. Assuming no interference with your action, if they have a jewel of power, you will steal it from them. This action bypasses ascetic modifiers, though it can still be blocked by blocking actions. If you target a non-jewel wielder with this ability, they will be informed of your role's existence and of the fact they were targeted by this role, though your identity will not be revealed. Wielders will be informed should their jewel be stolen using this ability.

Screening
-Each night, you may target a player. Assuming no interference with your action, you will learn if your target holds a jewel of power. This action bypasses ascetic modifiers, though it can still be blocked by blocking actions. This may not be used in the same night as power scouting

Power Scouting
- Each night, you may target a player. Assuming no interference with your action, you will watch your target learning if your target was targeted by any wielders of a jewel of power. You will also learn if they were targeted by multiple jewels of power, as well as which jewel they were targeted by (e.g if the wielder of the ruby and the amethyst both target your target, you will be informed that both of those jewels targeted your target), though you won't learn the identity of the player who targeted them. This action bypasses ascetic modifiers, though it can still be blocked by blocking actions. This may not be used in the same night as Screening.

You can regain your jewels by successfully using pickpocket on the jewel wielders or if the jewel wielders are eliminated or killed during the night. Your jewels are power-enabling for their previous wielders. Should you win by retrieving all jewels, you will exit the game taking the powerbearing jewels with you and vanillaizing the previous holders as a result. This effect will not occur unless you win and exit the game. Should you die for any reason, the previous jewel holders will regain possession of the jewel.
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Post Post #99 (isolation #69) » Sat Mar 30, 2024 6:42 pm

Post by SmileyDude1 »

Town 1-Shot Bulletproof Mason


You will passively survive the first killing action that successfully targets you.

You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.
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Post Post #100 (isolation #70) » Sat Mar 30, 2024 6:49 pm

Post by SmileyDude1 »

Town Macho Miller Monk


You cannot be protected from killing actions that successfully target you.

You will passively investigate as
not town
to cop roles and as a member of a random scum faction (
Mafia
,
Werewolf
, or
Shadow Assassin
) to alignment cop roles.]

You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.
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Post Post #101 (isolation #71) » Sat Mar 30, 2024 6:52 pm

Post by SmileyDude1 »

Chocolate Werewolf Goon


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
Chocolate
flavored though, so that's cool.

As an aside, Chocolate is the best flavor btw ;)
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Post Post #104 (isolation #72) » Sun Mar 31, 2024 11:08 am

Post by SmileyDude1 »

Mafia Necromancer


During the day, you may PM the mod the name of any player who has died, and you will raise them as your zombie for that night only. Your zombie abides by the restrictions of the player you raised. For example, raising a odd-night power role during an even-numbered day phase will cause the zombie to be unable to use it's abilities, similarly raising a 1-shot power role after said player has already used their shot will cause said role to have 0-shots remaining and will thus be unable to use it's ability. Should you raise a zombie that has an x-shot ability, you will be informed of how many shots they have remaining. After you've used said corpse, it will rot and you will be unable to use it again. You may change and/or renege on this decision at any time before nightfall by PMing the mod with intent to do so.

Each night, you may elect to target a player with a risen corpse. Assuming no interference with your action, you will be able to use one of your zombie's active abilities on your target, receiving results as normal in the process. If your corpse has multiple active abilities, you may choose which ability you want to use. Day abilites may not be used by your zombie.

Each night, when committing the factional kill, you may elect to use your zombie. Upon doing so, your zombie will commit the kill in your stead, tricking action-investigative roles such as tracker or watcher, and safely triggering PGO-like abilities in the process. This kill can still fail if a blocking action targets you.
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Post Post #105 (isolation #73) » Sun Mar 31, 2024 11:11 am

Post by SmileyDude1 »

Loved Townie


You passively require one more vote than normal to eliminate, and will have a 1-vote head start if popularity contest rules are in play. This ability will disable if the game enters an ELO state.
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Post Post #106 (isolation #74) » Sun Mar 31, 2024 11:13 am

Post by SmileyDude1 »

Loved Shadow Assassin


You passively require one more vote than normal to eliminate, and will have a 1-vote head start if popularity contest rules are in play. This ability will disable if the game enters an ELO state.

glossary of terms:
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Post Post #107 (isolation #75) » Sun Mar 31, 2024 11:26 am

Post by SmileyDude1 »

Hated Werewolf Snoop


You passively require 1 fewer vote than normal to eliminate, and will start at a -1 vote penalty if popularity contest rules are in play. This ability will disable should the game reach an ELO state.

Each night, you may target a player. Assuming no interference with your action, you will snoop on your target, any results or messages they receive will be forwarded to you as well. You may only snoop on 1 player at a time, if you successfully target another player while you were already snooping on someone else, you will stop snooping on said player after the end of said night phase and begin snooping on your new target at the beginning of the next one.
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Post Post #108 (isolation #76) » Sun Mar 31, 2024 11:32 am

Post by SmileyDude1 »

Werewolf Jailbreaker


All actions you perform are passively strong-willed. They can't be redirected or blocked. This includes factional kills committed by you.

Once a game, you may target a player. Assuming no interference with your action, you will make said players action strong-willed for that night. It will not be able to be redirected or blocked.
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Post Post #109 (isolation #77) » Sun Mar 31, 2024 11:33 am

Post by SmileyDude1 »

Werewolf Ascetic


You are passively immune to all non-killing actions that target you.
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Post Post #110 (isolation #78) » Sun Mar 31, 2024 11:36 am

Post by SmileyDude1 »

Loved Werewolf 1-Shot Role Watcher


You passively require one more vote than normal to eliminate, and will have a 1-vote head start if popularity contest rules are in play. This ability will disable if the game enters an ELO state.

Once a game, you may target a player. Assuming no interference with your action, you will learn what roles targeted your target during that night. Should this action be blocked you will receive no result.
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Post Post #112 (isolation #79) » Sun Mar 31, 2024 3:14 pm

Post by SmileyDude1 »

Town 1-Shot Day Cop


Once a game, during the day you may type a bolded
check playername
in the main thread. Upon doing so, the mod will privately send you a result telling you whether your target is
town
or
not town
.

Mod Note: The result should only be sent privately to the player who used this action. Do not post the result publicly.
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Post Post #113 (isolation #80) » Sun Mar 31, 2024 3:19 pm

Post by SmileyDude1 »

Town Modposter


Each night, you may compose a message of up to 700 words that the mod will post upon the following daystart.
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Post Post #114 (isolation #81) » Sun Mar 31, 2024 3:58 pm

Post by SmileyDude1 »

Town Ascetic Roaming Inventor (Self Watcher x2, Strongwilled Personal Publisher x2, Permanent Loved)


You are passively immune to all non-killing actions that target you.

You have access to the following 1-shot inventions that you may give to other players during the night. Each player within the game can only be targeted by this action once. This is true even if your action is blocked.

Self Watcher Inventor x2
- Twice a game at night, you may target a player. Assuming no interference with your action, you will give your target a 1-shot version of the following ability "Once a game at night you may activate this ability. Assuming no interference with your action, you will learn who targeted you during the night. If your action is blocked you will receive no result.

Strongwilled Personal Publisher Inventor x2
- Twice a game at night, you may target a player. Assuming no interference with your action, you will give your target a 1-shot version of the following ability "Once a game at night you may activate this ability. Upon doing so, your night action and its result will be published at the beginning of the following day phase by the mod. Should your action be blocked, this will also be published by the mod. The act of publishing is strong willed and cannot be blocked. This action does not affect factional abilities. Such abilities will not be published.

Permanent Loved Inventor
- Once a game at night, you may target a player. Assuming no interference with your action, you will give your target a permanent version of the following ability "You passively require one more vote than normal to eliminate, and will have a 1-vote head start if popularity contest rules are in play. This ability will disable if the game enters an ELO state."
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Post Post #115 (isolation #82) » Sun Mar 31, 2024 4:09 pm

Post by SmileyDude1 »

Town 1-Shot Gladiator


Once a game, you may target two players to engage a gladiation between them by typing
Initiate Gladiation: Playername and Playername will duel!
in the main thread. Upon doing so, all votes will reset and the two players in the gladiation will be the only players who can be eliminated for the rest of that day phase. The gladiation will take place using normal voting systems and will override any roles that change the rules regarding how votes function. You may not engage a duel with less than 72 hours left until deadline.
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Post Post #116 (isolation #83) » Sun Mar 31, 2024 4:10 pm

Post by SmileyDude1 »

Mafia 1-Shot Gladiator


Once a game, you may target two players to engage a gladiation between them by typing
Initiate Gladiation: Playername and Playername will duel!
in the main thread. Upon doing so, all votes will reset and the two players in the gladiation will be the only players who can be eliminated for the rest of that day phase. The gladiation will take place using normal voting systems and will override any roles that change the rules regarding how votes function. You may not engage a duel with less than 72 hours left until deadline.
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Post Post #117 (isolation #84) » Sun Mar 31, 2024 4:20 pm

Post by SmileyDude1 »

Shadow Assassin 2-Shot Hider Monk


Twice a game, you may target a player. Assuming no interference with your action, you will hide behind your target causing all killing actions that target you to fail, though if your target is killed, you will die along with them.

You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.

glossary of terms:
Last edited by SmileyDude1 on Sun Mar 31, 2024 4:28 pm, edited 2 times in total.
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Post Post #118 (isolation #85) » Sun Mar 31, 2024 4:26 pm

Post by SmileyDude1 »

Shadow Assassin Shaded Enchantress Mason


You are shaded. While at stealth level 3, you will passively read as
town
to cop and alignment cop roles while being immune to rolecops.

Each night, you may target a player. Assuming no interference with your action, you will force your target to commute that night causing them to become untargetable and all actions they perform to fail. Should you target someone who is not aligned with you, you will commute as well. You will not be informed should that occur,

You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.

glossary of terms:
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Post Post #119 (isolation #86) » Sun Mar 31, 2024 4:48 pm

Post by SmileyDude1 »

Loud Arsonist 1-Shot Oiler


Each night, you may elect to target a player. Assuming no interference with your action, you will douse your target causing them to be primed. This action will bypass ascetic modifiers but not blocking actions. You may alternatively elect to ignite during the night, burning all primed targets. This will juggernaut kill your primed targets. Your targets will be informed you targeted them but will not know what you targeted them with.

You also have the following additional ability that you may elect to use instead of dousing or igniting.

1-shot Oiler
- Once per game you may activate this ability. Upon doing so, you will passively douse anyone who visited you that night phase. Players will not be informed you targeted them should they be doused by this ability.

You win when you are the last player left standing, or nothing can prevent the same.
Last edited by SmileyDude1 on Sun Apr 14, 2024 3:41 pm, edited 2 times in total.
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Post Post #120 (isolation #87) » Sun Mar 31, 2024 4:51 pm

Post by SmileyDude1 »

Town Loud Indecisive Jailkeeper


Each night, you may target a player. Assuming no interference with your action you will jail your target, protecting them from all kills and causing any action they performed to fail. Targets will be informed you targeted them, but not what action you targeted them with. You may not target the same player 2 nights in a row.
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Post Post #121 (isolation #88) » Sun Mar 31, 2024 4:55 pm

Post by SmileyDude1 »

Bubble Gum Townie


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
B
u
b
b
l
e
G
u
m
flavored though, so that's cool.
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Post Post #122 (isolation #89) » Sun Mar 31, 2024 5:03 pm

Post by SmileyDude1 »

Werewolf Loud Novice Rolecop


Each night after night 1, you may target a player. Assuming no interference with your action, you will learn your target's role name. Should your action be blocked, you will receive no result. Your targets will be informed you targeted them, but not what you targeted them with.
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Post Post #123 (isolation #90) » Sun Mar 31, 2024 5:09 pm

Post by SmileyDude1 »

Town Loud Non-Consecutive Alignment Cop


Each night, you may target a player. Assuming no interference with your action, you will learn your target's alignment. You may not act two nights in a row. Your targets will be informed you targeted them but not what you targeted them with.
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Post Post #124 (isolation #91) » Sun Mar 31, 2024 5:12 pm

Post by SmileyDude1 »

Mafia Loud Gunsmith


Each night, you may target a player. Assuming no interference with your action, you will learn whether or not your target possesses a gun. Refer to here to see what roles will register as having a gun. By default a gunsmith will work on
Mafia
,
Shadow Assassins
and
Werewolves
unless their role indicates or states otherwise. Should this action be blocked, you will receive no result. Your targets will be informed you targeted them, but not what you targeted them with.
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Post Post #125 (isolation #92) » Sun Mar 31, 2024 5:14 pm

Post by SmileyDude1 »

Town Neighborizer


Each night, you may target a player. Assuming no interference with your action, they will be added to a neighborhood PT that you control, where they may speak with you and other members during the specified times (by default all times unless another role states or indicates otherwise) as long as they are alive.
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Post Post #126 (isolation #93) » Tue Apr 02, 2024 10:06 am

Post by SmileyDude1 »

Town 2-Shot Vigilante


Twice a game at night, you may target a player. Assuming no interference with your action, you will shoot your target, killing them if they were not protected.
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Post Post #127 (isolation #94) » Tue Apr 02, 2024 10:13 am

Post by SmileyDude1 »

Town Macho Innocent Child


You can't be protected from killing actions that successfully target you.

At the beginning of the game, the mod will confirm you as being aligned with the
town
.

This role cannot legally be any alignment but town.
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Post Post #128 (isolation #95) » Tue Apr 02, 2024 10:24 am

Post by SmileyDude1 »

Shadow Assassin Mindblotter


Each night, you may target a player. Assuming no interference with your action, you will steal the memories of your target, causing your target to become temporarily vanillaized and you to gain access to any abilities they may have. This action, if successful will cause the faction's stealth level to decrease by 2.

You may only hold the memories of 1 player at a time. Should you successfully target another player with your memory steal after you've stolen an ability already, your old stolen abilities will be replaced with the abilities of your new target, and your old target will regain access to their abilities (minus any shots you may have used of course). Victims will also regain their abilities upon your death.

glossary of terms:
Last edited by SmileyDude1 on Tue Apr 02, 2024 11:03 am, edited 1 time in total.
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Post Post #129 (isolation #96) » Tue Apr 02, 2024 11:02 am

Post by SmileyDude1 »

Shadow Assassin Enveloper


You have the following abilities

Duskbringer
- Once a game during the day you may use your power over the shadows to hasten nightfall by PMing the mod with intent to do so. This can't be retracted once sent. Upon doing so, no matter how much time was left in the deadline before using this ability, the deadline will be reset to 48 hours as soon as the mod is able. This event will be publicly announced by the moderator should it occur. If you use this ability during the day you will be unable to use
envelop in shadow
during the following night phase.

Envelop in Shadow
- Once a game during the day, if the faction's stealth level is 2 or higher, you may PM the mod intent to use this ability upon nightfall. You may change your decision at any point before night time. Upon doing so, you will envelop the town in thick shadow, causing all players who are not
shadow assassins
to be unable to act that night. Players affected by this ability will be told during night start that "a thick shadow renders it too dark to act this night". If you use this ability during the night, you will be unable to use
duskbringer
during the following dayphase.

glossary of terms:
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Post Post #130 (isolation #97) » Tue Apr 02, 2024 11:04 am

Post by SmileyDude1 »

Shadow Assassin Goon


You have no special abilities.

glossary of terms:
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Post Post #131 (isolation #98) » Tue Apr 02, 2024 11:06 am

Post by SmileyDude1 »

Werewolf Bulletproof


You will passively survive all killing actions that are directed towards you.
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Post Post #132 (isolation #99) » Tue Apr 02, 2024 11:07 am

Post by SmileyDude1 »

Reroll but make the role Town-aligned


Reroll, but change the role's alignment to
Town
.

If the resulting role doesn't make sense as Town (this includes roles that can't be Town such as the Hypogean, and roles that modify factional abilities such as the Enforcer), you are a
Vanilla Townie
.




Adding more of these
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Post Post #133 (isolation #100) » Tue Apr 02, 2024 11:08 am

Post by SmileyDude1 »

Reroll but make the role
Mafia
or
Werewolf
-aligned


Roll a d2 to determine if this role is
Reroll but make the role Mafia-aligned
(Result of 1) or
Reroll but make the role Werewolf-aligned
(Result of 2).

If the role is
Reroll but make the role Mafia-aligned
:

Reroll, but change the role's alignment to
Mafia
.

If the resulting role doesn't make sense as Mafia (this includes roles that can't be Mafia such as the Mason, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Mafia Goon
.

If the role is
Reroll but make the role Werewolf-aligned
:

Reroll, but change the role's alignment to
Werewolf
.

If the resulting role doesn't make sense as Werewolf (this includes roles that can't be Werewolf such as the Monk, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Werewolf
.
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Post Post #134 (isolation #101) » Tue Apr 02, 2024 11:10 am

Post by SmileyDude1 »

Reroll but make the role Shadow Assassin-aligned


Reroll, but change the role's alignment to
Shadow Assassin
.

If the resulting role doesn't make sense as Shadow Assassin (this includes roles that can't be Shadow Assassin such as the High Advisor), you are a
Shadow Assassin Goon
.

glossary of terms:
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Post Post #135 (isolation #102) » Tue Apr 02, 2024 11:14 am

Post by SmileyDude1 »

Bulletproof 2-Shot Activated Godfather Serial Killer


You will passively survive most killing actions that target you.

Twice a game at night, you may activate your ability. Upon doing so, should cop or alignment cop roles check you that night, you will turn up as
town
on their report.
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Post Post #136 (isolation #103) » Tue Apr 02, 2024 11:17 am

Post by SmileyDude1 »

Town Vanilla Cop


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is vanilla (or some other form of basic e.g raspberry,coconut, etc.) or not. Should your action be blocked, you will receive no result.
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Post Post #137 (isolation #104) » Tue Apr 02, 2024 11:19 am

Post by SmileyDude1 »

Lemon Townie


You have no special abilities and are considered a vanilla for all abilities that check for it. You are
Lemon
flavored though, so that's cool.
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Post Post #138 (isolation #105) » Tue Apr 02, 2024 4:07 pm

Post by SmileyDude1 »

Town 1-Shot Desperado


Once a game during the day, you may elect to shoot a player by typing
Shoot: Playername
in main thread. Assuming no interference with your action, you will kill your target. If your successfully shoot someone who is aligned with the
town
using this ability, you will die alongside them.



So I learned today that Desperado is supposed to be a day ability, have renamed in light of that.
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Post Post #139 (isolation #106) » Tue Apr 02, 2024 4:08 pm

Post by SmileyDude1 »

Town Indecisive Reporter

Each night, you may target a player. Assuming no interference with your action, you will learn if your target acted that night. Should your action be blocked you will receive no result. You may not target the same player two nights in a row.
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Post Post #140 (isolation #107) » Tue Apr 02, 2024 4:13 pm

Post by SmileyDude1 »

Town Ascetic Bodyguard


You are passively immune to non-killing actions that target you/

Each night, you may target a player. Assuming no interference with your action, that player will be protected from a single killing action that night and you will die in their place.
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Post Post #141 (isolation #108) » Tue Apr 02, 2024 4:23 pm

Post by SmileyDude1 »

Town Begrudging Nemesis


During pregame, another player will be picked at random during pregame to be your nemesis. You will be informed who your nemesis is. Any vote you make towards your nemesis, and any vote they make towards you will be given a weight of 3. This ability will disable should the game enter ELO state, or if the game is in a position where this ability could be used to bypass an ELO state.

Due to your grudges you will register as
not town
to Cop roles (not alignment cops though).
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Post Post #142 (isolation #109) » Tue Apr 02, 2024 4:31 pm

Post by SmileyDude1 »

Town 1-Shot Weak Hider Mason


Once a game, you may target a player. Assuming no interference with your action, you will hide behind your target, protecting yourself from all kills targeting you directly at the cost of dying alongside your target if they're successfully killed. If you successfully target someone who is not aligned with you with this action, you will unavoidably die.

You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.
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Post Post #143 (isolation #110) » Tue Apr 02, 2024 4:37 pm

Post by SmileyDude1 »

Town Vote Harboring Monk


You have a total of 4 extra votes that you may use over the course of the game. Type HURT: Vote: Playername to register your extra vote, unvoting your extra vote can be done with UNVOTE: tags as normal. Once you unvote an extra vote it will be lost permanently. You only have 4 for the course of the game, use them wisely. These extra votes will disable should the game enter an ELO state.

You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.
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Post Post #144 (isolation #111) » Tue Apr 02, 2024 5:24 pm

Post by SmileyDude1 »

Town Artist


You have a bunch of paints that you can help color VCs with! Each night, you may target up to 3 players with basic paints or 1 player with rare paint. Assuming no interference with your action, you will paint your targets changing the color of the names on vote counts along with some other effects. These paints are permanent unless their paint color is changed back

You have the following basic paints, these are infinite shot and have no additional effects outside of painting the playername
Black
- Paints the target's name
Black

Pink
- Paints the target's name
Pink

Yellow
- Paints the target's name
Yellow

Cyan
- Paints the target's name
Cyan

Orange
- Paints the target's name
Orange

Lime
- Paints the target's name
Lime

Purple
-Paints the target's name
Purple

White- Paints the target's name
White


You also have the following rare paints, each of which can be used once per game and have additional effects. These effects are permanent unless the color is changed or removed from that player

Suspect Red
- Paints the target's name a menacing
Red
. Cops and Alignment Cops will treat the target as a miller for all intents and purposes, a hated effect will be applied causing said target to take one less vote then normal to eliminate. Hated effect will be removed at ELO game state,

Towny Green
- Paints the target's name a trusted and respected
Green
. Cops and Alignment Cops will treat the target as a Godfather for all intents and purposes. Your target's vote will be given a weight of 2. Vote will revert to normal in ELO game state

P
u
t
r
i
d
P
a
i
n
t
- What is this abomination of a paint color! Paints the target's name
Yucky Green
. The target's vote is considered poisonous. No elimination can go through as long as they are voting said player. They must be off the elimination wagon or it can't go through. This effect will not occur should you vote yourself. This effect will disable in ELO game states and has no effect in popularity contest voting rules.

R
a
i
n
b
o
w
P
a
i
n
t
- Paints the target's name a dazzling
R
a
i
n
b
o
w
color. No one wants to eliminate the rainbow. Grants a 1-Shot diplomat ability. The first time an elimination would go through on said player it will be overwritten and the day will continue afterwards (though said player will be immune from elimination. This effect disables in ELO gamestates. If popularity contest rules happen to be in play, this will instead cause the player to be immediately immune to elimination using the diplomat shot in the process (this will be announced by the mod)

Invisible Ink
- Paints the target's name in Invisible Ink causing their name to not show up on VCs. Their vote will still count as normal, but it can't be seem on the vote count. The player targeted will be informed of this effect should this occur.
Last edited by SmileyDude1 on Sat Apr 13, 2024 7:57 am, edited 2 times in total.
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Post Post #145 (isolation #112) » Tue Apr 02, 2024 5:31 pm

Post by SmileyDude1 »

Town Thaumaturge


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is either
town
or
vanilla
, but not both.
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Post Post #146 (isolation #113) » Tue Apr 02, 2024 5:34 pm

Post by SmileyDude1 »

Town 2-Shot Multishot Day vigilante


Up to 2 times a game during the day, you may attempt to shoot someone by typing
shoot playername
in main thread. Assuming no interference with your action, you will kill your target. Due to being multishot, you may use multiple shots within the same day phase.
Last edited by SmileyDude1 on Fri Apr 05, 2024 12:46 pm, edited 1 time in total.
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Post Post #147 (isolation #114) » Tue Apr 02, 2024 5:35 pm

Post by SmileyDude1 »

Reroll but make the role Town-aligned


Reroll, but change the role's alignment to
Town
.

If the resulting role doesn't make sense as Town (this includes roles that can't be Town such as the Hypogean, and roles that modify factional abilities such as the Enforcer), you are a
Vanilla Townie
.
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Post Post #148 (isolation #115) » Tue Apr 02, 2024 5:36 pm

Post by SmileyDude1 »

Reroll but make the role
Mafia
or
Werewolf
-aligned


Roll a d2 to determine if this role is
Reroll but make the role Mafia-aligned
(Result of 1) or
Reroll but make the role Werewolf-aligned
(Result of 2).

If the role is
Reroll but make the role Mafia-aligned
:

Reroll, but change the role's alignment to
Mafia
.

If the resulting role doesn't make sense as Mafia (this includes roles that can't be Mafia such as the Mason, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Mafia Goon
.

If the role is
Reroll but make the role Werewolf-aligned
:

Reroll, but change the role's alignment to
Werewolf
.

If the resulting role doesn't make sense as Werewolf (this includes roles that can't be Werewolf such as the Monk, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Werewolf
.
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Post Post #149 (isolation #116) » Tue Apr 02, 2024 5:36 pm

Post by SmileyDude1 »

Reroll but make the role
Mafia
or
Werewolf
-aligned


Roll a d2 to determine if this role is
Reroll but make the role Mafia-aligned
(Result of 1) or
Reroll but make the role Werewolf-aligned
(Result of 2).

If the role is
Reroll but make the role Mafia-aligned
:

Reroll, but change the role's alignment to
Mafia
.

If the resulting role doesn't make sense as Mafia (this includes roles that can't be Mafia such as the Mason, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Mafia Goon
.

If the role is
Reroll but make the role Werewolf-aligned
:

Reroll, but change the role's alignment to
Werewolf
.

If the resulting role doesn't make sense as Werewolf (this includes roles that can't be Werewolf such as the Monk, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Werewolf
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Post Post #151 (isolation #117) » Tue Apr 02, 2024 5:42 pm

Post by SmileyDude1 »

Public Vengeful Townie


Should you die due to being elimination, you may elect to target a player. If you choose to do so, you will shoot your target, killing them if they were not protected. Additionally if your target doesn't die from your vengeful shot, the mod will publicly reveal who you tried to shoot.



Noted, I'll probs stop for the next 3-4 days at least. Will try to limit the volume from here on as well (1-2 per day at most as well).

My apologies :oops:
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Post Post #154 (isolation #118) » Sat Apr 13, 2024 8:33 am

Post by SmileyDude1 »

Shadow Assassin Entrancer


Each night, you may target two players. Assuming no interference with your action, you will entrance your first target causing any action they take to be redirected to your second target. Players will be informed should they be redirected by this ability.

glossary of terms:



lol :lol:
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Post Post #155 (isolation #119) » Sat Apr 13, 2024 8:39 am

Post by SmileyDude1 »

Mafia Informed Indecisive Day Blocker


You are informed at the start of the game of all players who have access to day abilities. Once each day-night cycle, during the day (via PM to the mod) or at night, you may target a player. Assuming no interference with your action, you will block your target from using day abilities. You may not target the same player with this ability twice in a row.
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Post Post #156 (isolation #120) » Sun Apr 14, 2024 2:39 pm

Post by SmileyDude1 »

Werewolf 1-Shot Dayvig


Once per game during the day, you may type
Shoot: Playername
in main thread. Assuming no interference with your action, your target will be killed if they were not protected with the day continuing afterwards.
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Post Post #157 (isolation #121) » Sun Apr 14, 2024 2:39 pm

Post by SmileyDude1 »

Lurking Assassin Serial Killer Rolecop


Each night, you may target a player. Assuming no interference with your action, you will learn your target's role. This may be done alongside your factional kill ability.

When performing the factional kill ability, you may elect to use your "lurking assassin" ability to enhance your factional kill. Upon doing so, you will become ascetic for the night and your factional kill will be given the stealthy modifier for that night, causing it to be invisible to action-investigative roles. Upon using this ability you must wait two night phases before you are able to use it again.

You win when you are the last player alive or when everyone is dead.
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Post Post #158 (isolation #122) » Tue Apr 16, 2024 3:28 pm

Post by SmileyDude1 »

Shadow Assassin Ringleader


You are the leader of the Shadow Assassins. You have the following special abilities.

Master Mentor
- Years of training in Shadow magic makes you an elite mentor. As long as you are alive, your fellow shadow assassins will gain additional boons or lessened debuffs from the stealth level system. These will be referred to as Stealth Level+. You still operate under the base Stealth level system and it's consequences, but as long as you are alive all other shadow assassins will operate under stealth level+. Stealth Level+ and how it differs from the base stealth level system is described below
  • Stealth Level 3+: The factional kill is stealthy and can't be detected by action-investigatives. The factional kill is also piercing, it will bypass passive protection such as bulletproof abilities (but not blocking or healing actions).All Shadow Assassins (except for this role) gain a
    Godfather
    effect causing them to be seen as
    town
    to cop-like roles.
  • Stealth Level 2+: Shadow Assassins lose the
    godfather
    effect. The factional kill retains it's stealthy and piercing properties from Stealth Level 3. The factional kill is no longer revealing and will not indicate that the victim was killed by a shadow assassin.
  • Stealth Level 1+: Shadow Assassins lose the piercing effect on the factional kill. The factional kill retains it's stealthy property from the previous 2 levels. The factional kill will not reveal the role of the player who committed the factional kill nor will it reveal that the victim was killed by a shadow assassin.
  • Stealth Level 0+: Shadow Assassins lose the stealthy effect on the factional kill and the kill will become revealing. The victim of the factional kill will be said to have "been killed by a
    shadow assassin
    " though the role and identity of the assailent will not be revealed
Shadow Void
- An ace up your sleeve for when times are desperate. If you are the last shadow assassin left alive at night, you may activate this ability. Upon doing so, 2 nights from the time of activation Shadow Void will absorb the town unavoidably killing all non shadow-assassins at the end of that night, winning the game for your faction if you are alive upon its detonation. The mod will inform the main thread should you elect to activate this ability and will remind the main thread of how close it is to detonating at the start of every phase onward. Using this ability will permanently lock you to stealth level 0 for the rest of the game. If you are the only Shadow Assassin in the game, this ability will take an extra 2 night phases to detonate.

Shadow Meld
- A contingency plan in case of untimely demise. Once per game, you may target another Shadow Assassin with this ability, your target must give consent before you perform this action. Upon doing so, you will create a mind link that will last until the end of the following night phase. Should you die while the link is active, your target will gain access to your abilities replacing the one's they had before. This action can't be redirected or blocked and has priority over most other actions.

glossary of terms:
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Post Post #159 (isolation #123) » Wed Apr 17, 2024 2:00 pm

Post by SmileyDude1 »

Town Ascetic High Advisor


You are passively immune to all non-killing actions that target you. Such actions that target you will fail as if they were roleblocked.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #160 (isolation #124) » Wed Apr 17, 2024 2:03 pm

Post by SmileyDude1 »

Town 2-Shot Watcher High Advisor


Twice a game, you may target a player. Assuming no interference with your action, you will learn who else targeted your target last night.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #161 (isolation #125) » Wed Apr 17, 2024 2:06 pm

Post by SmileyDude1 »

Mafia Rolecop High Advisor


Each night, you may target a player. Assuming no interference with your action, you will learn your target's role name.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #162 (isolation #126) » Fri Apr 19, 2024 10:51 am

Post by SmileyDude1 »

Werewolf 1-Shot Vigilante High Advisor


Once a game at night, you may target a player. Assuming no interference with your action, you will shoot your target, killing them if they were not protected. This ability may be used in conjunction with any factional abilities you may have access to.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #163 (isolation #127) » Fri Apr 19, 2024 10:55 am

Post by SmileyDude1 »

Town Traffic Analyst


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is capable of private communications or not. Should your action be blocked, you will receive no result.
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Post Post #165 (isolation #128) » Sun Apr 21, 2024 11:04 am

Post by SmileyDude1 »

Town Loud Announcing Cop


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is aligned with
town
or
not town
. Your targets will be informed that they were targeted by you, and that they were targeted by an "announcing cop" ability should this action be used successfully.
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Post Post #166 (isolation #129) » Sun Apr 21, 2024 11:13 am

Post by SmileyDude1 »

Town Post Range Cop


Each night, you may target a player. Assuming no interference with your action, you will be given an approximate post range within which your target got their role from. Upon using this ability the mod will give you a range of 20 posts within which your target's role is included chosen at random from eligible ranges.

Example: If a player with this role targeted someone who has the role mentioned in post . They may get a range of 86-106 which would indicate that their target's role is somewhere within that post range. Targeting that same player could also give ranges like 100-120 or 95-115 or 80-100 depending on which range was generated, though the post range will always include post in this instance.
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Post Post #167 (isolation #130) » Mon Apr 22, 2024 1:16 pm

Post by SmileyDude1 »

Town Forewarner


You have a strong ability to see into the future. At the beginning of the game, you will be informed of the minimum number of day-night cycles it would take for town to lose majority (under a worst case scenario where everything went wrong). For example if their is a course of actions that would cause town to lose majority at the beginning of day 3, you will be informed that town could potentially lose majority after 2 cycles pass under worst case scenario.

You have a sense of when trouble is brewing. At the beginning of each day phase, you will receive alerts if town is in perilous straits. The mod will send you a
Yellow Alert!
, if there is a course of actions that could occur that would cause town to lose majority to anti-town forces by the end of the day phase (under worst case scenario). The mod will send you a
Red Alert!!!!!
, if there is a course of actions that would cause an evil party to win the game, endgaming everyone else, by the end of the day phase (under worst case scenario).
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Post Post #168 (isolation #131) » Mon Apr 22, 2024 1:18 pm

Post by SmileyDude1 »

Town Odd-Night Vigilante


During odd-numbered night phases, you may target a player. Assuming no interference with your action, you will shoot your target killing them if they were not protected.
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Post Post #169 (isolation #132) » Tue Apr 23, 2024 9:54 am

Post by SmileyDude1 »

Vanilla Townie


You have no special abilities. You are
vanilla
flavored though, so that's cool.
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Post Post #170 (isolation #133) » Tue Apr 23, 2024 11:44 am

Post by SmileyDude1 »

Hated Townie


You passively require one less vote than normal to eliminate. This will not apply should the game enter an ELO state.

This will also cause you to start out at -1 votes should popularity contest rules be in play due to the
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Post Post #171 (isolation #134) » Tue Apr 23, 2024 12:13 pm

Post by SmileyDude1 »

Town Split Neighborizer


Each night, you may target two players. Assuming no interference with your action, you will add each of your targets to separate neighborhoods during the night. Specify which neighborhood you wish to add each player to when performing this action, should you fail to do so, the neighborhood your target will be added to will be chosen at random. Those within a neighborhood may converse with all other members of said hoods during the specified times (by default all times unless another role indicates otherwise) as long as they are alive.

You must successfully target two different players when using this action. This action will fail if either neighborize fails to go through (i.e if you target player a and player b with this action, and the neighborize fails to go through on player b, the neighborize on player a will also fail even if it would go through normally).
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Post Post #172 (isolation #135) » Thu Apr 25, 2024 1:23 pm

Post by SmileyDude1 »

Town Novice Psychologist


Each night after night 1, you may target a player. Assuming no interference with your action, you will learn if your target possesses an unused killing ability or not. This action resolves after all killing actions during the night. Should your action be blocked, you will receive no result.
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Post Post #173 (isolation #136) » Thu Apr 25, 2024 1:28 pm

Post by SmileyDude1 »

Town 2-Shot Detective


Twice a game at night, you may target a player. Assuming no interference with your action, you will learn if your target has attempted to use an active killing ability or not. This action resolves after all killing actions during the night. Should your action be blocked, you will receive no result.
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Post Post #175 (isolation #137) » Sat Apr 27, 2024 11:11 am

Post by SmileyDude1 »

Guardian Angel Holy Deity


During pregame, a random player will be selected to be your pledge. They will not be informed that you are their guardian angel. You win the game if your target manages to be alive when the game ends*.

You have access to the following abilities.

Soul Preservation
- Should your pledge be eliminated or killed and you are still alive, instead of them dying, you will preserve their soul. The mod will announce that "the guardian angel is preserving playernames soul", but will not reveal the identity of the guardian angel. Their role will be flipped and they will be treestumped, retaining access to any threads they may have access to but losing access to any abilities they have while being considered dead for the sake of win conditions. If their faction manages to win the game, their soul will be revived bringing them back to life right as the game ends (resulting in you winning in the process), though their soul will die if their faction loses or gets endgamed (causing you to lose in the process). If this ability is used and you wind up dying afterwards, your target's soul will be preserved for 2 additional days before dying out as well.

Guardian's Blessing
- Should you be eliminated or killed and your pledge is still alive, you may use one of 3 blessings in order to benefit your pledge. The mod will allow for a short dawn/twilight phase where you will be able to make a decision on which blessing to use before you enter dead thread. Should you fail to make a decision, nothing will happen. The mod will announce the fact that the guardian angel leaves their pledge with a blessing, but it will not be announced which blessing you used.
  • Holy Smite
    - You may choose one player. That player will immediately and unavoidably die bypassing all protection.
  • Guardian's Shield
    -Grants your pledge the deathproof modifier for the next two night phases. The pledge will not be informed they received this ability.
  • Divine Miracle
    - Grants your pledge a 1-Shot special diplomat ability. The first time your pledge would be eliminated, their elimination will be overruled and the player with the second most votes will be eliminated instead (ties broken by wagon seniority then choice of the pledge if still tied). The pledge will not be informed they received this ability. This blessing will cease to function should the game enter an ELO state.
Mod Note 1: *= This win condition cares about whether the target is alive when the game ends, not necessarily if they win. Should the pledge be alive but is being endgamed by a faction that won, this will be considered a win for the guardian angel

Mod Note 2: The identity of the guardian angel's pledge is considered factional information that should be redacted upon flip.
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