While you are alive, all players have 1 whole vote and only 1 whole vote. This includes treestumps and other players that would not normally have a vote.
If you die, they will be given any changes to voting structure other elements in the game may have given them.
If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)
This would be a game breaker in Mafia hands, which Grandest Idea can do.
It's still a triple vote only when town would otherwise lose, which means town just loses again immediately (assuming mafia was the one that was about to win)
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
If town would otherwise lose the game as a result of your death, you can choose one player to kill along with you. Hopefully that'll be enough to let your faction win.
If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)
Re: the previous post, a 2p game needs 2 votes to lynch via normal thresholds, so 1½ wouldn't be enough. Or would you use a lynch threshold of "half the players + ½" in a game where half-votes existed?
This would be a game breaker in Mafia hands, which Grandest Idea can do.
Not really. Making one scum into a Triplevoter when town lose does nothing to prevent town losing, so alignment-flipping this basically just gives Mafia an endgame advantage over any other non-town factions in the game.
Last edited by callforjudgement on Mon Sep 12, 2016 1:13 am, edited 1 time in total.
Can kill during the day/night, as many times as you'd like for any period. If you kill a member of the town, you lose all your powers.
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I played a Marvel mafia offsite before with this role or one like it and the player with Deadpool went insane after day 2 killing half a dozen scum throughout the day, single handedly saving the game for town.
At night, investigate a player. Returns innocent/guilty. During the day you may PM the mod to perform a flip. You will flip as a cop, but lose your powers.
Last edited by Lycanfire on Tue Sep 27, 2016 10:17 pm, edited 2 times in total.
If you are lynched, you flip but are not given spoilers, and you may choose one player to "spot" the following night. If that player dies that night, you will revive and take on their role, alignment and wincon (replacing your town one), while their flip will be obscured to the town (though the town will be informed as to what happened).
Each Day phase, you must prevent a random player from being lynched that Day. Your target changes each Day. You win by saving two people. You can also win with your faction if you die before you can meet your original condition.
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About the Ethical Mafia: that's basically a forced gloatpost.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Each Day phase, you must get a random person lynched. Your target changes each day. You win by lynching two people. You can also win with your faction if you die before you can meet your original condition.
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Normally, scum will make a "oh darn, x person died" post. This forces that.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Each night, you may choose a player to convert to a vanilla cultist who gains your win condition. When you die, you may give you cultists bulletproof, permanent cop, or 2-shot rolecop abilities. You may not give the same ability to more than one cult member, and you may not give one cult member more than one ability.
You win when everyone else in the game is a member of the cult or nothing can prevent that.
Last edited by Infinity 324 on Mon Sep 12, 2016 2:53 am, edited 2 times in total.
Can submit vote counts to appear any way they wish (players voting whoever, multiple instances, incorrect counts, ghost of abe lincoln on the wagon etc). Must submit a new count every 24 hours or they will lose their powers. "Real count" is a valid submission. Does not affect gameplay.
In post 2866, Infinity 324 wrote:When you die, members of the cult regain the role in their role pm.
Broken, culted players will just admit that they were culted and ask for a lynch on the cult leader so that they can go back to their old wincon.
He didn't say the got their old alignment back, just their role
(Not sure which one you actually meant, but this variant is interesting and also super-powerful for the cult.)
@cfj It's not necessarily easier to win as your original faction than as cult, but you have a point. Not sure what to do about that, since the cultists will know which cult they're in due to the inventor ability...
(alignment up to mod's discretion)
Instead of their own chosen (non-) action, you will decide the action (ability + target) of target player. You may not target yourself. Target player will not be explicitly informed. Action must be normal.
Last edited by Sméagol on Mon Sep 10, 2018 2:18 pm, edited 1 time in total.
Town Dethymatic Cop/Seer/Conspiracy Theorist/Inquisitor
Each night, you may target up to four players, choosing at most one investigation to perform on each player. Your available investigations are: Cop (Mafia/Not Mafia), Seer (Werewolf/Not Werewolf), Conspiracy Theorist (Alien/Not Alien), and Inquisitor (Cult/Not Cult), and you may use each investigation every night. Of your four investigations, one is Sane (correct results), one is Insane (incorrect results), one is Paranoid (all guilty results), and one is Naive (all innocent results). Which investigation has which sanity is determined randomly by the moderator and is not known to you, nor is it revealed upon your flip.