Each night, choose a player. If that player has a killing ability, they will die.
You cannot use this ability and another ability (e.g. a factional nightkill) on the same Night.
Actually X-shot vanilla town becomes a survivor after X cycles.In post 4110, Ircher wrote:X-Shot Reroll
Roll a 1d5 to determine the number of shots the roll possesses. Then reroll; the player now possesses that role with the X-Shot limitation.
If the role makes no sense with the X-Shot limitation, nothing changes to that role but the role still flips with the X-Shot modifier. (Eg: VT --> Flips something like 2-Shot Vanilla Townie). (In essence, the role is a named variant.)
If the role already possesses an X-Shot modifier, then the rolled value replaces the pre-existing x-shot value.
This role contradicts, does it protect against dayvigs or not?In post 4122, Ircher wrote:Town 5-Shot Bulletproof
You will survive the first 5 kills performed on you at night. Kill is defined as being anything except modkills and lynches. (This may be changed dependent on the setup, but the bulletproof SHOULD protect against mafia, werewolf, and serial killer kills minimum.)
I'd reroll this if I found this in my game, it has no town utility at all.In post 4125, callforjudgement wrote:Town Night 2 Nightkill Diffuser
As long as you are alive at the start of Night 2, the nightkill of the largest anti-town faction with a factional nightkill will be aimed not by that faction, but by plurality vote. Each player gets a vote on who the nightkill should target. TheTown-alignedplayer who receives the most votes will be nightkilled. (So you can't stop the kill hitting Town – like it probably would anyway – but may well screw up the faction's ability to kill the person they wanted.) The votes will not be made public (although it's certainly legal for people to claim who they voted for, the mod will not confirm this).
Been playing advance wars dual strike have we?In post 4180, callforjudgement wrote:Town Black Boat
Each night, choose one of the following two effects:
- Repair: Choose a player. If that player would die toNight, they automatically revive 24 hours into the following Day. If a player is scheduled to revive this way, their flip will be no-reveal.
- Transport: Choose two players. If a player belonging to your faction would target the first chosen player, their action is deflected onto the second chosen player instead. If the deflected action would be detrimental to your faction (moderator's judgement), it is instead roleblocked. In either case, the original action doesn't go through.
I think it has quite a lot of town utility.In post 4229, Gamma Emerald wrote:Mafia RoleblockerI'd reroll this if I found this in my game, it has no town utility at all.In post 4125, callforjudgement wrote:Town Night 2 Nightkill Diffuser
As long as you are alive at the start of Night 2, the nightkill of the largest anti-town faction with a factional nightkill will be aimed not by that faction, but by plurality vote. Each player gets a vote on who the nightkill should target. TheTown-alignedplayer who receives the most votes will be nightkilled. (So you can't stop the kill hitting Town – like it probably would anyway – but may well screw up the faction's ability to kill the person they wanted.) The votes will not be made public (although it's certainly legal for people to claim who they voted for, the mod will not confirm this).
Got it, the non-public part made me feel it was bad. Sorry about that.In post 4231, callforjudgement wrote:Town Bodyguard
I think it has quite a lot of town utility.In post 4229, Gamma Emerald wrote:Mafia RoleblockerI'd reroll this if I found this in my game, it has no town utility at all.In post 4125, callforjudgement wrote:Town Night 2 Nightkill Diffuser
As long as you are alive at the start of Night 2, the nightkill of the largest anti-town faction with a factional nightkill will be aimed not by that faction, but by plurality vote. Each player gets a vote on who the nightkill should target. TheTown-alignedplayer who receives the most votes will be nightkilled. (So you can't stop the kill hitting Town – like it probably would anyway – but may well screw up the faction's ability to kill the person they wanted.) The votes will not be made public (although it's certainly legal for people to claim who they voted for, the mod will not confirm this).
If the nightkills worked like that every night, it'd give a notably large boost to town EV; you all vote for the same person, and if they don't die, they must have been scum. So you're basically getting a free investigation on Night 2, as long as you organise the town in advance.
Also, would you reroll Vanilla Townie? That has even less town utility. There are a ton of roles in this thread which have been designed as "basically VT, with an ability that might potentially become relevant with small probability"; I've been adding them intentionally because they're more interesting than VT for the player who gets them, and I think other people have too. So I'm surprised to see you object to a role that is actually somewhat useful.
(On another note, the Black Boat isn't the only Advance Wars-inspired role in that section, although I was thinking about the series as a whole, rather than AWDS in particular.)
That was a mistake on my part; yes, it protects against day vigilantes.In post 4228, Gamma Emerald wrote:Werewolf Day-BulletproofThis role contradicts, does it protect against dayvigs or not?In post 4122, Ircher wrote:Town 5-Shot Bulletproof
You will survive the first 5 kills performed on you at night. Kill is defined as being anything except modkills and lynches. (This may be changed dependent on the setup, but the bulletproof SHOULD protect against mafia, werewolf, and serial killer kills minimum.)