Wake88's Large Normal Review, December 2019


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Ircher
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Post Post #50 (ISO) » Fri Dec 20, 2019 6:25 am

Post by Ircher »

Oh, and don't forget to have a sample citizen role pm in your rules.
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Post Post #51 (ISO) » Fri Dec 20, 2019 6:25 am

Post by PenguinPower »

I haven't read through all of them, but I noticed your examples for certain modifiers include other roles (e.g. Announcing Motion Detector has an example for an Announcing Doctor). If you are going to provide an example of usage, I would use the role that is being modified.
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Post Post #52 (ISO) » Fri Dec 20, 2019 6:27 am

Post by PenguinPower »

In post 48, Ircher wrote:I don't think it's normal to include the "Neighborhood" line in everyone's role pm. It basically informs everyone that at least one neighborhood exists. That being said, I think it may be okay for you to announce such (that there is at least one neighborhood in the game) in your ruleset in which case you can keep the role pms as-is.
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Post Post #53 (ISO) » Fri Dec 20, 2019 6:31 am

Post by PenguinPower »

In post 48, Ircher wrote:(Also, I'm not sure what the current rules regarding backups and modifiers is.)
I don't believe that modifiers transfer, just the active role.
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Post Post #54 (ISO) » Fri Dec 20, 2019 6:32 am

Post by PenguinPower »

Ah - but he explicitly states that they do.
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Post Post #55 (ISO) » Fri Dec 20, 2019 8:28 pm

Post by Wake1 »

In post 8, Wake1 wrote:
Game Rules


Game Timeline
  • Day Phases will last 2 weeks.
  • Night Phases will last 2 days.
General Rules
  • Don't quote your role PM.
  • This
    is my color (#FBB917). Please don't use it.
  • Sharing PM or PT communication is forbidden. Paraphrasing is fine.
  • Keep all game talk in the game thread & PTs.
  • Do not use encrypted or hard-to-see text.
  • Don't publicly accuse other players of cheating.
  • Pretending to break a rule is the same as rule-breaking.
  • Don't play against your win condition.
  • Those modkilled become Neutral Survivors and don't win.
  • I reserve the right to change the rules at any time.
  • Scum win when their numbers equal or exceed that of the Town's, and all enemy anti-Town factions are dead.
  • Miscellaneous section is subject to updates.
Activity
  • 48 hour inactivity nets one prod.
  • If prod is ignored 48 hours after prod, forced replacement occurs.
  • 3 prods = I will start looking for a replacement unless the original player returns.
  • Be aware of any PMs from the mod.
  • If you plan to be absent for a long period of time, please give notice.
  • The preferred way to contact me is via PM.
Votes and Lynching
  • Votes must be in the format of VOTE: Player Name.
  • Unvotes are not necessary to change a vote.
  • A player will be lynched if a simple majority of the players have voted for that player.
  • A lynch occurs when half of players +1—rounded down—vote the same person.
  • Once I have posted your death scene, you may not post. No "bah" posts.
  • You may change your vote as many times as you wish.
  • After a lynch has been made, all players including the one who was lynched may continue to post until I lock the thread.
  • If a majority of votes is not reached by deadline, there will be no lynch for that day.
  • You may vote not to lynch by saying
    VOTE: No Lynch
    /VOTE: No Lynch.
Behavior
  • Harassment of an individual player is NOT permitted. While this is a competitive game, no personal attacks will be tolerated.
  • Do not discuss this game anywhere else with anyone else unless your role allows you to.
  • If you die, do not continue posting in game or PT threads. Post only in Dead PT.
Setup
  • This game has a Day start.
  • 'Citizen' will be used in place of 'Vanilla Townie.'

  • This is a Closed Setup.

  • Scum have Daytalk.

  • Deadline extensions may be permitted.

  • Faction Ratio is 32:6:6:1.

  • This setup does not include any non-normal/Variant roles.

  • The game uses a specific version of Natural Action Resolution. It's outlined in 'Miscellaneous.'
  • There is at least one Neighborhood in this game.
  • There may be duplicate roles.
  • Any role may be Town or Scum.
  • Mod is NOT infallible. If you suspect a mistake, please let me know via PM right away.
  • Role assumptions are not advised.
  • ALL PTs will be revealed post-game.
Votecounter
  • Use the official [ vote ] and [ unvote ] tags. For example, If you wanted to vote for Thesp, you would type VOTE: Thesp.
  • Avoid abbreviations. Spell out the player's name that you are voting for.
  • Don't use the word "Vote" with a colon unless you are actually voting. Even better, use the VOTE: tag!
  • Don't use the word "Unvote" in bold, unless you are actually unvoting.
  • Don't vote for multiple different people in the same post.
Spoiler: Miscellaneous
The only results a Cop would get are "Innocent," "Guilty," and "No Result."

A Gunsmith would receive a result of 'This player owns a gun,' 'This player does not own a gun,' or 'No Result.'

In Normal games on mafiascum.net, a Gunsmith gets guilties on all Mafia (except Traitors and Doctors), Cops, Vigilantes, Gunsmiths, Role Cops, Vanilla Cops, Backups of roles with guns and JoATs that have any of these listed powers.

Should an X-Shot ability be used, and that player is roleblocked, he or she will have used up that shot.

Roleblockers cannot be roleblocked.

'1-Shot Bulletproof' status will only protect against one NK attempt during a Night. If two are attempted that same Night on that '1-Shot Bulletproof' player, he or she will die.

There may or may not be a Neighborhood(s).

"Informed" Modifier - This role gives the player information about the setup (pregame, or with timing determined by a role modifier), and is considered Normal on mafiascum.net provided the information given is objective and accurate. The information can be any information about the setup, but should be non-random with regards to what player-slot is being referred to. For example, if someone is to be told that a player is town, it should be noted in the setup specification that the player they are told is town is a randomly chosen vanilla townie, or a specific power role, and not just a randomly chosen town player.

Informed roles should flip with only their role name, and not any private information; an Informed role is effectively an investigative role whose investigation happens passively and automatically, with the actual information being the "investigation result". An Informed Townie should therefore flip simply as "Informed Townie" (with a redacted role PM, if role PMs are included in flips). Similarly, a Rolecop would only see "Informed", and would not get to see the information itself.

If a Commuter is commuting, it is untargettable that night by any means, not even Strongman, Roleblocker or Ninja. Any role that attempts to target a commuting Commuter should be treated as though they are blocked (e.g. receive a "No Result" pm if they are investigative).

All night actions targeting players with Ascetic (excluding NKs) will fail. All information-gathering actions targeting them will return with 'No Result.'

If a 'Jack-of-All-Trades' dies and flips, its 1-Shot abilities will be listed.

A Rolestopper can prevent its target from being affected by anything, whether Night Ability or Night Kill.

'Vanilla Cop,' if used, will return a result of 'Vanilla,' 'Not Vanilla,' or 'No Result.' Targets that yield a result of 'Vanilla' are Vanilla Townies, Mafia Goons, and a Serial Killer with no abilities or modifiers.

"Can the last mafia member, if a PR, kill AND use their role, or must they pick one?" No, the last Mafia member must pick one. He or she cannot use a power role and simultaneously perform a Night Kill.[/b]

Natural Action Resolution

Commute - {Commuter}
Blocking - {Roleblocker > Rolestopper}
Jailkeep - {Jailkeeper}
Protection - {Doctor > Bodyguard}
Miscellaneous - {Neighborizer > Friendly Neighbor}
Kill - {Mafia factional kill = SK factional kill = Vigilante}
Role Investigation - {Cop > Gunsmith > Role Cop > Neapolitan > Vanilla Cop}
Action Investigation - {Tracker > Watcher > Voyeur > Follower > Motion Detector}
The '>' represents internal priority between the roles.

The '=' means that internal priority between the roles is the same.

All Night Kills have the same priority/speed.


A Cop's result of 'Innocent' means that player is Town.
- Updated 8/3/2016


Sample Role PM:


Citizen
Welcome,
[Player Name]
. You are a
Citizen
.

Abilities:
-

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.


Please read these rules one more time.
Especially
Miscellaneous.
[/area]






































01)


Odd-Night Cop
Welcome,
[Player Name]
. You are a
Odd-Night Cop
.

Abilities:
Once every odd-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

02)


Odd-Night Doctor
Welcome,
[Player Name]
. You are a
Odd-Night Doctor
.

Abilities:
Once every odd-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

03)


Announcing Odd-Night Motion Detector
Welcome,
[Player Name]
. You are a
Announcing Odd-Night Motion Detector
.

Abilities:
Once every odd-numbered Night you can target a player at Night and learn if any actions were performed by or on that player, but not what the actions were or who else they involved.
Announcing:
When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing motion detector targeted player X, player X would receive a message saying "You were targeted by a motion detector ability during the night."

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

04)


Novice Tracker/Neighbor
Welcome,
[Player Name]
. You are a
Novice Tracker/Neighbor
.

Abilities:
Once each Night you can target a player at Night and learn who, if anybody, that player targeted the same night (but not the action the player performed). If that player did not target anyone, the Tracker receives a result of "did not target anyone."
Novice:
A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.

Neighborhood:
The Sunlit Library

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

05)


Loud Bodyguard
Welcome,
[Player Name]
. You are a
Loud Bodyguard
.

Abilities:
You can target a player each Night to protect them. However, if the protected player is supposed to be killed, the Bodyguard is killed instead ("taking the bullet" for them, as it were).
Loud:
The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Bodyguard and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Bodyguard.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

06)


Novice Voyeur/Neighbor
Welcome,
[Player Name]
. You are a
Novice Voyeur/Neighbor
.

Abilities:
You can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it.
Novice:
A role modifier that doesn't allow power roles to use their ability Night 1/Day 1.

Neighborhood:
The Sunlit Library

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

07)


Odd-Night Watcher
Welcome,
[Player Name]
. You are a
Odd-Night Watcher
.

Abilities:
You can target a player each odd-numbered Night and learn who, if anybody, targeted that player the same Night (but not what actions were performed on that player).

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

08)


Even-Night Follower/Neighbor
Welcome,
[Player Name]
. You are a
Even-Night Follower/Neighbor
.

Abilities:
You can target a player each even-numbered Night and learn what form of action they took that Night (investigation, protection, killing, etc), but not who they targeted.

Neighborhood:
The Quiet Place

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

09)


Even-Night Jailkeeper
Welcome,
[Player Name]
. You are a
Even-Night Jailkeeper
.

Abilities:
Every even-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

10)


Odd-Night Babysitter
Welcome,
[Player Name]
. You are a
Odd-Night Babysitter
.

Abilities:
Every odd-numbered Night you can target a player to protect them. However, if the Babysitter is killed that night, both the Babysitter and its target will die.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

11)


Even-Night Neapolitan/Neighbor
Welcome,
[Player Name]
. You are a
Even-Night Neapolitan/Neighbor
.

Abilities:
You can check one player each even-numbered Night to see whether or not they are a Vanilla Townie.

Neighborhood:
The Palace of Darkness

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

12)


Loud Gunsmith/Neighbor
Welcome,
[Player Name]
. You are a
Loud Gunsmith/Neighbor
.

Abilities:
You can target a player at Night to learn if they have a gun in flavor. Members of the Mafia (that are not Doctors), Cops, FBI Agents, Vigilantes, other Gunsmiths, Paranoid Gun Owners, etc. all have guns in traditional flavor. Notably, Serial Killers and Doctors do not have guns.
Loud:
The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Gunsmith and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Gunsmith.

Neighborhood:
The Palace of Darkness

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

13)


Miller/Neighbor
Welcome,
[Player Name]
. You are a
Miller/Neighbor
.

Abilities:
You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.

Neighborhood:
The Palace of Darkness

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

14)


Macho Citizen/Neighbor
Welcome,
[Player Name]
. You are a
Macho Citizen/Neighbor
.

Abilities:
Macho is a role modifier that prevents you from being protected from kills in any way.

Neighborhood:
The Sunlit Library

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

15)


Vengeful Citizen
Welcome,
[Player Name]
. You are a
Vengeful Citizen
.

Abilities:
A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

16)


Mailman
Welcome,
[Player Name]
. You are a
Mailman
.

Abilities:
Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

17)


Even-Night Loud Traffic Analyst
Welcome,
[Player Name]
. You are a
Even-Night Loud Traffic Analyst
.

Abilities:
Every even-numbered Night you can choose a player, and the analyst will learn whether or not there are any players that that player can legally communicate with outside the game thread. (The identity of the people that the target can communicate with is not learned, nor is the content of the communications.)

Note that merely having access to a private topic is not necessarily enough to be able to communicate; there will have to be a second living player in the private topic in question to communicate with. In general, the role will give a "can communicate" result on a player who shares a private topic with another living player, and also on roles that can use active roles to relay messages via the moderator (such as Mailman and Captain); and a "cannot communicate" result on anyone else.

Loud:
The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Traffic Analyst and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Traffic Analyst.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

18)


Loud Town Roleblocker Miller/Neighbor
Welcome,
[Player Name]
. You are a
Loud Town Roleblocker Miller/Neighbor
.

Abilities:
Each night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.
Miller:
You the player will passively return an unfavorable result (i.e. Guilty) if investigated by a Cop.
Loud:
The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Roleblocker and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Roleblocker.

Neighborhood:
Neighborhood:
The Sunlit Library

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

19)


1-Shot Bulletproof Citizen
Welcome,
[Player Name]
. You are a
1-Shot Bulletproof Citizen
.

Abilities:
Only once, during any Night, you will be prevented from one kill attempt. You will not be informed of surviving a kill attempt. You can be killed by a "Strongman" role if one exists.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

20)


Backup Doctor/Neighbor
Welcome,
[Player Name]
. You are a
Backup Doctor/Neighbor
.

Abilities:
If a Doctor role is killed, you will be granted the Doctor ability, along with any modifiers that Doctor had (if one exists). You will not be informed of who the past Doctor protected, if any.

Neighborhood:
The Palace of Darkness

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

21)


Citizen/Neighbor
Welcome,
[Player Name]
. You are a
Citizen/Neighbor
.

Abilities:
-

Neighborhood:
The Quiet Place

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

22)


Backup Cop
Welcome,
[Player Name]
. You are a
Backup Cop
.

Abilities:
If a Cop role is killed, you will be granted the Cop ability, along with any modifiers that Cop had (if one exists). You will not be informed of any results that Cop may have had.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

23)


Even-Night Vigilante
Welcome,
[Player Name]
. You are a
Even-Night Vigilante
.

Abilities:
Every even-numbered Night you may target one player to kill.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

24)


Odd-Night Vigilante/Neighbor
Welcome,
[Player Name]
. You are a
Odd-Night Vigilante/Neighbor
.

Abilities:
Every odd-numbered Night you may target one player to kill.

Neighborhood:
Neighborhood:
The Palace of Darkness

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

25)


Even-Night Cop/Neighbor
Welcome,
[Player Name]
. You are a
Even-Night Cop/Neighbor
.

Abilities:
Once every even-numbered Night you may investigate one player to learn their alignment. The results you may receive are "Guilty," Innocent," and "No Result."

Neighborhood:
The Quiet Place

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

26)


Even-Night Doctor
Welcome,
[Player Name]
. You are a
Even-Night Doctor
.

Abilities:
Once every even-numbered Night you may protect one player from one kill attempt only. If your target is targeted by a Strongman your target will die.

Neighborhood:
-

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

27)


Citizen/Neighbor
Welcome,
[Player Name]
. You are a
Citizen/Neighbor
.

Abilities:
-

Neighborhood:
Neighborhood:
The Palace of Darkness

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

28)


Citizen
Welcome,
[Player Name]
. You are a
Citizen
.

Abilities:


Neighborhood:


Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

29)


Citizen
Welcome,
[Player Name]
. You are a
Citizen
.

Abilities:


Neighborhood:


Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

30)


Citizen/Neighbor
Welcome,
[Player Name]
. You are a
Citizen/Neighbor
.

Abilities:
-

Neighborhood:
The Quiet Place

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

31)


Citizen/Neighbor
Welcome,
[Player Name]
. You are a
Citizen/Neighbor
.

Abilities:
-

Neighborhood:
The Quiet Place

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

32)


Citizen/Neighbor
Welcome,
[Player Name]
. You are a
Citizen/Neighbor
.

Abilities:
-

Neighborhood:
The Sunlit Library

Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]

33)


Purple Ascetic Bulletproof Serial Killer
Welcome,
[Player Name]
. You are a
Purple Ascetic Bulletproof Serial Killer
.

Abilities:
Each Night you may target one player to kill.
Ascetic:
You cannot be targeted by any abilities.
Bulletproof:
You cannot be killed by any kill attempts.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction number equals the number of living Town members.
[/area]

34)


Red Mafia Ascetic Mailman
Welcome,
[Player Name]
. You are a
Red Mafia Ascetic Mailman
.

Abilities:
Each Night you can send a message to one other player at Night, via the moderator. Mailman messages should be formatted in such a way as to make it clear that the message is not mod-confirmed information. However, the author should not be confirmed by the moderator either (it's legal for a player to claim an identity in the message, but also to lie about their identity in the message).
Ascetic:
You cannot be targeted by any abilities. You can still be targeted by kill attempts.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

35)


Red Mafia Loud Rolecop
Welcome,
[Player Name]
. You are a
Red Mafia Loud Rolecop
.

Abilities:
You can target a player each Night to learn its role, e.g. "Cop", "Doctor", "Roleblocker", etc. There is no indication of the target's alignment; if a Mafia Goon or Vanilla Townie is investigated, they return "Vanilla".
Loud:
The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Rolecop and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Rolecop.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

36)


Red Mafia Goon/Neighbor
Welcome,
[Player Name]
. You are a
Red Mafia Goon/Neighbor
.

Abilities:
-

Neighborhood:
Neighborhood:
The Sunlit Library

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

37)


Red Mafia Odd-Night Roleblocker/Neighbor
Welcome,
[Player Name]
. You are a
Red Mafia Odd-Night Roleblocker/Neighbor
.

Abilities:
Each odd-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.

Neighborhood:
The Quiet Place

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

38)


Red Mafia Goon/Neighbor
Welcome,
[Player Name]
. You are a
Red Mafia Goon/Neighbor
.

Abilities:
-

Neighborhood:
Neighborhood:
The Palace of Darkness

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

39)


Red Mafia Ninja
Welcome,
[Player Name]
. You are a
Red Mafia Ninja
.

Abilities:
Ninja actions cannot be seen performing actions by action-investigative roles (e.g. Tracker, Watcher, Voyeur, Follower, and Motion Detector); all these roles return results as though the Ninja action had not occurred at all. Roles that do not investigate actions, such as Roleblocker, can interact with Ninja actions as normal.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town factions have been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

40)


Blue Mafia Odd-Night Jailkeeper
Welcome,
[Player Name]
. You are a
Blue Mafia Odd-Night Jailkeeper
.

Abilities:
Every odd-numbered Night you can target and protect one player from all kill attempts, but also role-block that player.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

41)


Blue Mafia Loud Psychologist/Neighbor
Welcome,
[Player Name]
. You are a
Blue Mafia Loud Psychologist/Neighbor
.

Abilities:
You can investigate one player for unused kills each night. Only three results can be obtained from this investigation: Negative, Positive, or no result. This investigation resolves after any killing abilities in the Night phase.

- A negative result is returned from players that are unable to actively kill another player, or on a player that has already killed.
- A positive result is returned from players that can choose to kill, but have not done so.
- The "no result" result is returned as a result of the action failing as a consequence of another role (e.g. a Roleblocker or Ascetic) interfering with it.

Loud:
The Loud modifier makes it so if Player A targets Player B at night, Player B will be informed that he/she was targeted by Player A but not what action was taken. For example, if Player A was a Loud Psychologist and used it on Player B, Player B would be notified that he/she was targeted by Player A, but not that he/she used Psychologist.

Neighborhood:
Neighborhood:
The Sunlit Library

Win condition:
You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

42)


Blue Mafia Announcing Vanilla Cop
Welcome,
[Player Name]
. You are a
Blue Mafia Announcing Vanilla Cop
.

Abilities:
Each Night you can selet one player and learn if they are Vanilla or not. "Vanilla" results are given for any role that doesn't have any individual powers (e.g., Vanilla Townie, Mafia Goon, a Serial Killer with no other powers); "Not Vanilla" results are given on all others.

Announcing:
When acting, whatever player you target will be informed that your role targeted them. For instance, if an announcing Vanilla Cop targeted player X, player X would receive a message saying "You were targeted by a Vanilla Cop ability during the night". It should not explicitly state the entire role, only the ability that was used (so the message shouldn't be "you were targeted by an announcing Vanilla Cop"). If an announcing mafia made a kill and their target survived, the target would be told "You were targeted by the mafia kill during the night". This is a direct complement to the existing Loud, which informs a player of a player that targeted them, but not what role.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

43)


Blue Mafia Even-Night Roleblocker
Welcome,
[Player Name]
. You are a
Blue Mafia Even-Night Roleblocker
.

Abilities:
Each even-numbered night you can choose one player to block from performing his or her night action. The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working.

Neighborhood:
-

Win condition:
You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

44)


Blue Mafia Goon/Neighbor
Welcome,
[Player Name]
. You are a
Blue Mafia Goon/Neighbor
.

Abilities:
-

Neighborhood:
The Quiet Place

Win condition:
You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]

45)


Blue Mafia Goon/Neighbor
Welcome,
[Player Name]
. You are a
Blue Mafia Goon/Neighbor
.

Abilities:
-

Neighborhood:
The Palace of Darkness

Win condition:
You win when the opposing anti-Town faction has been eliminated, and your faction members equal or exceed the number of living Town members.
[/area]



1) I figure that, after NAR, whichever NK command was given to me first would resolve first. So if Red team sent in the NK command at 1000 and Blue team sent it in at 1600, the Backup would assume the Doctor/Cop that had the command sent in at 1000.

2) I'm going to announce that there is at least one neighborhood in the game in my ruleset for simplicity's sake.

3) I fixed the Town wincon per your recommendation ircher.

4) How do we fix the Jailkeeper/Roleblocker NAR guys?


5) Also per ircher's 51 I fixed those examples.

6) Sample Role PM included in ruleset.

7) Is it OK if I have those modifiers transfer, Penguin? I fear if they don't transfer Town would gain too much power from a full Cop.

8) Is it possible to have a Town Encryptor? I figure if Neighborhoods ever got too strong an encryptor could be used for that specific Neighborhood.

"It's wise to be... cautious... with Wake."
— House*
"What Wake lacks in charisma, he makes up for it in pure analytic power."
— Nosferatu*