The Faction Crafting Cafe

This forum is for discussion related to the game.
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The Faction Crafting Cafe

Post Post #0 (ISO) » Wed Aug 31, 2022 6:15 am

Post by MegAzumarill »

Who doesn't love a good scum faction? Why not create your own? Why not come and see what others have created?

Whenever I make
/steal
a new concept for a faction I'll post it here for people to view. This includes third party roles. I encourage you to do the same.
If a certain faction gets enough interest, I may add it to the Alignment Baked Library of Atypical Factionsor some equivalent collaborative list.

The idea of this is as a rough draft kind of thread where concepts can take shape to make better factions overall before going into collaborative decks. This is
NOT
a rolelist in and of itself, but discussion over any alignment concepts people may have.

Don't be nervous about posting an over/underpowered/ confusing faction, that's the point of this thread.

You may:
Use these factions in any setup you wish. (Unless the creator explicitly states otherwise)
Add them to Grand Idea or wherever else.
Post your own ideas of what could make a good, atypical faction in this thread and I'll try to give feedback.
Give feedback on other's factions
Post Variations or different takes on currently existing factions or others in this thread
Chill and Have Fun!
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Post Post #1 (ISO) » Wed Aug 31, 2022 6:34 am

Post by MegAzumarill »

I was thinking about creating a Benign 3p (one that can win with multiple factions), but wasn't sure which idea was best.

Angel


Each Night, has a combined doctor/governor action. (Protecting from nightkills and elimination the next day)

Must prevent X deaths to win the game. Additionally wins if no elimination is explicitly voted for and wins the elimination.

Sidekick


A randomly chosen player is your hero that you idolize. They are not informed.
You may not target your hero with abilities other than the following:
Each night, provided you did not use this ability last night, you will visit your hero and protect them from one nightkill. Additionally, you will take the blame for them, making them appear aligned with the Town and you to appear as not aligned with the town that night.
If your Hero is killed (except by elimination), and you are alive, your alignment changes to
Avenger.


If your Hero wins OR survives to the end of the game, you win.

Avenger
(Cannot start the game this way)

Each night you may target a player, if that player killed your hero something happens based on how many times you visited them with this ability.
1. You will be informed that you have found the killer.
2. The killer will be role blocked and notified that you have a grudge against them.
3. You are bulletproof this night, and will attempt to kill the killer as if you were a vigilante.
4. You will attempt to kill the killer as if you were a vigilante.

You win and exit the game when the player who killed your Hero is dead by any means, and you are alive.


Investor


You passively know which factions are in the game.
During Pregame, You may pick one other faction to invest in, if that faction wins the game you win with them.
When you die, you instead "flee the town". You are not added to a dead thread but instead added to the factional PT of the faction you invested in. If you did not invest into a groupscum faction, you instead aren't added to any Pts.
When you flip upon fleeing the town, the faction you invested in will be revealed.
Before fleeing the town, each time a member not of your faction dies, you lose 2 stocks (min 0.) Likewise, whenever a player dies not of your faction you gain 1 stock.

Each night, you may target a player. You will learn that player's role. If you invested in the
Town,
you may not perform any other abilities the same night, (unless you have multitasking) and may not use this ability on the next night.

You win if the faction you invested in wins or if you have X stocks at any time.


Siren


Each night you may target a player. They will perform a visitor action on you that night (in addition to any other actions they perform)

You win and exit the game if at least 3 abilities target you in a single night, you are targeted by 2 non-visitor abilities on 2 different nights, or you are targeted by at least 1 non-visitor ability on three different nights. The night you win, you will reflexively kill all of your vistors that night.
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Post Post #2 (ISO) » Wed Aug 31, 2022 6:35 am

Post by MegAzumarill »

Additionally have had the idea for this faction/role combo for a while.

Druids


All of your active personal actions are strong-willed and delayed by one night. You visit the night you choose to use the ability, and don’t the night the ability takes effect.

Factional Ability: Flytrap
Choose One of the following actions to perform-

A Druid member plants a seed at the target player’s house. During the next night that player will die. This action is strong willed.

A Druid member plants a seed at the target player’s house. During the night after the next night that player will unstoppably die. This action cannot be interfered with in any way, including by a gardener.

Win Con: Eliminate all threats to the druids and have at least 1 druid alive.

Gardener

Each night you may target a player. You will stop all actions performed by the Druids on the target, ignoring the druid faction’s strong-willed actions, during that night, as well as stop any delayed actions on the target.
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Post Post #3 (ISO) » Wed Aug 31, 2022 11:02 pm

Post by RH9 »

In post 1, MegAzumarill wrote:
Angel


Each Night, has a combined doctor/governor action. (Protecting from nightkills and elimination the next day)

Must prevent X deaths to win the game. Additionally wins if no elimination is explicitly voted for and wins the elimination.
How much deaths would you recommend for
Angel
to save in order to win?
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Post Post #4 (ISO) » Thu Sep 01, 2022 1:32 am

Post by MegAzumarill »

In post 3, RH9 wrote:
In post 1, MegAzumarill wrote:
Angel


Each Night, has a combined doctor/governor action. (Protecting from nightkills and elimination the next day)

Must prevent X deaths to win the game. Additionally wins if no elimination is explicitly voted for and wins the elimination.
How much deaths would you recommend for
Angel
to save in order to win?
My go to would be 1/2/3 for 9/13/17 players, respectively
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Post Post #5 (ISO) » Thu Sep 01, 2022 5:50 am

Post by MegAzumarill »

Swapper


Each night may switch 2 player's role-based actions and sigils. This ability is strong willed and ninja and resolves absolutely first in action resolution. You may self target.

Sigils are assigned randomly and evenly among all players. Each player gains 1 Sigil. You always know what sigils players have. The possible sigils are Sigil X, Sigil Y, and Sigil Z, in equal numbers. They cannot be assigned in a manner that you would win the game at the start of the game.

You win when either all of a groupscum faction's members have the same sigil, or all living town members have at most 2 types of sigils among them.

Examples:

The swapper targets players A and B. If player A performs a Cop action on player C, and Player B performs a doctor action on player A, then Player B would get Cop results on player A, and player C would be protected from a nightkill.

The swapper targets players A and B. Player A uses a factional kill on player C. Player B performs a doctor action on player C. Since A did not give a target for a role ability, they idle with the doctor ability. Player A still kills player C. Player B performs no action on player C, since A did not have a role-based ability.
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Post Post #6 (ISO) » Fri Sep 02, 2022 2:08 pm

Post by Ythan »

I had a lot of fun as a serial poisoner once and I used to love putting serial redirectors in games.
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Post Post #7 (ISO) » Fri Sep 16, 2022 5:50 am

Post by MegAzumarill »

In post 6, Ythan wrote:I had a lot of fun as a serial poisoner once and I used to love putting serial redirectors in games.
Do the serial redirectors usually have access to kills as well?

A faction idea I've played around with for a while, akin to goo.

Aquanauts


Factional PT
When an Aquanaut is visited by another player, that player gains 1 level of "wet." For each level of wet that player gains a certain effect.
Being targeted by a firefighter while aquanauts exist in the game adds a level of wet, and being ignited by a fire-based action (see-ignite/firebreathing) prevents that action and removes 3 levels of wet. Aquanauts cannot gain more wet, and start at 1 level of wet.

The aquanauts have a factional firefighter action and a factional "rainstorm" action, (which adds a level of wet to all visitors of the target.) They may perform both of these in a night or perform one of them twice and the other not at all.

Wet Levels:
1 - Some water is seeped into the player's home, preventing fire-based kills. No effect.
2 - A long-forgotten basement or other unused room is flooded. All living aquanauts visiting this player at this level or a higher level notice the exact current wetness level (at the end of the night.)
3 - Pools of water start to surround the house. All visitors are notified of finding large puddles at their target.
4 - The player's house is noticeably flooded. They are roleblocked the night phase after this level comes into play and notified of their house being flooded when they reach this level.
5 - The player's house is completely filled with water, and the player drowns. This roleblocks and rolestops non- water based actions and kills the player. This kill is unstoppable (except by removing the wet levels) If this kill is prevented by means such as deathproof, or the player is revived, the wet level decreases to 4.
6+, same as level 5, but the wet level cannot decrease and the effect is applied every night.
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Post Post #8 (ISO) » Fri Sep 16, 2022 5:52 am

Post by MegAzumarill »

Thinking of making more ways for wet to spread, perhaps at 3 wetness it mimics the factional rain action
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Post Post #9 (ISO) » Fri Sep 16, 2022 6:42 am

Post by Ythan »

In post 7, MegAzumarill wrote:Do the serial redirectors usually have access to kills as well?
No that's what makes it such an interesting role imo. But I am of the opinion that getting to play third party scum is worth having a hard time.
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Post Post #10 (ISO) » Tue Oct 04, 2022 10:53 am

Post by TemporalLich »

some rough drafts for factions:

Celestial Angels


Celestial Angels are a benign groupscum faction.

Celestial Angels have a target to kill and a target to protect. These targets will be Town-aligned.

Celestial Angels have a factional Enchantress ability (force a player to Commute, if targeting non-town the performer also commutes) and a 1-shot factional kill ability.

Celestial Angels win if their kill target dies by any method other than elimination and their protection target either survives to endgame or has a kill ability fail against them.

Doom Seekers


Doom Seekers have a factional fate of doom action. Each night, a player may be fated. A fated player who is targeted after they are fated will unavoidably die (this doesn't count the night they were fated). A fated player will unavoidably die two Nights after they were fated.

Doom Seekers enable the Doom Counter mechanic for ABLoAF games.

Doom counters are added in these scenarios:

+1 - Town player was targeted by a Doom Seeker's ability.
+1 - A player dies because of fate of doom.
-1 - True groupscum or solo 3P player was targeted by a Doom Seeker's ability.
-2 - A Doom Seeker dies.

Doom Seekers win if the game ends with everyone dead, and also win if all threats to them are gone.

Doom counter effects:

-4 or less - Doom Seekers become unable to fate of doom and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Factional kills become Strong-Willed unless they are targeting Doom Seekers.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Doom Seeker player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Doom Seekers may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
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Post Post #11 (ISO) » Tue Oct 04, 2022 11:05 am

Post by MegAzumarill »

Possibly scale the effects to the size of the game as doom seekers may have between 2 to 4 players which really effects how fast the effects come into play.
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Post Post #12 (ISO) » Tue Oct 04, 2022 11:23 am

Post by MegAzumarill »

Celestial Angels Look good though

Thinking of a 3p role


Flavor Critic

Benign 3p
Each night may target a player, assuming no interference to your action, will learn their flavor. If it is a flavor you do not have, that player will be stopped from taking an action and you will gain their flavor. If it is all flavors you already have, their role will become a random role of a flavor you have.

If you did not receive a new flavor last night, during the day you may target a player. That player's role will become a random role that has a flavor you do not have.

(Randomization is generating random roles from the Alignment Baked Loaf until a suitable one is found.)

The eight Flavors are:
Cherry: An ability that can cause death (I.e. Vigilante)
Strawberry: An ability that can manipulate or prevent targeting or actions (I.e. Roleblocker)
Orange: An ability that can stop or change a role's effect. (I.e. Doctor)
Vanilla: No active or Passive role ability, or anything that investigates as such. (I.e. Vanilla)
Chocolate: A purely passive ability (I.e. Reflexive roles)
Coconut: An ability that can give information to another player (i.e. Neighbor)
Lemon: An ability that can cause the user to receive information (i.e. Tracker)
Grape: A Role that has more than one ability. (i.e. JoAT)

You win when you receive all 8 flavors. Your own role's flavor counts toward this. You know your own role options' flavor(s) during picks.
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Post Post #13 (ISO) » Tue Oct 04, 2022 11:47 am

Post by TemporalLich »

In post 11, MegAzumarill wrote:Possibly scale the effects to the size of the game as doom seekers may have between 2 to 4 players which really effects how fast the effects come into play.
that could be quickly done by having the effects in term of n, where n = the amount of doom seekers in the setup
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Post Post #14 (ISO) » Tue Oct 04, 2022 11:53 am

Post by MegAzumarill »

A doon seeker dying could reduce doom counters equal to the number of doom seekera remaining to curb some positive feedback
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Post Post #15 (ISO) » Tue Oct 04, 2022 11:54 am

Post by TemporalLich »

In post 14, MegAzumarill wrote:A doon seeker dying could reduce doom counters equal to the number of doom seekera remaining to curb some positive feedback
probably that plus one

e.g. if a doom seeker dies if there are 4 left, 5 doom counters are removed
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Post Post #16 (ISO) » Tue Oct 04, 2022 12:06 pm

Post by MegAzumarill »

6 or more should also probably be each instead of all as well
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Post Post #17 (ISO) » Tue Oct 04, 2022 12:19 pm

Post by TemporalLich »

In post 16, MegAzumarill wrote:6 or more should also probably be each instead of all as well
Whoops, that was my intent for the plus 6 effect...
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Post Post #18 (ISO) » Tue Oct 04, 2022 12:23 pm

Post by TemporalLich »

Celestial Angels have been added to ABLoAF with changes to how targets are decided.

Doom Seekers
(v1.1)

Doom Seekers have a factional fate of doom action. Each night, a player may be fated. A fated player who is targeted after they are fated will unavoidably die (this doesn't count the night they were fated). A fated player will unavoidably die two Nights after they were fated.

Doom Seekers enable the Doom Counter mechanic for ABLoAF games.

Doom counters are added in these scenarios:

+1 - Town player was targeted by a Doom Seeker's ability.
+1 - A player dies because of fate of doom.
-1 (as in remove a doom counter) - True groupscum or solo 3P player was targeted by a Doom Seeker's ability.

If a Doom Seeker dies, doom counters will be removed corresponding to how many Doom seekers were still alive plus 1. For example, if a Doom Seeker dies when there were 3 alive, 4 doom counters will be removed.

Doom Seekers win if the game ends with everyone dead, and also win if all threats to them are gone.

Doom counter effects (n is the number of Doom Seekers in the setup, n may not be less than 2):

-2n or less - Doom Seekers become unable to fate of doom and there is a 20% chance for all killing actions to fail.

-n or less - The mod flavor becomes motivational.

n or more - The mod flavor becomes creepy.

2n or more - Factional kills become Strong-Willed unless they are targeting Doom Seekers.

3n or more - There is a 20% chance for each Results PM to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

4n or more - A random non-Doom Seeker player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

5n or more - Doom Seekers may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
Last edited by TemporalLich on Tue Oct 04, 2022 12:35 pm, edited 1 time in total.
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Post Post #19 (ISO) » Tue Oct 04, 2022 12:28 pm

Post by MegAzumarill »

I would put that N is at minimum 2 always, so roles interfering with counters work correctly in setups without doom seekers

Since it is groupscum, 1 can't exist anyway
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Post Post #20 (ISO) » Tue Oct 04, 2022 12:36 pm

Post by TemporalLich »

In post 19, MegAzumarill wrote:I would put that N is at minimum 2 always, so roles interfering with counters work correctly in setups without doom seekers

Since it is groupscum, 1 can't exist anyway
alright, n bottoms out at 2 now so doom counters may exist without Doom Seekers or a lone Doom Seeker (lone Doom Seekers shouldn't happen in ABLoAF)
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Post Post #21 (ISO) » Tue Oct 04, 2022 1:03 pm

Post by RH9 »

Do you think that this would be an all right groupscum faction?
Consortium (Placeholder Name)

Factional Ability: They have a factional modified Merchant ability.
(They start off with One-Shot of Doctor, Vigilante, CPR Doctor. However, everytime they give target a PR, they gain One-Shot of said PR.)
Factional PT: They share one.
Win Condition: If the
Consortium
targets every alive PR by endgame.
Additional Information:
Cop → Antitrust Enforcer
Godfather → Entrepreneur
Miller → Vendor
Mason → Sole Trader
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Post Post #22 (ISO) » Tue Oct 04, 2022 1:05 pm

Post by MegAzumarill »

Im not sure exactly what you mean by modified merchant ability
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Post Post #23 (ISO) » Tue Oct 04, 2022 1:18 pm

Post by RH9 »

In post 22, MegAzumarill wrote:Im not sure exactly what you mean by modified merchant ability
A standard Merchant (according to the wiki) is a combination of JOAT and Inventor that can choose to either use their abilities themselves or give it to other players.
The modification is that they also absorb a single shot of any PRs that they target with the factional ability.
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Post Post #24 (ISO) » Sat Oct 08, 2022 6:48 am

Post by MegAzumarill »

I mean it's reminiscent of Pirates but in reverse its probably fine.
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