(Town / 2-Shot Fireman)
Twice per game, at Night, you may target a player. If that player is doused by any type of Arsonist, then they will be undoused. This takes place before any ignitions, but after any dousings during action resolution (i.e you can save someone from an ignition, and if someone you targeted is doused on the same night then the douse doesn't go through).
You win when there are no longer any threats to the Town, and at least one Townie is still alive.
When i open this game, and starting read, i immediatly close it because i starting strongly consider self last townie alive and others are just jesters.
(Pirate / Vanilla)
You have no personal abilities, besides a PT for the
Pirate
faction.
Pirates
have a factional ability: plundering a player. That player will be permanently Vanillaised. The plunderer will learn their target's role. This ability will fail on any Vanilla.
You win when at least 1 player from each alignment in the game has been successfully plundered and at least one
Pirate
is alive. When this happens, all
Pirates
currently in the game will sail away on their ship (permanently leave the game victorious).
Alignments that are completely wiped out do not count for this win condition, thus you may win by getting rid of other teams.
Is this valid?
@TemporalLich
Last edited by KittyTacky on Tue Apr 13, 2021 3:56 am, edited 3 times in total.
When i open this game, and starting read, i immediatly close it because i starting strongly consider self last townie alive and others are just jesters.
Pirate faction should be fine, just takes up a free space. I would say that pirates should have the factional night action as opposed to voting on it because they’re working together, but that’s just an aesthetic choice tbh.
Also, thanks for adding a faction where the puppet stealing results is actually relevant
After any pregame choices, roles (but not alignments) are rerandomized. The mod may choose to veto the setup for balance reasons after this rerandomization, but may not otherwise interfere with the randomization, even if otherwise allowed to do so by the setup.
Roles assigned to players are rerandomized after mod chooses alignments for mod discretion roles but before any N0 actions occur. This role is included in the randomization, but the randomization only happens once. No new cards should be drawn for the purposes of this randomization.
In post 52, Jingle wrote:
Pirate faction should be fine, just takes up a free space. I would say that pirates should have the factional night action as opposed to voting on it because they’re working together, but that’s just an aesthetic choice tbh.
Also, thanks for adding a faction where the puppet stealing results is actually relevant
Yeah that's redundant, I'll edit that.
Last edited by KittyTacky on Tue Apr 13, 2021 5:36 am, edited 4 times in total.
When i open this game, and starting read, i immediatly close it because i starting strongly consider self last townie alive and others are just jesters.
One time during the game, you may target a player to begin a relationship with them. This will create a PT with them for you two to communicate in at the start of the next Day phase.
If both players remain alive for 2 day phases after that action resolving, then you two will become
Lovers
that night, and will be eliminated upon the death/elimination of the other player. (example: You target a player Night 1, you both live through Day 3, and then become Lovers Night 3.)
Three times per game at night, you may target a player alongside a message of no more than 750 words. If your action succeeds, your target will receive your message (with it clearly marked as having come from another player).
You may use as many shots as you would like during a single night, and you may perform any number of actions (provided you have enough shots) each night.
Last edited by Ircher on Wed Apr 14, 2021 3:27 pm, edited 1 time in total.
Each night, you may attempt to target another player. If you are successful, and that player would die, they will not flip. You will be informed of their alignment.
The apparition faction doesn't kill. Instead, they "possess" people. What this means is that a apparition can take the role of the person they possessed. In the morning it will say that no body was found, and there will be no flip. The apparition doesn't take the alignment of the person, only the role. Each apparition can only possess one person.
Additionally, you start the game with the Tracker role. This is lost when you possess a person.
Each night, you may attempt to target a discarded role card and use that for the "role" portion of your role card. You are susceptible to roleblocking but not redirection.
If this role is in a Deck of Astral Roles game that has no discards, three discards will be rolled immediately after rolling this role, and will still be shown even if this role doesn't make it to the actual setup.
Each night, you may protect a player to take one random nightkill attempt for them. You are immune to the first kill attempt that successfully targets you.
You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:33 am, edited 2 times in total.