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.
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.
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)
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)
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)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
05)
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)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
07)
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)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
09)
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)
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)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
12)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
15)
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)
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)
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)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
19)
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)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
22)
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)
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)
Welcome,
[Player Name]
. You are a
Odd-Night Vigilante/Neighbor
.
Abilities:
Every odd-numbered Night you may target one player to kill.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
25)
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."
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
33)
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)
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)
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.
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)
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.
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)
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)
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)
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.
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)
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)
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.
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.
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.
They have to go simultaneously.
2) I'm going to announce that there is at least one neighborhood in the game in my ruleset for simplicity's sake.
You don’t have too many neighborhoods, this doesn’t need to be announced. If you wanted to do something like this, you could add an Informed to a townies role, but i don’t think it’s necessary.
3) I fixed the Town wincon per your recommendation ircher.
4) How do we fix the Jailkeeper/Roleblocker NAR guys?
Roleblocker will override Jailkeeper, so if they cross target, nobody is protected.
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.
I believe this is a thing, but it’s probably moot. I just finished a game where I had 9 neighborhoods, so yours is fine.
I would err very strongly against including the "neighborhood: ____" line in role PMs. It's not the way that the neighbor role is conceptualized in normals, typically, and it could have implications about the game especially for players that aren't familiar with site meta or normal game meta.
The standard way to resolve something like a backup (usually universal backup) that could inherit multiple roles is just to have a pre-defined ordered list of what role they will inherit, I believe.
Standard for rb/jk afaik is that they mutually block and neither one does anything, so no protection.
Modifiers shouldn't transfer to a backup; keep in mind that the standardizations of normal roles are standardized absoltuely, and anything in the setup that bends them could come back to bite you extremely hard if someone notices it and says "oh, the backup cop is claiming something inconsistent with normal guidelines, they must be scum".
There's some formatting inconsistency between role PMs. For instance, in the loud roles, some of the loud modifier descriptions have a paragraph break and others don't.
I think the copy pasting from the wiki to explain roles like loud and psychologist (at least I think this is what you did with a bunch of them) is another thing you may want to change. I could imagine that phrasing being very confusing to a new player, because the writing on the wiki was not written to be a summary of how to use a role, it was written as detailed explanations and examples of how they work. For example, if I'm a mafia loud psychologist, and I see a role PM that says "for example, a loud psychologist would..." and I were a new player, I would probably be confused why my role PM says "for example" and is written in the third person when it's talking about my own role. There are other examples of things written in the third person that could be confusing in a role pm, like "The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working." The mailman PM is phrased weirdly for a role PM. Novice should, instead of being phrased as "A role modifier that doesn't allow power roles to use their ability Night 1/Day 1", be phrased as something like "You cannot act on night 1." There are various other examples as well.
Neighbors' rolenames should simply be "neighbor", rather than "citizen/neighbor". This isn't like, critical, I think, but it's more standard I think. Also has some relevance for e.g. rolecops who would simply see "neighbor" and should not get "citizen/neighbor" which would give away alignment. Similarly 1-shot bulletproof citizen and vengeful citizen and so on should just return "1-shot bulletproof" and "vengeful" though it's fine for them to have those role names since e.g. "vengeful townie" is standard.
Serial killer probably doesn't need the word "purple" in its role name? it's already distinguished from the others by virtue of being a serial killer. Though it's probably fine.
In post 59, implosion wrote:I would err very strongly against including the "neighborhood: ____" line in role PMs. It's not the way that the neighbor role is conceptualized in normals, typically, and it could have implications about the game especially for players that aren't familiar with site meta or normal game meta.
Agree.
In post 59, implosion wrote:The standard way to resolve something like a backup (usually universal backup) that could inherit multiple roles is just to have a pre-defined ordered list of what role they will inherit, I believe.
In post 59, implosion wrote:Modifiers shouldn't transfer to a backup; keep in mind that the standardizations of normal roles are standardized absoltuely, and anything in the setup that bends them could come back to bite you extremely hard if someone notices it and says "oh, the backup cop is claiming something inconsistent with normal guidelines, they must be scum".
That's how I viewed it as well. You could assign modifiers to the Backup role itself if you want to nerf it.
In post 59, implosion wrote:Standard for rb/jk afaik is that they mutually block and neither one does anything, so no protection.
He outlines his version of NAR specifically, so I'm okay with it the way it currently is. RB takes precedent over the JK in Newbie queue so as long as it's announced what order things happen, it's fine.
In post 59, implosion wrote:There's some formatting inconsistency between role PMs. For instance, in the loud roles, some of the loud modifier descriptions have a paragraph break and others don't.
Agree. It may seem nitpicky, but some players will overanalyze role pms.
In post 59, implosion wrote:I think the copy pasting from the wiki to explain roles like loud and psychologist (at least I think this is what you did with a bunch of them) is another thing you may want to change. I could imagine that phrasing being very confusing to a new player, because the writing on the wiki was not written to be a summary of how to use a role, it was written as detailed explanations and examples of how they work. For example, if I'm a mafia loud psychologist, and I see a role PM that says "for example, a loud psychologist would..." and I were a new player, I would probably be confused why my role PM says "for example" and is written in the third person when it's talking about my own role. There are other examples of things written in the third person that could be confusing in a role pm, like "The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working." The mailman PM is phrased weirdly for a role PM. Novice should, instead of being phrased as "A role modifier that doesn't allow power roles to use their ability Night 1/Day 1", be phrased as something like "You cannot act on night 1." There are various other examples as well.
Also agree. I didn't want to be overly strict since it's your game, but since implosion brought it up (and I kinda did with the examples being for different roles), it would be best if they were direct about each role and the actions.
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]
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."
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
02)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
03)
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."
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
04)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
05)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
06)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
07)
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).
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
08)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
09)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
10)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
11)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
12)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
15)
Welcome,
[Player Name]
. You are a
Vengeful
.
Abilities:
A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
16)
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).
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
17)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
18)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
19)
Welcome,
[Player Name]
. You are a
1-Shot Bulletproof
.
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
20)
Welcome,
[Player Name]
. You are a
Even-Night Backup Doctor Neighbor
.
Abilities:
If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
22)
Welcome,
[Player Name]
. You are a
Odd-Night Backup Cop
.
Abilities:
If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
23)
Welcome,
[Player Name]
. You are a
Even-Night Vigilante
.
Abilities:
Every even-numbered Night you may target one player to kill.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
24)
Welcome,
[Player Name]
. You are a
Odd-Night Vigilante Neighbor
.
Abilities:
Every odd-numbered Night you may target one player to kill.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
25)
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."
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
28)
Welcome,
[Player Name]
. You are a
Odd-Night Backup Doctor
.
Abilities:
If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
29)
Welcome,
[Player Name]
. You are a
Even-Night Backup Cop
.
Abilities:
If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
33)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
34)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
35)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
36)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
37)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
38)
Welcome,
[Player Name]
. You are a
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.
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]
39)
Welcome,
[Player Name]
. You are a
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.
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)
Welcome,
[Player Name]
. You are a
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.
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.
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]
42)
Welcome,
[Player Name]
. You are a
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.
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]
44)
Welcome,
[Player Name]
. You are a
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.
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]
45)
Welcome,
[Player Name]
. You are a
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.
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]
46)
Welcome,
[Player Name]
. You are a
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.
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]
47)
Welcome,
[Player Name]
. You are a
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.
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]
48)
Welcome,
[Player Name]
. You are a
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.
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.
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]
01)
Standard for rb/jk afaik is that they mutually block and neither one does anything, so no protection.
I'm going to go with this.
02)
I would err very strongly against including the "neighborhood: ____" line in role PMs.
Do I just keep it in the role PMs of the players who are Neighbors? I want to format this the right way.
03)
The standard way to resolve something like a backup (usually universal backup) that could inherit multiple roles is just to have a pre-defined ordered list of what role they will inherit, I believe.
Could I just make Odd-Night Backup Cop and Even-Night Backup Cop? Same with the Doctors?
04) I may add 5 more Citizens to bring it up to 50 players.
05)
Some of the loud modifier descriptions have a paragraph break and others don't.
Fixed so that all have a paragraph break for consistency.
06)
I think the copy pasting from the wiki to explain roles like loud and psychologist (at least I think this is what you did with a bunch of them) is another thing you may want to change. I could imagine that phrasing being very confusing to a new player, because the writing on the wiki was not written to be a summary of how to use a role, it was written as detailed explanations and examples of how they work. For example, if I'm a mafia loud psychologist, and I see a role PM that says "for example, a loud psychologist would..." and I were a new player, I would probably be confused why my role PM says "for example" and is written in the third person when it's talking about my own role. There are other examples of things written in the third person that could be confusing in a role pm, like "The target's night action will not be performed -- that is, the Roleblocker blocks the target's role from working." The mailman PM is phrased weirdly for a role PM. Novice should, instead of being phrased as "A role modifier that doesn't allow power roles to use their ability Night 1/Day 1", be phrased as something like "You cannot act on night 1." There are various other examples as well.
This I'm going to need some help with.
07)
Neighbors' rolenames should simply be "neighbor", rather than "citizen/neighbor". This isn't like, critical, I think, but it's more standard I think. Also has some relevance for e.g. rolecops who would simply see "neighbor" and should not get "citizen/neighbor" which would give away alignment. Similarly 1-shot bulletproof citizen and vengeful citizen and so on should just return "1-shot bulletproof" and "vengeful" though it's fine for them to have those role names since e.g. "vengeful townie" is standard.
I changed these.
08)
Serial killer probably doesn't need the word "purple" in its role name?
Fixed.
09)
You could assign modifiers to the Backup role itself if you want to nerf it.
Alright I'm gonna do that.
10)
He outlines his version of NAR specifically, so I'm okay with it the way it currently is. RB takes precedent over the JK in Newbie queue so as long as it's announced what order things happen, it's fine.
Doing the Neighborhood:____ implies the existence of multiple neighborhoods, i believe is why there was the comment on that. I know that saying, “You are part of a neighborhood, the Palace of Darkness.” Or something along the lines just comes across because it doesn’t look like it’s just a list.
I have a lot of experience with high amounts of neighborhoods, and something I always look out for is to not give players any hints on if there will be other neighborhoods or not, because they will look for them, and realize it on their own eventually anyways.
Backup wise, the specific backups work well. A little less swing involved.
On the topic of the For Examples in the Role pm’s, I think it’s just really wordy, which people tend to get overwhelmed with. I think you could trim the fat, essentially.
Like with Announcing modifier, you have “this is complimentary to the already Normal Loud modifier” or whatever it says isn’t necessary for the Role PM itself.
And really, you could just say something along the lines of “Your target will receive ‘You were targeted by a Vanilla Cop’” after the first line explaining the role.
I'll simplify the role PMs. In the past I received PMs that didn't even include definitions, so I'd just go to the Wiki. I'll basically trim the fat on them tonight.
Welcome, [Player Name]. You are a Announcing Vanilla Cop.
Abilities: Each Night you can select 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: Your target will be informed that your role targeted them. They will receive “You were targeted by a Vanilla Cop”.
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.
Streamlined, says essentially the same thing, and won’t overwhelm anyone. I don’t mind the extra wordiness for explaining the Vanilla Cop part, because the only way to short line it would be to assume everyone knows what Vanilla means, which is why that part is fine, if that makes sense.
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.
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.
That's your decision. The Normal guidelines just require the interaction between the to be planned during the review. Just update your Resolution list if you are going to have them block each other.
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 37:6:6:1.
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]
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."
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
02)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
03)
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."
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
04)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
05)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
06)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
07)
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).
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
08)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
09)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
10)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
11)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
12)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
15)
Welcome,
[Player Name]
. You are a
Vengeful
.
Abilities:
A Vengeful player is a one that, when lynched, is awarded the ability to kill any other player as they die.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
16)
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).
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
17)
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
18)
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.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
19)
Welcome,
[Player Name]
. You are a
1-Shot Bulletproof
.
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.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
20)
Welcome,
[Player Name]
. You are a
Even-Night Backup Doctor Neighbor
.
Abilities:
If a Even-Night Doctor role is killed, you will be granted the Doctor ability on Even Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
22)
Welcome,
[Player Name]
. You are a
Odd-Night Backup Cop
.
Abilities:
If an Odd-Night Cop role is killed, you will be granted the Cop ability on Odd Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
23)
Welcome,
[Player Name]
. You are a
Even-Night Vigilante
.
Abilities:
Every even-numbered Night you may target one player to kill.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
24)
Welcome,
[Player Name]
. You are a
Odd-Night Vigilante Neighbor
.
Abilities:
Every odd-numbered Night you may target one player to kill.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
25)
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."
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
28)
Welcome,
[Player Name]
. You are a
Odd-Night Backup Doctor
.
Abilities:
If a Odd-Night Doctor role is killed, you will be granted the Doctor ability on Odd-Nights (if one exists). You will not be informed of who the past Doctor protected, if any.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
29)
Welcome,
[Player Name]
. You are a
Even-Night Backup Cop
.
Abilities:
If an Even-Night Cop role is killed, you will be granted the Cop ability on Even Nights (if one exists). You will not be informed of any results that Odd-Night Cop may have had.
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
33)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
34)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
35)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
36)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
37)
Welcome,
[Player Name]
. You are a
Citizen
.
Abilities:
-
Win condition:
You win if all threats to the town are eliminated, and at least one town-aligned player is still alive.
[/area]
38)
Welcome,
[Player Name]
. You are a
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.
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]
39)
Welcome,
[Player Name]
. You are a
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.
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)
Welcome,
[Player Name]
. You are a
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.
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.
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]
42)
Welcome,
[Player Name]
. You are a
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.
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]
44)
Welcome,
[Player Name]
. You are a
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.
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]
45)
Welcome,
[Player Name]
. You are a
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.
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]
46)
Welcome,
[Player Name]
. You are a
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.
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]
47)
Welcome,
[Player Name]
. You are a
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.
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]
48)
Welcome,
[Player Name]
. You are a
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.
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.