BorkBot
December 22nd, 2011, 01:54 PM
Since everyone is making themes and setups I thought I might as well come up with one myself :p
In essence, it's a modified Cult vs Town setup with a bunch of neutrals on the side. Some special mechanics are used to spice things up a little and to add something extra to do at night. Since this is a cult setup, it's designed to last slightly longer than your average MFM.
Roles & Goals
The Haunting
Win Conditions: All members of the Exorcists are dead or converted.
Dead members of The Haunting will lose if the Death Knight survives.
Members of the Haunting can communicate at night.
The Banshee (Lady Trianesh)
Abilities:
At night, The Banshee may manipulate the actions of a targeted player like a witch. Players who are immune to conversion can't be manipulated either.
Alternatively, she can attempt to convert a player to The Haunting.
If an Acolyte is converted, they will be brainwashed to become an Assassin.
Special:
Detection immunity
Roleblock immunity
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Investigator (The Valet)
May investigate a player each night. Detects exact role.
Mindbender (The Valet)
May choose a target to frame each night to disrupt investigation results.
If the Haunting has 5 members or more, the Mindbender can frame 2 targets at the same time.
Assassin
Each night, one Assassin can be sent to assassinate a chosen target (-1).
An assassination and a conversion from The Banshee cannot occur simultaneously.
Shadow (Sheriff)
Check one player each night to see if they are part of the Exorcists.
The Exorcists
Win Condition: All members of the Haunting are dead and the Death Knight destroyed.
The Paladin (Sir Bastion)
Abilities:
At night, the Paladin may attempt to smite a member of the Haunting (-1). Players who are not part of the Haunting aren't killed, but they will be roleblocked. This ability cannot be used for one night after a successful smite.
Alternatively, he can ward a player to avoid their conversion each night.
Special:
Conversion immunity
Cleric
Can heal a target each night (+1)
Special:
Conversion immunity
Knight (Bodyguard)
Can protect a player each night (+1) and kills their assailant (-1), but dies in the process. Doesn't pierce night immunity.
Shadow Hunter (Sheriff)
Check one player each night to see if they are a member of The Haunting.
Becomes a Shadow if converted by the Banshee.
Bard (Escort)
Can block a player each night.
Ranger (Lookout)
May watch a player each night to see their visitors. May also watch dead players.
Stalker (Detective)
May track a player to see their target. The tracker also sees if their target has any keys in his possession, even if they do not visit anyone.
Herald (Journalist)
During the day, may choose a person to interview at night. Whatever they type will be posted the following day as a news article.
Undertaker (Mortician)
May inspect a dead player to see what actions were performed on them (converted, healed, framed, manipulated, etc).
Coroner
May inspect a dead player to see a list of all their night actions and submitted riddle answers.
Armoursmith
May give armour to a targeted player each night. Single use vests (+1).
Diviner
May scry a player at night to see if they possess a key.
Will also see up to 5 submitted riddle answers, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the 5 answers was correct, but he won't be told which one.
Acolyte (Citizen)
Becomes an Assassin if converted by The Banshee.
Neutrals
Victory conditions will change accordingly if converted to The Haunting, but abilities are preserved.
The Death Knight (Sir Purigon)
Win Conditions:
Be the last man standing along with The Banshee and/or The Valet
OR live to see The Haunting eliminated.
Ability:
May choose a target to slay each night (-1).
Special:
Conversion immunity
Kills Roleblockers
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Appears as a member of The Haunting to a Shadow Hunter
Thief
Win Conditions:
Collect all 3 keys to open the crypt and loot it. Must survive until the end.
Ability:
May target a player each night to steal all keys in their possession. May also loot dead players.
Has one passive vest which protects from the first attack made against him.
Executioner
See your assigned target lynched and survive until the end. Target is always an Exorcist.
Becomes a jester upon failure. Becomes immune to night kills upon success.
Amnesiac
May choose a player from the graveyard at night to assume their role. Cannot become The Banshee, The Death Knight or The Paladin.
If the Amnesiac is part of The Haunting, he remains in The Haunting regardless of the role he picked (it's possible to become a Cleric of the Haunting).
Loses if no role is chosen by the end of the game.
Jester
Must try to get lynched. Random guilty voter dies when lynched.
Survivor
Must survive until the end. 3 vests (+1).
In essence, it's a modified Cult vs Town setup with a bunch of neutrals on the side. Some special mechanics are used to spice things up a little and to add something extra to do at night. Since this is a cult setup, it's designed to last slightly longer than your average MFM.
Roles & Goals
The Haunting
Win Conditions: All members of the Exorcists are dead or converted.
Dead members of The Haunting will lose if the Death Knight survives.
Members of the Haunting can communicate at night.
The Banshee (Lady Trianesh)
Abilities:
At night, The Banshee may manipulate the actions of a targeted player like a witch. Players who are immune to conversion can't be manipulated either.
Alternatively, she can attempt to convert a player to The Haunting.
If an Acolyte is converted, they will be brainwashed to become an Assassin.
Special:
Detection immunity
Roleblock immunity
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Investigator (The Valet)
May investigate a player each night. Detects exact role.
Mindbender (The Valet)
May choose a target to frame each night to disrupt investigation results.
If the Haunting has 5 members or more, the Mindbender can frame 2 targets at the same time.
Assassin
Each night, one Assassin can be sent to assassinate a chosen target (-1).
An assassination and a conversion from The Banshee cannot occur simultaneously.
Shadow (Sheriff)
Check one player each night to see if they are part of the Exorcists.
The Exorcists
Win Condition: All members of the Haunting are dead and the Death Knight destroyed.
The Paladin (Sir Bastion)
Abilities:
At night, the Paladin may attempt to smite a member of the Haunting (-1). Players who are not part of the Haunting aren't killed, but they will be roleblocked. This ability cannot be used for one night after a successful smite.
Alternatively, he can ward a player to avoid their conversion each night.
Special:
Conversion immunity
Cleric
Can heal a target each night (+1)
Special:
Conversion immunity
Knight (Bodyguard)
Can protect a player each night (+1) and kills their assailant (-1), but dies in the process. Doesn't pierce night immunity.
Shadow Hunter (Sheriff)
Check one player each night to see if they are a member of The Haunting.
Becomes a Shadow if converted by the Banshee.
Bard (Escort)
Can block a player each night.
Ranger (Lookout)
May watch a player each night to see their visitors. May also watch dead players.
Stalker (Detective)
May track a player to see their target. The tracker also sees if their target has any keys in his possession, even if they do not visit anyone.
Herald (Journalist)
During the day, may choose a person to interview at night. Whatever they type will be posted the following day as a news article.
Undertaker (Mortician)
May inspect a dead player to see what actions were performed on them (converted, healed, framed, manipulated, etc).
Coroner
May inspect a dead player to see a list of all their night actions and submitted riddle answers.
Armoursmith
May give armour to a targeted player each night. Single use vests (+1).
Diviner
May scry a player at night to see if they possess a key.
Will also see up to 5 submitted riddle answers, chosen at random. This ability is passive and automatic. The Diviner will be notified if one of the 5 answers was correct, but he won't be told which one.
Acolyte (Citizen)
Becomes an Assassin if converted by The Banshee.
Neutrals
Victory conditions will change accordingly if converted to The Haunting, but abilities are preserved.
The Death Knight (Sir Purigon)
Win Conditions:
Be the last man standing along with The Banshee and/or The Valet
OR live to see The Haunting eliminated.
Ability:
May choose a target to slay each night (-1).
Special:
Conversion immunity
Kills Roleblockers
Lynch immunity (if crypt is sealed)
Night kill immunity (if crypt is sealed)
Appears as a member of The Haunting to a Shadow Hunter
Thief
Win Conditions:
Collect all 3 keys to open the crypt and loot it. Must survive until the end.
Ability:
May target a player each night to steal all keys in their possession. May also loot dead players.
Has one passive vest which protects from the first attack made against him.
Executioner
See your assigned target lynched and survive until the end. Target is always an Exorcist.
Becomes a jester upon failure. Becomes immune to night kills upon success.
Amnesiac
May choose a player from the graveyard at night to assume their role. Cannot become The Banshee, The Death Knight or The Paladin.
If the Amnesiac is part of The Haunting, he remains in The Haunting regardless of the role he picked (it's possible to become a Cleric of the Haunting).
Loses if no role is chosen by the end of the game.
Jester
Must try to get lynched. Random guilty voter dies when lynched.
Survivor
Must survive until the end. 3 vests (+1).