[Ready for Review] Role Details Post for Sc2-MafiaCafe Game On MafiaCafe
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    Role Details Post for Sc2-MafiaCafe Game On MafiaCafe

    This has been updated to show the correct role #'s; I did not do it at first because I thought Discord was more convient for people. Removed roles are in black and have no number.

    Role #1: Badass Gunnery Chief
    Spoiler : :
    Badass Gunnery Chief
    Badass Gunnery Chief
    Context: https://youtu.be/p77XnhzJz7g?t=13

    All of the following abilities have two shots, and all abilities must be used once before an ability can be used for its second shot.

    Sir Issac Newton is the deadliest son of a bitch in space!

    Self-target and become informed of how many killing action attempts were made during the night, not including actions that have the potential to kill. This action cannot be prevented or redirected.

    Once you fire this hunk of metal, it keeps going until it hits something!

    Target a player (excluding yourself). If the target player fails to kill someone in the same night, their killing action which failed will be randomly re-directed onto someone else until it finds a target where the kill succeeds. The killing action can be redirected onto anyone in the game. Unless investigation-immune, the killer will be seen visiting the person they killed, and anyone who survived the attack. To be clear, however, this cannot affect the factional kill.

    This is a weapon of mass destruction. You are NOT a cowboy shooting from the hip!

    Scold someone on their training so bad that if they attempt to kill someone in the same night they will be role-blocked, not including actions with the potential to kill. If they are somehow attempting multiple kill actions in the same night then this role-block will take effect regardless of any possible mechanical restrictions in the game (including, but not limited to, the target having role-block immunity).

    Role #: Copying Machine
    Spoiler : :
    Copying Machine
    Target two players. Player A's non-factional night action will be copied by you and conducted on player B. If you do not specify which is which, the first name you give is Player A.

    If the action has any sort of feedback associated with it you will not learn of it until the next night. Some specific role actions are not copy-able. You may request from the host a full list of what actions you can or cannot copy.

    You may attempt to self-target with the ability you copy; if it cannot self-target it will not work.

    Role #2: Goat
    Spoiler : :
    Goat

    No, not the GOAT. A goat from a game about goats.

    1x Is that a goat?

    Any actions generating feedback about or relating to you on the same night will fail to generate feedback. Except, of course, any feedback about role-blocks.

    1x Blood for the blood goat! Wait, what?

    If you are targeted by 2 players or more in the same night this is used, those players will be randomly redirected to target amongst themselves. Example: Player A will be redirected randomly to target either Player B, C, D...and so on for each player who targeted you. If you are targeted by a multi-targeting ability, one multi-targeter will die and any other multi-targets on you on the same night will work as if you did not use this ability.

    Role #3: Death Star
    Spoiler : :
    Death Star

    Submit an ordered list of all the players by the end of night 1 (excluding yourself because we can't imagine the death star blowing itself up lmao).

    On night 3 or 4 you may elect to explode the top-most living player on the submitted list to smithereens, killing them and up to 1 other randomly-selected player visiting your target on the same night. This attack cannot be prevented nor mitigated on your selected target (and their randomly-selected visitor, if applicable) in every imaginable circumstance except for your death. If you fired on night 3, you cannot fire again. If you chose not to fire on either night, you will lose the ability to fire.

    Role #: BAR FIGHT!
    Spoiler : :
    BAR FIGHT!

    Choose during the day to gift everyone an end-of-day single-shot glass bottle with a 5% chance to kill. Glass bottle uses are processed at end of day. If 50% or more (rounded down; 10 players if this is day one) of the players use a glass bottle in single day phase, the bottle attacks will be made anonymous.

    Additionally, your self-gifted glass bottle will always kill. If you use it, the day's bottle attacks will be made anonymous regardless.

    For clarification: When bottle attacks are made "anonymous", who attacked who (as well as who used a glass bottle) is hidden. The # of attacks is not hidden.

    Your gift is processed as soon as possible by the hosts with an in-thread announcement; provided your decision isn't within 12 hours of EoD. You are not revealed by the announcement.

    Users of glass bottles may not self-target with the glass bottles.

    Role #4: Pacifist Compulsive Bus Driver
    Spoiler : :

    Pacifist Compulsive Bus Driver

    Each night you MUST switch two players of your choice (including yourself). Actions targeting Player A will instead target Player B and vice-versa. You cannot redirect killing actions.

    If you don't submit a bus-driver action you will be forced to do one in some manner depending on your alignment. If you are mafia, you will randomly swap a town player and mafia player. If you are town, whoever you swap is completely randomized. You will be informed of who you were forced to switch.

    Role #5: 404 Not Found
    Spoiler : :

    404 Not Found

    Every even-numbered night you may do either a role-check or alignment check. Every odd-numbered night you may do a role-check. To be clear: Actions are optional, and not mandatory.

    However, whenever you do a role OR alignment check, you MUST select a player to have that information removed from their future flip. For example, if you elect to check the alignment of Player A, you must remove the alignment information from someone else (Player B). If the information removal happens to target someone who already had their information cleaned from their flip (ex: attempting to remove role information when its already been removed), your information removal will be randomly redirected onto someone else who's flip is yet to be altered. If you don't submit a target for information removal, while also doing a role or alignment check, a random valid target will be selected (without you knowing).

    Your flip is always hidden completely.

    Role #6: Deep Dive Investigator
    Spoiler : :

    Deep Dive Investigator

    Twice per game, on any night you may elect to go on a "deep dive" investigation. For the immediate night you will commute, becoming untargetable to most actions, as you are in the deep sea of information.

    In the following day you will resurface, and at the end of that day you will gain unique information IF IT WAS YOUR SECOND DIVE. You can choose (or change your selection of) what that revealed information is any time before the information is revealed to you. The choices are:

    1. How many living players are in each alignment (Town/Mafia)
    2. The entire action history of a player's role (Does not reflect what actually happened on those days/nights; just what the player attempted to do with their role)

    Role #7: The Propagandist
    Spoiler : :

    The Propagandist

    Each night you may target a player (excluding yourself). They will receive feedback about your propaganda efforts, and like a true patriot their next non-factional action (whenever that would be) will have a loyalty modifier.

    When an action has a loyalty modifier: For most, but not all, actions this would cause the action to fail if the player targets someone who is not the same alignment as themselves. Note that this is relative to the alignment of whoever has the loyalty modifier; not the alignment of you.

    You may not target or affect the same player twice in a row.

    You cannot "stack" loyalty modifiers unto multiple future actions. If you apply propaganda to someone who already has the loyalty modifier applied to their next action, it will do nothing except provide feedback.

    Role #8: The ?Krc
    Spoiler : :

    The ?Krc

    Congratulations! You get to create your own role, to a degree. You have 10 points. You do not get more points. You may spend these points to buy a single shot of the following abilities:

    Automatic Vest (6 points): Have an automatic protection vest, which will save you from a single kill from most kill actions. You won't know if it has been used. It does not protect from eliminations by day-vote.

    Bodyguard (2 points): Protect someone. If they are attacked, you will be attacked instead. You only redirect a single attack.

    Disloyal Vigilante (8 points): Shoot someone (excluding yourself). If they are not your alignment, they will die from a standard attack. If they are your alignment, they will not die from your attack.

    Oracle Track (5 points): Select someone at day or night. When you die, their target(s) last night (if any) will be revealed. The reveal includes what night it is and who. If you do this twice, your death will reveal both results and specify which is which and for which night it is referring to.

    Role-check (6 points): Check someone for their role.

    Strongman / Block Immunity (4 points): Make your action immune to most role-blocks or protective effects such as redirections.

    Target-Swap (5 points): Swap two players (excluding yourself). Anything targeting one player will instead target the other player and vice-versa.

    Temporary Neigborhizer (3 points): Create a full-cycle non-anonymous neighborhood chat with someone during the night. If you did so on night 1, the chat would last from SoD2 to SoD3.

    Vigilante (7 points): Shoot someone at night, attempting to kill them.

    If you want to purchase an ability, the purchase is instantaneous the moment you attempt to use one of the abilities. If you are blocked, your points won't be refunded. You may not buy an ability more than twice if you have the points for it.

    Role #9: The Watchman Guard
    Spoiler : :

    The Watchman Guard

    Every night you may watch someone, seeing whoever visits them. However, if they are targeted by any sort of kill attempt, it will be re-directed unto you and you will die regardless of any protection on you. You redirect any number of attacks. You don't redirect the Death Star's attack.

    Role #10: Slightly Psychopathic Coroner
    Spoiler : :

    Slightly Psychopathic Coroner

    Each night you may investigate a dead player. You will learn:

    --The role or alignment of the player, if it was hidden
    --Whether their cause of death was "direct" or "indirect".

    A "direct" cause of death means the player was either:
    --Killed by an ability specifically meant to kill which targeted them
    --Killed by an ability specifically meant to kill which was redirected onto them
    --Killed by a factional ability
    --Killed by day vote

    An "Indirect" cause of death means the player was either:
    --Killed by an ability not specifically meant to kill but can kill
    --Killed by an ability specifically meant to kill but does so without any specific targeting.

    You additionally have the one-time shot to kill a player at night. If it is unsuccessful you do not get your shot back.

    Role #11: This Is Fine
    Spoiler : :

    This Is Fine

    Whenever you would normally have died, your death will have been delayed by a full-cycle. Meaning if you would've died on N2, you would actually die by the end of N3.

    As this is an accomplishment of sheer will (or ignorance), there is nothing saving you from inevitable death if this ability triggers except for the game ending.

    Role #12: Sandwich
    Spoiler : :

    Sandwich
    Context: https://www.youtube.com/watch?v=_prZ0JrbQrU

    Every day phase you have two slices of a sandwich to hand out. You may not self-target.

    You can use one slice to gift a player one (or two for both) of the following for the next night-phase:
    --Role-block immunity
    --Strongman

    Broadly speaking, strongman will help ensure that a player's action is less likely to be affected by redirections (not including bodyguard protections). Role-block immunity will obviously help prevent being successfully role-blocked. Neither of these statements should be taken as being absolutely true; there can be or are cases in the game where these benefits will fail. However, in the vast majority of cases these statements are true.

    Players are not informed if they have received a sandwich slice.


    Role #13: Paintballer
    Spoiler : :

    Paintballer

    Every night you may fire a paintball at someone (excluding yourself).

    If someone has been hit....

    1 time: Nothing happens.
    2 times: They get role-blocked.
    3 or more times: They are killed by you in a standard kill attempt.

    Because your paintballs are made of paint, you always know who your paintball ended up hitting for that night.

    Role #14: Covert Agent
    Spoiler : :

    Covert Agent

    You are a secret agent with a mission unrelated to the game (No different, alternative, or new win-cons).

    You may establish two permanent non-anonymous neighborhoods on night 1 to two separate other players; they will be your informants until death.

    Once you have two informants, you may use the following limited-shot abilities:

    1x Operational Integrity

    Make the actions of yourself and your informants invisible. Does not cost you your action. Cannot be selectively given to yourself or your informants; it must be applied to you and your informants.

    2x Investigate & Observe

    Track a player (excluding yourself), finding out who they targeted for that night.

    1x Assassination

    Attempt to kill a player at night (excluding yourself). Only available if all other abilities have been used and do not have any more charges.

    If both of your informants die, you will lose access to these abilities even if the abilities have shots left. You will not be able to gain more informants.

    Role #15: Ghost
    Spoiler : :

    Ghost

    On even-numbered nights you may haunt a player's (including yourself) house. That player will be blocked, along with any visitors to that player. This cannot be redirected.

    You may not use this on odd-numbered nights.

    Role #16: Challenge Runner
    Spoiler : :

    Challenge Runner

    If you accomplish certain things, you will gain certain benefits! Rewards cannot be redeemed more than once. If you are submitting an action that requires not being voted, please specify which day phases (only host counts of votes will be checked).

    Survive until...
    Day 3: 1x Doctor
    Day 5: 1x Automatic Limited Vest (Does not affect strongmanned or factional kills)

    Have no more than 20% (rounded up) of votes on you for...
    One whole day phase: 1x Track
    Two whole day phases: 1x Standard night-kill

    Have a correct vote on a player of the opposite alignment who has flipped
    Reward: 1x Messenger (send someone a message)

    You may not self-target. The vest ability automatically self-targets and cannot be given away.

    Role #17: Contractor
    Spoiler : :

    Contractor

    Every night, you may contract someone to target someone else. Any feedback they would have received from their action are now your feedback. This will do nothing if their action requires multiple targets, though you will still visit them. In the event of some sort of night-action conflict, your action happens last.

    Role #: Arbitrary Lawyer Role
    Spoiler : :
    Arbitrary Lawyer Role

    Every night you may either Prosecute or Defend another player (excluding yourself)

    Prosecute
    You will be informed if your target has committed a prosecutable offense in the current night phase or any of the day/night phases before it:

    [Murder] Non-factional killing actions
    [Conspiracy] Being a member of a neighborhood
    [Harassment] Targeting the same player twice in a row
    [Disturbing the peace] Any action which modifies other actions

    You will not learn what the offense specifically was. Offenses must have actually succeeded; if it was attempted but did not occur then it will not count.

    Defend
    Any player or action fulfilling a prosecutable offense AND is targeting them will have the corresponding effect below:

    [Murder] Killing actions will still work.
    [Conspiracy] Action will not work if the player targeting your Defend target was a member of a neighborhood within the current or previous night.
    [Harassment] Action will not work if targeting same player twice in a row (not including Defend)
    [Disturbing the peace] Instead of preventing modifiers from applying to your Defend target, modified actions (which are targeting your Defend target) lose their modifiers instead. Modified actions which lose their modifiers will be re-processed from the beginning with the assumption that the modifier that was never there to begin with (this is to avoid OoO conflicts).

    Additionally, defended players will be granted role-block immunity for the duration of the Defend.

    Role #18: Null
    Spoiler : :

    Null

    Every night you may select a player (including yourself) to temporairly remove them from the game for the night phase. This practically means nothing happens to them and nothing happens because of them for the night phase. The only exception is a factional kill.

    You may not select a player more than once per game.
    Last edited by MartinGG99; May 19th, 2022 at 03:30 PM. Reason: Ensured that if there were any discrepancies in role details they are now resolved.
    A.K.A "That One Idiot"

 

 

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