S-FM Island Conflict
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  1. ISO #1

    S-FM Island Conflict

    S-FM Island Conflict

    A 10 player game on a ternary faction setup
    Roles List

    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe

    Hidden Expansionist
    Hidden Expansionist

    Hidden Supernatural

    Role Cards
    Spoiler : Expand :
    Tribesman
    No special abilities.

    Shaman
    Has the ability to visit one player per night, and heal that player if they are attacked. A successful heal will notify both yourself and your target.

    Skinner
    Has the ability to visit one player per night. Should that player be killed, the skinner will receive that player’s vote ability and his own vote count will be worth two. Maximum charge 2 uses or until vote count equals 2, whichever comes first. Skinner will be informed of increased vote count and can choose to reveal with increased count on any night proceeding the successful skinning night.

    Elder
    Has the ability to open a night chat dialogue with any single player in which the Elder will remain anonymous. In this night chat, should the selected player be targeted to be killed, the Elder will be killed in their place. The selected player may still perform their own night action. Maximum 2 charges. Action must be submitted during the day for the night of use.

    Sentry
    Has the ability to watch over one player at night, learning the identities of any players visiting the targeted player.

    Blowgun Warrior

    Has the ability to fire a blow dart at one player per night. Targeted players will be poisoned and informed, and will die the following night without being able to complete a night action on their death night. Maximum 2 charges.

    Smoke Signaler
    Has the ability to activate a smoke signal, warning all players of impending trouble. All night actions will have a 50% chance to be successful in going through that night. Maximum 1 charge.

    Tourist
    Has the ability to skip town for the day, there-by avoiding being able to be lynched. Will be able to communicate with the town to a maximum of 10 posts for the day. One time charge, activated during the night prior to the day wishing to be used.

    Tax Evader

    Has the ability to skip town for the day, there-by avoiding being able to be lynched. Will be able to communicate with the town to a maximum of 10 posts for the day. One time charge, activated during the night prior to the day wishing to be used.

    Relocation Advisor
    Has the ability to force a player to visit another player of choosing that night. Any associated night actions from the targeted player will also be moved to the visited player. Target will not be notified of the relocation. Maximum 2 charges.

    CEO
    Has the ability to allow a teammate to perform their night action twice, or a teammate to perform their normal night ability and conduct a night kill as well. Cannot be used to conduct two night kills. One time charge.

    Private Eye
    Has the ability to watch over one player at night, learning the identities of any players visiting the targeted player.

    Lawyer
    Has the ability to strip all voting power from a player for 1 day. Activation occurs on the night prior to the day of effect. Maximum 2 charges.

    Corrupt Official
    Has the ability to open a night chat dialogue with any single player in which the Corrupt Official will remain anonymous. In this night chat, the corrupt official may choose to hide behind his captive, redirecting all targeted actions on him onto his captive. The selected player may still perform their own night action. Maximum 2 charges. Action must be submitted during the day for the night of use.

    Contractor
    No special abilities

    Voodoo Doctor
    Has a one-time ability to randomly redirect all players’ night actions into other players. Players will not be informed of who they are redirected into. The Voodoo doctor will not be included in the list of targetable players. Activation must be sent at least 3 hours before night end for the night of use

    Dark Sorcerer
    Has a one-time ability to stop the night actions of all players in the game. Actions with limited uses will count as consuming one of said uses on that night. Activation must be sent at least 3 hours before night end for the night of use.

    Grand Witch
    Has a two charge ability to redirect the actions of players at night. Can select up to 2 players per night and redirect each of them individually into any other player.

    Win Conditions
    The Tribe must completely eliminate the Expansionists and Supernaturals from their island. One tribe member must survive to the end.
    The Expansionists must completely eliminate the Supernaturals from the island, and achieve a majority over the Tribe.
    The Supernaturals must eliminate the Tribe and the Expansionists from the island. The supernaturals will win in a tie over the other factions.

    OoO
    0.1 Elder/Official Abductions
    0.2 Night Chats Opens
    1 Super Natural Abilities
    2 CEO
    3 Smoke Signal Activation
    4 Beguile
    5 Relocation Advisor
    6 Sentry/Private Eye
    7 Elder Protections
    8 Kills
    9 Heals
    10 Skinner/Lawyer
    11 Tourist/Evader activate

    Mechanics
    Game will start on D1
    Day length will be set at 48 hours
    Night length will be set at 24 hours
    All roles posses the ability to vote with the [vote] command
    Lynches will occur at a 51% or greater vote and thread will be locked
    Lynching will lock the thread but not end the day
    Night actions are to be submitted 1 hour before night end, with the exception of Supernaturals that require 3 hours prior submission.

    Special Mechanics
    Expansionist players will share a night chat and a single factional night kill that can be conducted on nights of an odd number.

    The supernatural will be night immune, and have a night kill that can be conducted on nights of an even number. SN cannot use ability and NK on the same night.

    Once the Expansionist or Supernatural faction is eliminated, the other faction will assume NK ability for all nights.

    Any expansionist player can for-go their regular night action to perform the factional night kill.

    Expansionist players abducted by Elders will still be able to participate in their factional night chat.

    Players affected by the smoke signal who are stopped from targeting will not consume a 'use' of their ability if they have limited counts.

    A player affected by the smoke signal, who is unable to perform their night action, may still be redirected to visit a player and perform their night action should a relocation advisor be successful in avoiding the effects of the smoke signal.

    Voodoo Doctor and Grand Witch abilities negate the effects the smoke signal on targeted players.

    Smoke signals effect the Tourist/Tax evader roles.

    Victims of the blowgun warrior attack can only be healed on the night they are targeted.

    CEO ability is unaffected by supernatural redirections (Grand Witch/Voodoo Doctor).

    Feedback Messages
    Spoiler : Expand :
    Shaman
    “Your target tonight was attacked; you were successful in healing them”

    Shaman Target
    “You were attacked tonight, but a stranger nursed you back to health”

    Skinner
    “Your target was hunted tonight, but you will avenge them. You skin your target and take their hide. You can choose to reveal on any night following this one, at sunrise, you will reveal yourself, draped in the flesh of your fallen brethren and your vote will count for two.”

    Town on Skinner reveal
    “One of the tribesman step forward, draped in the hide of another man and ranting that he is now two. Shocked and afraid, you grant him the right to have an additional voice during the council.”

    Elder target/Corrupt Official
    “You are drawn to a nearby hut; inside someone hides behind a veil, inviting you to join them. You sit down and talk with them for some time before leaving to continue on your business.”

    Elder target (target attacked)
    “Whilst deep in conversation with your mysterious host, a stranger bursts into the hut with weapon drawn. Before you can react, the host lunges forward closing the gap between you and the armed stranger. Surprised, the stranger fires blindly before turning to run, you are fine, if not shocked, but your host is bleeding out.”

    Elder (target attacked)
    “Your guest is busy murmuring about something unimportant when you hear heavy footsteps approaching the entrance to your home, without a second thought, you lunge forward from behind your veil in an attempt to tackle the intruder. Unsuccessful in disarming the assailant, you take the hit for your guest instead.”

    Sentry/Private Eye
    “From a concealed vantage point, you watch over your targets home diligently till sunrise. During the night, you notice [player(s)] entering the home of your target, you take note and maintain your position.”

    Blowgun Warrior
    “Tired of waiting for the council to make decisions of its own, you take matters into your own hands. You approach your target during the night, firing your poisoned dart at them, they’ll be dead soon enough”

    Blowgun Warrior Target
    “Whilst conducting your nightly affairs you are suddenly attacked; A sharp dart makes its way to your neck, and then silence. You remove the dart quickly, and not feeling anything unusual, continue about your business before you go to sleep. Upon awakening, you are uncontrollably sick, knowing that without medical attention you won’t make it through another night.”

    Smoke Signaller Target Affected
    "Noticing the smoke signal, you take heed and remain in your home tonight, forgoing any plans you originally had"

    Smoke Signaller Target Unaffected
    "You notice the smoke signal, but ignore it; you plan to go ahead with your plans for the evening"

    Tourist/Tax Evader
    “No longer wanting to be a part of the ridiculous council sessions you make plans to go and tour the island tomorrow. The council is reluctant to let you leave, but finally agree on the condition that you will make contact periodically throughout the day. Your phone has enough battery to contact the council 10 times”

    Town on tourist/tax evader reveal
    “[Player] has decided to leave the village for the day, insisting that they have somewhere more important to be. You are reluctant to let them leave, but eventually agree on the condition that they will contact the council periodically.”

    Relocation Advisor
    “You spent the early part of the evening in company with your victim. After intoxicating them, you put on a performance about curses and hexes, scaring your victim into visiting your second target for the remainder of the evening”

    CEO
    “You bring employee [player] to your office to inform them of the opportunity to receive a promotion. You explain to them that to be eligible, they must first impress you by putting in unpaid overtime tonight.”

    CEO Target
    “After hearing of the chance to be promoted, you promptly planned your busy evening of visiting two people. You decided to [kill/visit] your first target and [kill/visit] your second target.”

    Lawyer
    “You visit the home of your target, impersonating a messenger from their village and informing them that they and their family will be exiled from the island should they vote on tomorrow’s matters in the council”

    Lawyer Target
    “You received a message from your village tonight, indicating that they did not want to be represented in tomorrow’s council session, you are forbidden from voting, with the threat of exile for you and your family. Did they have divine foresight?”

    Corrupt Official (Visited)
    “You are busy listening to your surroundings while your target is blabbering nonsense. You hear a slight disturbance outside and decide to quietly sneak from your hut, leaving whoever is outside to assume that the man inside your hut is you for the remainder of the night.”

    Voodoo Doctor
    “Tired of the deliberation and uselessness of the council, you see an opportunity to cause mass chaos and confusion. Channeling what powers you have, you cast a spell to disorientate and redirect all of the council members into each other”

    Grand Witch

    “Tired of the deliberation and uselessness of the council, you see an opportunity to cause mass chaos and confusion. Channeling what powers you have, you cast a spell to disorientate and redirect the actions of 2 chosen council members into two others.”

    Voodoo Doctor/Grand Witch Target
    “You step from your home feeling dazed and confused, you know what you have to do tonight, but who were you supposed to visit again? You’re drawn to a nearby hut, you decide to barge into it and conduct your business!”

    Dark Sorcerer
    “Fearing for the worst you decide tonight is the night to cast your spell, those council members won’t be taking you down tonight!”

    Dark Sorcerer Target

    “You are about to leave your hut when everything slowly begins to fade. First your hearing and vision, followed by the feeling to your legs, before long you’re nothing but a heaping, drooling mess on your floor, guess you won’t be going out tonight after all”


    Rules
    No out of game communication
    No editing posts
    No direct quoted PMs from host are acceptable
    Minimum 10 post count per day, with posts constituting more than 1 sentence.
    Players 'out-of-town' posting past their limits will be modkilled - Note that there is no substance conditions for the 10 post count on out-of-town players (voting counts as posting).
    No personal attacks on players
    Images may be posted, videos may not
    Threatened, attempted, or faked gamethrows are prohibited and will result in force replace or modkill at the host's discretion
    Questions can be asked in Green and optionally tagged with a @mention, or PM'd to host
    White will be reserved for host to answer in
    Navy, Medium Blue, and Blue are banned.

    Edits/Updates
    Rules have been set to include punishments regarding gamethrow behaviour
    Special mechanic added to identify the interaction between charge used abilities and the smoke signal
    Relocation has been changed to two max charges
    Shaman feedback added
    Blowgun feedback added
    Tourist/Evader OoO added
    Setup set to 9 players with 2 expansionists
    Corrupt Official changed from blackmailer to beguiler hybrid
    First half of feedback messages added
    Second half of feedback messages added
    Shaman can only heal blowgun targets the night they are attacked
    Supernatural NK and NI added
    Expansionist NK updated
    Last edited by Iced_Monopoly; July 17th, 2016 at 11:42 PM.


    Monopoly of the Iced variety

  2. ISO #2

  3. ISO #3

    Re: S-FM Island Conflict

    Quote Originally Posted by DarknessB View Post
    Hosts please take note -- this rule should be in every game.
    Going to add it (Tho, I do have that you are to play to your win con and tried to make a rule that you would not be playing in my games if I caught you doing it).
    Mafia Record:
    Spoiler : On Site/Universal Total :
    ..Total: 5/9 = 55.6% | 61/104 = 58.3%..
    ...Town: 3/5 = 60% | 42/76 = 55.3%...
    ....Mafia: 0/2 = 0% | 14/23 = 60.9%....
    .....3P: 1/1 = 100% | 3P: 3/5 = 60%.....
    My advice on Mafia play:
    Get the Led Out

  4. ISO #4

    Re: S-FM Island Conflict

    Quote Originally Posted by Quick View Post
    Going to add it (Tho, I do have that you are to play to your win con and tried to make a rule that you would not be playing in my games if I caught you doing it).
    Thanks, Quick -- my understanding is that the general FM rules would not prohibit these situations -- hence, the need for each host to add an explicit rule to the effect in each game.

  5. ISO #5

    Re: S-FM Island Conflict

    Thoughts on a 1 charge auto vest given to the supernatural slot?
    Or perhaps a secondary night ability (1 charge) to summon a defensive spirit (autovest) that activates from the night after use.

    Or should the slot remain without protection
    Last edited by Iced_Monopoly; June 9th, 2016 at 09:18 AM.


    Monopoly of the Iced variety

  6. ISO #6

  7. ISO #7

    Re: S-FM Island Conflict

    Quote Originally Posted by Sino View Post
    Let's say we have players A, B and C

    What happens if the Relocation Advisor forces A to visit B, and the Voodoo Doctor has the Relocation Advisor visit C that same night ?
    As per the role card, the voodoo doctor is not targetable through his night action, and the OoO also has the super natural abilities activate first. So the only randomized outcomes with 3 people would be the advisor forcing the third player to visit him or itself, or the advisor forcing himself to visit the third player or himself.

    A = tribesman, B = voodoo, C = advisor
    Outcomes:
    C = A -> C or C = A -> A
    C = C -> A or C = C -> C


    Monopoly of the Iced variety

  8. ISO #8

    Re: S-FM Island Conflict

    Does the Tourist's/Tax Evader's post limit change during the day they skip ?

    Quote Originally Posted by Iced_Monopoly View Post
    As per the role card, the voodoo doctor is not targetable through his night action, and the OoO also has the super natural abilities activate first. So the only randomized outcomes with 3 people would be the advisor forcing the third player to visit him or itself, or the advisor forcing himself to visit the third player or himself.

    A = tribesman, B = voodoo, C = advisor
    Outcomes:
    C = A -> C or C = A -> A
    C = C -> A or C = C -> C
    In that case, instead of adding more random to the setup, why don't you just have the advisor force the target he's forced into by the voodoo doctor into the target he initially planned ?

    Which would be :

    advisor initially wants to force voodoo into tribesman, but voodoo forced advisor into tribesman, end result being tribesman (advisor target chosen by voodoo) forced into himself (target chosen by advisor)
    [23:19:33] DarknessB: Sino is Mass Murderer -- I don't care if there isn't one in the setup!
    [23:19:39] DarknessB:
    -vote Sino

  9. ISO #9

    Re: S-FM Island Conflict

    Quote Originally Posted by Sino View Post
    Does the Tourist's/Tax Evader's post limit change during the day they skip ?



    In that case, instead of adding more random to the setup, why don't you just have the advisor force the target he's forced into by the voodoo doctor into the target he initially planned ?

    Which would be :

    advisor initially wants to force voodoo into tribesman, but voodoo forced advisor into tribesman, end result being tribesman (advisor target chosen by voodoo) forced into himself (target chosen by advisor)
    Because the target might have been the voodoo, so both have to be randomized.

    I had not considered the ability for the tourist/tax evader to vote... they do have a 10 post quota, so they should be able to vote, what do you think


    Monopoly of the Iced variety

  10. ISO #10

    Re: S-FM Island Conflict

    Quote Originally Posted by Iced_Monopoly View Post
    Because the target might have been the voodoo, so both have to be randomized.

    I had not considered the ability for the tourist/tax evader to vote... they do have a 10 post quota, so they should be able to vote, what do you think
    You could say voting doesn't count as posting, allowing you to change the limit, also are the other players aware the tourist/tax evader skips town ?
    [23:19:33] DarknessB: Sino is Mass Murderer -- I don't care if there isn't one in the setup!
    [23:19:39] DarknessB:
    -vote Sino

  11. ISO #11

    Re: S-FM Island Conflict

    Quote Originally Posted by Sino View Post
    You could say voting doesn't count as posting, allowing you to change the limit, also are the other players aware the tourist/tax evader skips town ?
    Yes, a day start message should be provided to inform players of a player skipping town. I think if the player can change their votes too often and not be part of their vote count, it could be used to signal or communicate, so their votes should be incorporated into their post counts


    Monopoly of the Iced variety

  12. ISO #12

  13. ISO #13

    Re: S-FM Island Conflict

    Quote Originally Posted by Sino View Post
    Wait, I think I misunderstood the role

    Does tourist/tax evader have that limit only when they skip town or during the entire game ?
    Only when they choose to skip town. On that day that they are out of town, they can communicate with the town to a maximum of 10 posts. Unlike the post count limit for lurkers, that requires substance to be in their posts, the out of town player will have anything they post count as 1 of their posts for the day.


    Monopoly of the Iced variety

  14. ISO #14

    Re: S-FM Island Conflict

    What happens if you have a relocation advisor forcing a CEO into himself when he decides to allow his teammate two actions ? Will the CEO be able to use that ability twice ?

    Also, CEO is not able to target himself, right ?

    Can a shaman heal a blowgun warrior's poison ?
    [23:19:33] DarknessB: Sino is Mass Murderer -- I don't care if there isn't one in the setup!
    [23:19:39] DarknessB:
    -vote Sino

  15. ISO #15

    Re: S-FM Island Conflict

    Interesting questions here, all of which i considered when setting up the roles, il be glad to hear your feedback on my proposed outcomes

    Quote Originally Posted by Sino View Post
    What happens if you have a relocation advisor forcing a CEO into himself when he decides to allow his teammate two actions ? Will the CEO be able to use that ability twice ?
    The CEO technically does not visit anyone when he applies his effect to a teammate, so his teammate that is targeted by the outcome would remain unchanged, but he may physically visit somebody that night as a result of a supernatural, or a advisor targeting teammates, which would be detected by the sentry role.

    Also, CEO is not able to target himself, right ?
    Of course, sorry if this wasnt clear, ceo cannot self target

    Can a shaman heal a blowgun warrior's poison ?
    This one I was rather conflicted on, I wasnt sure if Shaman would be able to stop a poison on the night of poisoning or only on the night of death as a result of poisoning. Im still undecided and I would like this to be a topic of discussion when decided setup balance


    Monopoly of the Iced variety

  16. ISO #16

  17. ISO #17

    Re: S-FM Island Conflict

    Haven't looked at the responses so I apologise if I repeat anything that's been answered or/ and ask obvious questions.

    Quote Originally Posted by Iced_Monopoly View Post
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe
    Hidden Tribe

    Hidden Expansionist
    Hidden Expansionist
    Hidden Expansionist

    Hidden Supernatural

    Setup is currently undecided between 2 or 3 expansionist slots
    Allow me to run through the worst-case numbers:

    7 Tribe vs 3 Expansionist vs 1 Supernatural
    D1 ML -> 6v3v1
    N1 Kill -> 5v3v1
    D2 ML -> 4v3v1 [Tribe loses majority here]
    N2 Kill -> 3v3v1
    D3 ML -> 2v3v1

    7 Tribe vs 2 Expansionist vs 1 Supernatural
    D1 ML -> 6v2v1
    N1 Kill -> 5v2v1
    D2 ML -> 4v2v1
    N2 Kill -> 3v2v1 [Tribe loses majority here]
    D3 ML -> 2v2v1

    Shaman
    Has the ability to visit one player per night, and heal that player if they are attacked.
    Who is informed of successful healing, if anyone?

    Are players informed of being poisoned by Blowgun Warriors?

    Where does the Tourist's ability fit in on the OoO? Can they evade being night-killed if targeted while using their ability?

    Relocation Advisor
    Has the ability to force a player to visit another player of choosing that night. Any associated night actions from the targeted player will also be moved to the visited player. Target will not be notified of the relocation. Maximum 3 charges.
    Given the numbers I went through, 2 charges may be more prudent.

    Can any Witch roles cause self-targets?


    Lawyer
    Has the ability to strip all voting power from a player for 1 day. Activation occurs on the night prior to the day of effect. Maximum 2 charges.
    Vote Thief is broken in a 9/ 10 player game, given how the Tribe only has 2 MLs to begin with. Although I believe this is an attempt to counter Skinner, the likelihood of WOM being repeated is decent with this role.

    Corrupt Official
    Has the ability to open a night chat dialogue with any single player in which the Corrupt Official will remain anonymous. In this night chat, the corrupt official may choose to blackmail the target, keeping them silenced for the proceeding day. The selected player may still perform their own night action. Maximum 2 charges.
    Not a fan of blackmails. (they generally discourage the player from reading the chat for that day) Perhaps remove that aspect/ replace it with an optional roleblock?

    Voodoo Doctor
    Has a one-time ability to randomly redirect all players’ night actions into other players. Players will not be informed of who they are redirected into. The Voodoo doctor will not be included in the list of targetable players. Activation must be sent at least 3 hours before night end for the night of use
    I like the idea of a Mass Redirector, but wouldn't this also apply to kills? Not sure the idea of RNG determining kills is a good idea, given how swingy that can be. (e.g., VD activating could force the scum to kill themselves not because of skill, but because of a Neutral surviving for two days and then activating)

    Because of that, I would not give the Supernatural any kind of immunity.

    Why do you use "Supernaturals" when there is only one and none of them have the ability to convert players?

    OoO suggests that almost all night actions will go through before the Expansionist night kill - is this intended?

  18. ISO #18

    Re: S-FM Island Conflict

    Quote Originally Posted by Calix View Post
    Haven't looked at the responses so I apologise if I repeat anything that's been answered or/ and ask obvious questions.

    Allow me to run through the worst-case numbers:

    7 Tribe vs 3 Expansionist vs 1 Supernatural
    D1 ML -> 6v3v1
    N1 Kill -> 5v3v1
    D2 ML -> 4v3v1 [Tribe loses majority here]
    N2 Kill -> 3v3v1
    D3 ML -> 2v3v1

    7 Tribe vs 2 Expansionist vs 1 Supernatural
    D1 ML -> 6v2v1
    N1 Kill -> 5v2v1
    D2 ML -> 4v2v1
    N2 Kill -> 3v2v1 [Tribe loses majority here]
    D3 ML -> 2v2v1
    These numbers are rather worst case, although im hoping a game wouldnt end on d2/n2, due to the supernatural faction potentially drawing it out and the expansionists going toward the end of the OoO, which is what you've addressed in your last point.

    Quote Originally Posted by Calix View Post
    Who is informed of successful healing, if anyone?
    Im unsure of how typical doctor roles operate in s-fms, I would assume both the target and healer would be informed of a heal, but not the attacker. If this is not typical operation, please let me know.

    Quote Originally Posted by Calix View Post
    Are players informed of being poisoned by Blowgun Warriors?
    Yes, will add to feedback.

    Quote Originally Posted by Calix View Post
    Where does the Tourist's ability fit in on the OoO? Can they evade being night-killed if targeted while using their ability?
    Presumably at end, forgot to add this one in. There 'absence' is only during the day, so they have no immunity during the night.

    Quote Originally Posted by Calix View Post
    Given the numbers I went through, 2 charges may be more prudent.
    I am inclined to agree with you here, will update

    Quote Originally Posted by Calix View Post
    Can any Witch roles cause self-targets?
    Currently undecided on this, for both supernatural and expansionist roles.

    Quote Originally Posted by Calix View Post
    Vote Thief is broken in a 9/ 10 player game, given how the Tribe only has 2 MLs to begin with. Although I believe this is an attempt to counter Skinner, the likelihood of WOM being repeated is decent with this role.
    Not sure what WOM is. It is an attempt to counter Skinner, as well as limiting voting abilities of town/neut.


    Quote Originally Posted by Calix View Post
    Not a fan of blackmails. (they generally discourage the player from reading the chat for that day) Perhaps remove that aspect/ replace it with an optional roleblock?
    I think an additional ability of an optional roleblock may be too unbalanced, also that would immediatly confirm to the player they were abducted by scum not town, blackmail atleast silences them from revealing that information for a day. I have not seen blackmail in use in forum play, so if players are inclined to not read day chat, another alternative may be required.

    Quote Originally Posted by Calix View Post
    I like the idea of a Mass Redirector, but wouldn't this also apply to kills? Not sure the idea of RNG determining kills is a good idea, given how swingy that can be. (e.g., VD activating could force the scum to kill themselves not because of skill, but because of a Neutral surviving for two days and then activating)

    Because of that, I would not give the Supernatural any kind of immunity.
    I agree that it could potentially swing, but thats what I was going for with it, given that the neut is alone and relies on the other factions eliminating each other. Are you referring to the vest/protection immunity i posted as a possbility, or the neut avoiding targetting in its own ability?

    Quote Originally Posted by Calix View Post
    Why do you use "Supernaturals" when there is only one and none of them have the ability to convert players?
    OoO suggests that almost all night actions will go through before the Expansionist night kill - is this intended?
    Because there was 3 in the setup possibilities, and so I just continued to roll with it. Somewhere off on the island, the other two are sitting by a pool, drinking margaritas, channeling their energy into the one thats been charged with cleansing the island of the other factions. Teamwork.
    Yes, this is intended, to stop the game from possibly ending very quickly.


    Monopoly of the Iced variety

  19. ISO #19

    Re: S-FM Island Conflict

    Quote Originally Posted by Iced_Monopoly View Post
    These numbers are rather worst case, although im hoping a game wouldnt end on d2/n2, due to the supernatural faction potentially drawing it out and the expansionists going toward the end of the OoO, which is what you've addressed in your last point.
    Given site meta, always assume the worst ;)

    I would be surprised if the game DID end on N2, however, as the Expansionists have to eliminate the Supernatural.


    Im unsure of how typical doctor roles operate in s-fms, I would assume both the target and healer would be informed of a heal, but not the attacker. If this is not typical operation, please let me know.
    No site standard that I am aware of, although the most common variation is "Doctor informed/ nobody informed"

    I second your approach of making a feedback list.


    Not sure what WOM is. It is an attempt to counter Skinner, as well as limiting voting abilities of town/neut.
    World of Music, where the Town had to No Lynch so that they had the ability to lynch the scum the next day. Given that this game is even smaller, I would consider an alternative role/ limit the vote stealing to 1 use. (thus it only becomes a threat in LYLO)

    I think an additional ability of an optional roleblock may be too unbalanced, also that would immediatly confirm to the player they were abducted by scum not town, blackmail atleast silences them from revealing that information for a day. I have not seen blackmail in use in forum play, so if players are inclined to not read day chat, another alternative may be required.
    You make a good point about the roleblocks (although it doesn't HAVE to be informed, but that still may be a tip-off to TPRs) Not sure how else to buff the scum Architect without tipping off the targets, however.

    I agree that it could potentially swing, but thats what I was going for with it, given that the neut is alone and relies on the other factions eliminating each other. Are you referring to the vest/protection immunity i posted as a possbility, or the neut avoiding targetting in its own ability?
    I was referring to your suggestion in the thread.

  20. ISO #20

    Re: S-FM Island Conflict

    @Iced_Monopoly , I'm prepared to approve this in the next 24 if you are interested in hosting soon.

    Does the Skinner's vote automatically count for two if they use their ability before their reveal? If so, how is this factored in?

    How does the Skinner reveal work before they've acquired extra votes?

    A blowgunned player's role is not revealed until two days after they are poisoned, correctly? (IE: if they are poisoned N1, their role is revealed D3)

    Can Tourists/Tax Evaders vote, and if so, how does this interact with their post limits?

    What does it mean for the lawyer that "Activation occurs on the night prior to the day of effect."?

    Major Concern: The Supernatural faction seems incredibly underpowered because they do not control a night kill, but can be night killed themselves. They will need either a serious buff or an easier wincon.
    Quote Originally Posted by Arrow View Post
    What. You got me. Stop unvoting and stretch my neck, dammit.

  21. ISO #21

    Re: S-FM Island Conflict

    Quote Originally Posted by MattZed View Post
    Does the Skinner's vote automatically count for two if they use their ability before their reveal? If so, how is this factored in?
    Their vote can only equal 2 after successfully visiting a player that was killed that night. After that, they can choose to reveal like a mayor and their vote will count for 2.

    Quote Originally Posted by MattZed View Post
    How does the Skinner reveal work before they've acquired extra votes?
    They simply cannot reveal without first having 2 votes

    Quote Originally Posted by MattZed View Post
    A blowgunned player's role is not revealed until two days after they are poisoned, correctly? (IE: if they are poisoned N1, their role is revealed D3)
    Correct, I had also considered their death/reveal occurring on the N2 start post. Which do you believe would be better?

    Quote Originally Posted by MattZed View Post
    Can Tourists/Tax Evaders vote, and if so, how does this interact with their post limits?
    They can vote. A post of any length made by the tourist/evader will count towards their post counts, voting posts included.

    Quote Originally Posted by MattZed View Post
    What does it mean for the lawyer that "Activation occurs on the night prior to the day of effect."?
    Really badly worded, my bad. Select a player N3, D4 player has 0 votes.

    Quote Originally Posted by MattZed View Post
    Major Concern: The Supernatural faction seems incredibly underpowered because they do not control a night kill, but can be night killed themselves. They will need either a serious buff or an easier wincon.
    Hmmm, I thought about giving them the tourist/evader ability (so they couldnt be lynched on a day), but that would mean 2/3 roles with that ability are evil, and you would always lynch anyone disappearing. I also considered auto-vest, which means revealing them as scum should you fail hit them would give you away, so it seems a little more balanced. I would probably be inclined to go with that option unless you had another suggestion?

    @MattZed


    Monopoly of the Iced variety

  22. ISO #22

    Re: S-FM Island Conflict

    @Iced_Monopoly , Approved for post signups, but I still want to settle the matter of the Supernatural before you start.

    Regarding blowgun, I think the current setup is fine because the role is extremely powerful, and the later reveal weakens it a little.

    Honestly, I'd give the Supernaturals an extra member or a "survive" wincon. Having to kill a town without any killing ability is maddeningly hard.
    Quote Originally Posted by Arrow View Post
    What. You got me. Stop unvoting and stretch my neck, dammit.

  23. ISO #23

    Re: S-FM Island Conflict

    Quote Originally Posted by MattZed View Post
    @Iced_Monopoly , Approved for post signups, but I still want to settle the matter of the Supernatural before you start.

    Regarding blowgun, I think the current setup is fine because the role is extremely powerful, and the later reveal weakens it a little.

    Honestly, I'd give the Supernaturals an extra member or a "survive" wincon. Having to kill a town without any killing ability is maddeningly hard.
    @MattZed Agreed on the blowgun point. In regards to the SN's buff, what about an auto vest that can kill? Ie. A vest-like defense that when the SN is targetted by a night kill (through direct attack/redirect), the kill is randomly redirected into another player at random?


    Monopoly of the Iced variety

  24. ISO #24

    Re: S-FM Island Conflict

    Quote Originally Posted by Iced_Monopoly View Post
    @MattZed Agreed on the blowgun point. In regards to the SN's buff, what about an auto vest that can kill? Ie. A vest-like defense that when the SN is targetted by a night kill (through direct attack/redirect), the kill is randomly redirected into another player at random?
    An auto-vest that can kill won't be enough, because they're still a solo person who needs to kill literally everyone else.

    One thing you could do is have the Supernaturals and Expansionists share a night kill, something like Supernaturals kill on odd nights and Expansionists on evens, but the Supernatural is also immune to death at night to balance the Expansionists having two members.
    Quote Originally Posted by Arrow View Post
    What. You got me. Stop unvoting and stretch my neck, dammit.

  25. ISO #25

    Re: S-FM Island Conflict

    Quote Originally Posted by MattZed View Post
    An auto-vest that can kill won't be enough, because they're still a solo person who needs to kill literally everyone else.

    One thing you could do is have the Supernaturals and Expansionists share a night kill, something like Supernaturals kill on odd nights and Expansionists on evens, but the Supernatural is also immune to death at night to balance the Expansionists having two members.
    Thats actually a pretty good idea, will add it to the setup


    Monopoly of the Iced variety

  26. ISO #26

  27. ISO #27

 

 

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