[WIP] [S-FM Gachigasm (revised)]
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  1. ISO #1

    [S-FM Gachigasm (revised)]

    Here's my attempt #2 at Gachigasm. Feedback is mundo appreciatado.

    https://docs.google.com/document/d/1...yfi7cbngI/edit

    ^^ a link to a doc of the setup.

    Gachigasm (revised)

    Role list:
    Town
    Town
    Town
    Town
    Town

    Mafia
    Mafia

    loner

    9 people = + 1 town
    10 people = + 1 loner
    11 people = + 1 town
    12 people = + 1 mafia
    13 people = + 1 town
    14 people = + 1 town
    15 people = + 1 mafia

    Wincons/possible alignments:
    Town - eliminate all Mafia, loners, and vampires (if they exist) and live to the end
    Mafia - eliminate all town, loners, and vampires (if they exist) and live to the end (share a factional night chat)
    loners- eliminate all town and Mafia
    Vampires - (if the role exists in the game): eliminate all town, Mafia and loners and live to the end (share a factional night chat)

    OoO:
    Start of night:
    Medium seances, pirate roleblocks, mediator forces reroll
    1: veteran alerts, pestilence kills
    1.5: medusa activates ability - > transporter transports -> witch controls -> ambusher sets up ambush

    2: escort roleblocks, consort roleblocks
    2.5: necromancer controls

    3: Crusader protects
    3.5: doctor heals, bodyguard guards/uses vest, godfather chooses a target, framer frames, hypnotist overwrites night feedback, survivor vests, guardian angel protects, Potion master heals, arsonist douses, trapper sets up trap/attacks, crusader attacks, bodyguard attacks

    4: investigator investigates, consigliere investigates,, lookout gets results, sheriff investigates, potion master investigates, tracker tracks, poisoner poisons, vampire hunter stakes

    5: vigilante shoots, godfather kills, mafioso kills, arsonist ignites, jester haunts, plaguebearer infects, serial killer attacks, werewolf attacks, vampire converts/attacks, potion master kills, poisoned players die, ambusher attacks, janitor cleans, pirate attack

    6: spy bugs, amnesiac converts, psychic receives results

    7: role changes (includes citizen) (investigative results will show roles/alignments post-role changes; except for a framers targets)

    Special mechanics:
    Majority lynch
    People may reroll instead of performing a night action if they want. New role is given at random.
    Any role can be any faction (exception: vampires)
    No role is unique
    The game does not start with any Vampires; the faction/role only exists if someone rerolls into a vampire.
    Any role can reroll, except Vampires.

    If you do not perform a night action, you will receive the obligatory feedback “you did not perform your night action”.
    You will be notified if you are attacked, whether you die or not.
    Last wills are shown, unless their role has been [HIDDEN].
    Death announcements will not reveal the reason of death.

    Numbers shown in roles represent(base atk, base def)
    If someone’s defense becomes -1 they die, and defense is reset at the start of every night.
    If a target’s defense/attack would be lowered/increased as a result of a night action, they keep the highest value for each.
    Multiple attacks on the same player stack attack value. Multiple defenses on the same player do not stack defense value.

    Spoiler : Roles: :

    Veteran (0/0)
    Can choose to alert at night (up to 3 times), attacking all players that visit you and granting you defense; grants yourself (2/2). You will be notified for each person you attack, but not their names or roles.

    Plaguebearer (0/0)
    Visit a person and infect them, as well as everyone else that visits your target. You will be notified of everyone you infect that night, and you will be reminded of who you have infected thus far at the start of each night. If you infect all players besides yourself, you become a pestilence. Infection does not do anything noteworthy.

    Pestilence (3/2)
    Attacks a player as well as all others who visit them (3/0). Anyone who visits you will be attacked. You will be notified for each person you attack, but not their names or roles.

    Transporter (0/0)
    Swap the locations of two targets: anyone visiting the first person you specify will visit the second, and vice versa. In the event of multiple transporters, the first person to transport will be whoever submits their night action first.

    Ambusher (1/0)
    Visit a player; randomly attack one player that visits the specified player. If you kill someone and multiple people visit that player, everyone that visits will be notified that you are an ambusher

    Trapper (0/0)
    Sets up a trap at a target’s house. Cannot set up a trap N1. Takes one night to tear down a trap. If a trap is set off (a person visits the target), you learn the roles of everyone that visited the person that night, but not who visited. Traps grant a player (0/1) defense. You may trap yourself. You may only have one person trapped at a time. If a person who has a trap on them is attacked at night, deliver a (2/0) attack to the attacker.

    Medusa (0/0)
    Can choose to activate stone gaze (up to three times). Grants you (2/0) every night you stone gaze, and you attack all visitors. Everyone killed as a result of this ability shows up as [HIDDEN] in the graveyard and their last will is wiped. You will be notified for each person you attack, but not their names or roles.

    Witch (0/0)
    Choose one target, and direct them into another player: target 1 uses their ability on target 2 (only applies if target 1 occurs after witch in OoO). Targets 1 and 2 can be the same person. Target will be notified of being witched (or that someone attempted to witch them). You will learn what that person’s role was for that night only.

    Escort (0/0)
    Roleblocks any action that is OoO 2.5 or later. Target will be notified of a roleblock with “you were roleblocked”. Both target and player with this role will be notified if the roleblock fails.

    Consort (0/0)
    Roleblocks any action that is OoO 2.5 or later. Target will be notified of a roleblock with “you were roleblocked”. Both target and player with this role will be notified if the roleblock fails.

    Necromancer (0/0)
    Use a dead player’s night action on a target of choice. OoO applies twice here: once for whether your reanimation goes through, and then once for the OoO of whatever role you animate. You receive the night feedback in this scenario. You can only reanimate one person per night, and once you have reanimated someone you can not reanimate them again. You cannot reanimate another necromancer, any role with a day action, any role without a night action, or any role that can only target itself.

    Crusader (0/0)
    Visit a target, granting them (0/2) defense. Attack one random player that visits your target, dealing a (2/0) attack. You will be notified if you attack someone.

    Doctor (0/0)
    Visit a target, granting them (0/2) defense. Can visit yourself up to once. You are notified if your target is attacked.

    Bodyguard (0/0)
    Visit a target, granting them (0/2) defense. You deal a (2/0) attack to a single person that tried to attack your target that night. You will receive a (1/0) attack, if you succeed in attacking an attacker. You have a vest that you can use up to once, that grants you (0/1) def for the night. You cannot both guard and vest on the same night. You will be notified if you attack someone.

    Godfather (1/1)
    You appear as godfather to any investigatives, regardless of actual alignment.
    If a mafioso is in game: choose who the mafioso is to attack that night. The godfather and mafioso do not need to be aligned for this to happen. Multiple godfathers means that whoever submitted a night action first will choose who the mafioso attacks that night. If a mafioso is witched: godfather takes priority. If a godfather is witched: mafioso attacks the godfather’s target. If a mafioso does not submit a night action but a godfather does, the mafioso will still be forced to attack.
    If a mafioso is not in game, or has been roleblocked: the godfather can attack a single person at night.

    Consigliere (0/0)
    Learn a person’s role and receive a set of 2 alignments: one alignment is their actual alignment, the other shown is chosen at random out of the three possible normal alignments (loner, town, mafia). Shows their post-role change role/alignment. Visiting a framed target yields vampires. Visiting a vampire yields vampires.
    Example feedback: (your target could be a mayor or a mayor) or (your target is a godfather)

    Framer (0/0)
    Choose to visit up to two people per night: if investigated, those player’s base investigative results will change to that of a vampire for that night, except for in the case of a sheriff. See consigliere, investigator and sheriff for details.

    Hypnotist (0/0)
    Replaces all of a players night feedback (except arsonist/plaguebearer’s initial feedback/any reroll feedback) with any message of your choice (be as specific as possible, the host will edit it so that the format is the same as feedback of that kind normally would be presented)

    Survivor (0/0)
    Can use a vest to grant self (0/1) defense up to 4 times

    Guardian angel (0/1)
    Can protect a person of your choosing (not yourself) from all attacks for that one night, granting them (0/4), cleanses poisoning/dousing, and prevents them from being lynched the next day. One charge.

    Potion master (0/0)
    Use one of three abilities
    a) Consigliere ability on a player of choice
    b) Defend a player of choice (0/1)
    c) Attack a player of choice (1/0)
    infinite charges for all of them, but you cannot use the same type of potion two nights in a row

    Arsonist (2/2)
    Visit a player, dousing them or visit yourself, dealing a (2/0) attack to everyone you have doused. You receive a list of everyone you have doused at the start of each night. Victims are not notified of being doused.

    Investigator (0/0)
    learn a person’s base role, and if they rerolled that night. If they rerolled that night, they also learn the player’s new role. Visiting a framed person yields vampire. Visiting a vampire yields vampire.
    Example feedback: (Your target is a mafioso that has rerolled into a lookout)

    Lookout (0/0)
    Learn who visited your target that night

    Sheriff (0/0)
    Learn a player’s alignment. Visiting a framed target will yield player. Visiting a vampire will yield player. Even if visiting a werewolf on an odd night or a godfather (regardless of their actual alignment), you will only be shown player. Example feedback: (Your target is a player)

    Tracker (0/0)
    See all the players your target visited that night. (Arsonist ignition - visits self, plaguebearer - shows primary target)

    Poisoner (1/0)
    Poison someone, they are [poisoned] and will be notified. If a doctor/potion master/guardian angel does not heal them the next night, they are delivered a (3/0) attack. Poisoned status can not be transported, but the original target for poisoning can.

    Janitor (0/0)
    Can choose to hide a target of choice’s role/alignment upon the target’s death. Upon the person’s death they show up as [HIDDEN] and their last will is wiped. Cleaning lasts for the night and the following day. Up to 2 uses, charges are consumed even if player does not die. Know the last will and role of person cleaned.

    Vigilante (1/0)
    can choose a target to attack, delivering a (1/0) attack. If they kill someone of the same alignment as them, the next day they deliver a (3/0) attack to themselves, which counts as a visit. This can be redirected via transporter/witch.

    Mafioso (1/0)
    can choose a target to attack, delivering a (1/0) attack. Not a factional attack. See godfather for additional information on if both a mafioso and godfather are present in a game.

    Jester (0/0)
    Stop at nothing to get yourself lynched. You can still play to your original wincon, but you can now *also* win if you get yourself lynched. Rolling off of jester makes you lose this wincon. Lynch does not end game. Kill a person (3/0) who voted you the following night, of your choice, otherwise the kill is randomized. Jester kill can be diverted via transporter.

    Serial killer (1/1)
    Attack a person of your choosing (1/0) every night. If you are roleblocked, instead attack the player(s) who roleblocked you.

    Werewolf (2/1)
    On odd nights you appear as Werewolf, regardless of your actual alignment. On even days your actual alignment can be detected. On even nights you also have the ability to rampage at a player’s house, delivering a (2/0) attack to the target and everyone that visits them. You can also stay at home instead on these days, delivering a (2/0) attack to anyone that visits you. You must choose one or the other. If you are roleblocked on an even night you will stay at home and attack only the player(s) that roleblocked you. If you are roleblocked/witched on an odd night you do not do anything. You will be notified for each person you attack, but not their names or roles.

    Vampire (1/0)
    Rolling into vampire instantly makes you become a vampire. If a mafia member rolls/becomes a vampire, they will instantly die (show up in the graveyard as vampire). Vampires share a factional night chat, and can convert every other night by majority rule (starting from the night after a vampire appears in game). Vampires cannot reroll. If a mediator targets a vampire, the vampire dies. To convert, they deliver a (1/0) attack to a target, and if the target would normally die, they would instead be converted. Can convert a person that would normally have died that night as a result of night actions.

    Spy (0/0)
    bug a player, learning only if they rerolled or not and learn who the mafia visited that night

    Amnesiac (0/0)
    Become the role of anyone in the graveyard. It will be announced at start of day that an amnesiac has become the role of said player, but your identity will not be revealed. Does not change alignment, unless you have converted to a vampire. Mafia cannot convert into vampires.

    Mayor (0/0)
    Reveal yourself as mayor during the day. You have 3 votes total, for that day only. You can still be healed and guarded.

    Executioner (0/1)
    Stop at nothing to get a randomly assigned player lynched. You can still play to your original wincon, but you can now *also* win if you get your target lynched. If your target dies during the night you become a jester. Rolling off of executioner makes you lose this wincon.

    Psychic (0/0)
    At the end of each odd night you have this role, you receive a list of three players, at least one of which is evil. At the end of each even night you have this role, you receive a list of 2 players, at least one of which is evil.

    Vampire hunter (1/0)
    Visit one person per night. If they are a Vampire, you stake them, delivering them a (1/0). If not, you visit them without affecting them.

    Citizen (0/0)
    You are a normal citizen, with no special powers to note. If you stay as a citizen for three nights in a row, without rerolling once, you can change your role to any role of your choosing from the role list.

    Mediator (0/0)
    can visit a person, forcing them to reroll their role. Player is notified of reroll and cannot perform a night action that night, and do not know their new role until the end of the night

    Pirate (2/0)
    choose someone during the day. During the night, they are roleblocked. Play Rock Paper Scissors with them during the night. If you lose or tie, nothing happens. If you win, the opponent is attacked (2/0).

    Medium (0/0)
    you have access to dead chat for as long as you have this role. If you are in the graveyard as a medium, you may seance a living player (choose a player during the day and you can open a private night chat with them for the night) with 1 charge. Still applies even if you are [HIDDEN] in the graveyard.

    Edit 9/14:
    - Changed "night chat" -> "dead chat" in medium's last will
    - Bodyguard is dealt an attack if they successfully protect a player
    - added the "vampire hunter" role, added mechanics clause that the game does not start with a vampire, amended vampire role
    - added mechanics clause regarding death announcements
    Last edited by Otakudweeb69; September 14th, 2018 at 03:10 PM.
    Doki doki delete yourself (9'^')9

  2. ISO #2
    Ganelon
    Guest

    Re: [S-FM Gachigasm (revised)]

    I assume all roles can be of any alignment, right?

  3. ISO #3

  4. ISO #4

    Re: [S-FM Gachigasm (revised)]

    Quote Originally Posted by Otakudweeb69 View Post
    Here's my attempt #2 at Gachigasm. Feedback is mundo appreciatado.

    https://docs.google.com/document/d/1...yfi7cbngI/edit

    ^^ a link to a doc of the setup.

    Gachigasm (revised)

    Role list:
    Town
    Town
    Town
    Town
    Town

    Mafia
    Mafia

    loner

    9 people = + 1 town
    10 people = + 1 loner
    11 people = + 1 town
    12 people = + 1 mafia
    13 people = + 1 town
    14 people = + 1 town
    15 people = + 1 mafia

    Wincons/possible alignments:
    Town - eliminate all Mafia, loners, and vampires (if they exist) and live to the end
    Mafia - eliminate all town, loners, and vampires (if they exist) and live to the end (share a factional night chat)
    loners- eliminate all town and Mafia
    Vampires - (if the role exists in the game): eliminate all town, Mafia and loners and live to the end (share a factional night chat)

    OoO:
    Start of night:
    Medium seances, pirate roleblocks, mediator forces reroll
    1: veteran alerts, pestilence kills
    1.5: medusa activates ability - > transporter transports -> witch controls -> ambusher sets up ambush

    2: escort roleblocks, consort roleblocks
    2.5: necromancer controls

    3: Crusader protects
    3.5: doctor heals, bodyguard guards/uses vest, godfather chooses a target, framer frames, hypnotist overwrites night feedback, survivor vests, guardian angel protects, Potion master heals, arsonist douses, trapper sets up trap/attacks, crusader attacks, bodyguard attacks

    4: investigator investigates, consigliere investigates,, lookout gets results, sheriff investigates, potion master investigates, tracker tracks, poisoner poisons, vampire hunter stakes

    5: vigilante shoots, godfather kills, mafioso kills, arsonist ignites, jester haunts, plaguebearer infects, serial killer attacks, werewolf attacks, vampire converts/attacks, potion master kills, poisoned players die, ambusher attacks, janitor cleans, pirate attack

    6: spy bugs, amnesiac converts, psychic receives results

    7: role changes (includes citizen) (investigative results will show roles/alignments post-role changes; except for a framers targets)

    Special mechanics:
    Majority lynch
    People may reroll instead of performing a night action if they want. New role is given at random.
    Any role can be any faction (exception: vampires)
    No role is unique
    The game does not start with any Vampires; the faction/role only exists if someone rerolls into a vampire.
    Any role can reroll, except Vampires.

    If you do not perform a night action, you will receive the obligatory feedback “you did not perform your night action”.
    You will be notified if you are attacked, whether you die or not.
    Last wills are shown, unless their role has been [HIDDEN].
    Death announcements will not reveal the reason of death.

    Numbers shown in roles represent(base atk, base def)
    If someone’s defense becomes -1 they die, and defense is reset at the start of every night.
    If a target’s defense/attack would be lowered/increased as a result of a night action, they keep the highest value for each.
    Multiple attacks on the same player stack attack value. Multiple defenses on the same player do not stack defense value.

    Spoiler : Roles: :

    Veteran (0/0)
    Can choose to alert at night (up to 3 times), attacking all players that visit you and granting you defense; grants yourself (2/2). You will be notified for each person you attack, but not their names or roles.

    Plaguebearer (0/0)
    Visit a person and infect them, as well as everyone else that visits your target. You will be notified of everyone you infect that night, and you will be reminded of who you have infected thus far at the start of each night. If you infect all players besides yourself, you become a pestilence. Infection does not do anything noteworthy.

    Pestilence (3/2)
    Attacks a player as well as all others who visit them (3/0). Anyone who visits you will be attacked. You will be notified for each person you attack, but not their names or roles.

    Transporter (0/0)
    Swap the locations of two targets: anyone visiting the first person you specify will visit the second, and vice versa. In the event of multiple transporters, the first person to transport will be whoever submits their night action first. action results in feedback to target(s)

    Ambusher (1/0)
    Visit a player; randomly attack one player that visits the specified player. If you kill someone and multiple people visit that player, everyone that visits will be notified that you are an ambusher

    Trapper (0/0)
    Sets up a trap at a target’s house. Cannot set up a trap N1. Takes one night to tear down a trap. If a trap is set off (a person visits the target), you learn the roles of everyone that visited the person that night, but not who visited. Traps grant a player (0/1) defense. You may trap yourself. You may only have one person trapped at a time. If a person who has a trap on them is attacked at night, deliver a (2/0) attack to the attacker. Traps exist until they deliver an attack to someone.

    Medusa (0/0)
    Can choose to activate stone gaze (up to three times). Grants you (2/0) every night you stone gaze, and you attack all visitors. Everyone killed as a result of this ability shows up as [HIDDEN] in the graveyard and their last will is wiped. You will be notified for each person you attack, but not their names or roles.

    Witch (0/0)
    Choose one target, and direct them into another player: target 1 uses their ability on target 2 (only applies if target 1 occurs after witch in OoO). Targets 1 and 2 can be the same person. Target will be notified of being witched (or that someone attempted to witch them). You will learn what that person’s role was for that night only.

    Escort (0/0)
    Roleblocks any action that is OoO 2.5 or later. Target will be notified of a roleblock with “you were roleblocked”. Both target and player with this role will be notified if the roleblock fails.

    Consort (0/0)
    Roleblocks any action that is OoO 2.5 or later. Target will be notified of a roleblock with “you were roleblocked”. Both target and player with this role will be notified if the roleblock fails.

    Necromancer (0/0)
    Use a dead player’s night action on a target of choice. OoO applies twice here: once for whether your reanimation goes through, and then once for the OoO of whatever role you animate. You receive the night feedback in this scenario. You can only reanimate one person per night, and once you have reanimated someone you can not reanimate them again. You cannot reanimate another necromancer, any role with a day action, any role without a night action, or any role that can only target itself.

    Crusader (0/0)
    Visit a target, granting them (0/2) defense. Attack one random player that visits your target, dealing a (2/0) attack. You will be notified if you attack someone.

    Doctor (0/0)
    Visit a target, granting them (0/2) defense. Can visit yourself up to once. You are notified if your target is attacked.

    Bodyguard (0/0)
    Visit a target, granting them (0/2) defense. You deal a (2/0) attack to a single person that tried to attack your target that night. You will receive a (1/0) attack, if you succeed in attacking an attacker. You have a vest that you can use up to once, that grants you (0/1) def for the night. You cannot both guard and vest on the same night. You will be notified if you attack someone.

    Godfather (1/1)
    You appear as godfather to any investigatives, regardless of actual alignment.
    If a mafioso is in game: choose who the mafioso is to attack that night. The godfather and mafioso do not need to be aligned for this to happen. Multiple godfathers means that whoever submitted a night action first will choose who the mafioso attacks that night. If a mafioso is witched: godfather takes priority. If a godfather is witched: mafioso attacks the godfather’s target. If a mafioso does not submit a night action but a godfather does, the mafioso will still be forced to attack.
    If a mafioso is not in game, or has been roleblocked: the godfather can attack a single person at night.

    Consigliere (0/0)
    Learn a person’s role and receive a set of 2 alignments: one alignment is their actual alignment, the other shown is chosen at random out of the three possible normal alignments (loner, town, mafia). Shows their post-role change role/alignment. Visiting a framed target yields vampires. Visiting a vampire yields vampires.
    Example feedback: (your target could be a mayor or a mayor) or (your target is a godfather)

    Framer (0/0)
    Choose to visit up to two people per night: if investigated, those player’s base investigative results will change to that of a vampire for that night, except for in the case of a sheriff. See consigliere, investigator and sheriff for details.

    Hypnotist (0/0)
    Replaces all of a players night feedback (except arsonist/plaguebearer’s initial feedback/any reroll feedback) with any message of your choice (be as specific as possible, the host will edit it so that the format is the same as feedback of that kind normally would be presented)

    Survivor (0/0)
    Can use a vest to grant self (0/1) defense up to 4 times

    Guardian angel (0/1)
    Can protect a person of your choosing (not yourself) from all attacks for that one night, granting them (0/4), cleanses poisoning/dousing, and prevents them from being lynched the next day. One charge. action results in feedback to target, the person's immunity will be announced the next day

    Potion master (0/0)
    Use one of three abilities
    a) Consigliere ability on a player of choice
    b) Defend a player of choice (0/1) (both you and target are notified of successful heals)
    c) Attack a player of choice (1/0)
    infinite charges for all of them, but you cannot use the same type of potion two nights in a row

    Arsonist (2/2)
    Visit a player, dousing them or visit yourself, dealing a (2/0) attack to everyone you have doused. You receive a list of everyone you have doused at the start of each night. Victims are not notified of being doused.

    Investigator (0/0)
    learn a person’s base role, and if they rerolled that night. If they rerolled that night, they also learn the player’s new role. Visiting a framed person yields vampire. Visiting a vampire yields vampire.
    Example feedback: (Your target is a mafioso that has rerolled into a lookout)

    Lookout (0/0)
    Learn who visited your target that night

    Sheriff (0/0)
    Learn a player’s alignment. Visiting a framed target will yield player. Visiting a vampire will yield player. Even if visiting a werewolf on an odd night or a godfather (regardless of their actual alignment), you will only be shown player. Example feedback: (Your target is a player)

    Tracker (0/0)
    See all the players your target visited that night. (Arsonist ignition - visits self, plaguebearer - shows primary target)

    Poisoner (1/0)
    Poison someone, they are [poisoned] and will be notified. If a doctor/potion master/guardian angel does not heal them the next night, they are delivered a (3/0) attack. Poisoned status can not be transported, but the original target for poisoning can.

    Janitor (0/0)
    Can choose to hide a target of choice’s role/alignment upon the target’s death. Upon the person’s death they show up as [HIDDEN] and their last will is wiped. Cleaning lasts for the night and the following day. Up to 2 uses, charges are consumed even if player does not die. Know the last will and role of person cleaned.

    Vigilante (1/0)
    can choose a target to attack, delivering a (1/0) attack. If they kill someone of the same alignment as them, the next day they deliver a (3/0) attack to themselves, which counts as a visit. This can be redirected via transporter/witch.

    Mafioso (1/0)
    can choose a target to attack, delivering a (1/0) attack. Not a factional attack. See godfather for additional information on if both a mafioso and godfather are present in a game.

    Jester (0/0)
    Stop at nothing to get yourself lynched. You can still play to your original wincon, but you can now *also* win if you get yourself lynched. Rolling off of jester makes you lose this wincon. Lynch does not end game. Kill a person (3/0) who voted you the following night, of your choice, otherwise the kill is randomized. Jester kill can be diverted via transporter.

    Serial killer (1/1)
    Attack a person of your choosing (1/0) every night. If you are roleblocked, instead attack the player(s) who roleblocked you.

    Werewolf (2/1)
    On odd nights you appear as Werewolf, regardless of your actual alignment. On even days your actual alignment can be detected. On even nights you also have the ability to rampage at a player’s house, delivering a (2/0) attack to the target and everyone that visits them. You can also stay at home instead on these days, delivering a (2/0) attack to anyone that visits you. You must choose one or the other. If you are roleblocked on an even night you will stay at home and attack only the player(s) that roleblocked you. If you are roleblocked/witched on an odd night you do not do anything. You will be notified for each person you attack, but not their names or roles.

    Vampire (1/0)
    Rolling into vampire instantly makes you become a vampire. If a mafia member rolls/becomes a vampire, they will instantly die (show up in the graveyard as vampire). Vampires share a factional night chat, and can convert every other night by majority rule (starting from the night after a vampire appears in game). Vampires cannot reroll. If a mediator targets a vampire, the vampire dies. To convert, they deliver a (1/0) attack to a target, and if the target would normally die, they would instead be converted. Can convert a person that would normally have died that night as a result of night actions.

    Spy (0/0)
    bug a player, learning only if they rerolled or not and learn who the mafia visited that night

    Amnesiac (0/0)
    Become the role of anyone in the graveyard. It will be announced at start of day that an amnesiac has become the role of said player, but your identity will not be revealed. Does not change alignment, unless you have converted to a vampire. Mafia cannot convert into vampires.

    Mayor (0/0)
    Reveal yourself as mayor during the day. You have 3 votes total, for that day only. You can still be healed and guarded.

    Executioner (0/1)
    Stop at nothing to get a randomly assigned player lynched. You can still play to your original wincon, but you can now *also* win if you get your target lynched. If your target dies during the night you become a jester. Rolling off of executioner makes you lose this wincon.

    Psychic (0/0)
    At the end of each odd night you have this role, you receive a list of three players, at least one of which is evil. At the end of each even night you have this role, you receive a list of 2 players, at least one of which is evil.

    Vampire hunter (1/0)
    Visit one person per night. If they are a Vampire, you stake them, delivering them a (1/0). If not, you visit them without affecting them. action results in feedback to target

    Citizen (0/0)
    You are a normal citizen, with no special powers to note. If you stay as a citizen for three nights in a row, without rerolling once, you can change your role to any role of your choosing from the role list.

    Mediator (0/0)
    can visit a person, forcing them to reroll their role. Player is notified of reroll and cannot perform a night action that night, and do not know their new role until the end of the night

    Pirate (2/0)
    choose someone during the day. During the night, they are roleblocked. Play Rock Paper Scissors with them during the night. If you lose or tie, nothing happens. If you win, the opponent is attacked (2/0).

    Medium (0/0)
    you have access to dead chat for as long as you have this role. If you are in the graveyard as a medium, you may seance a living player (choose a player during the day and you can open a private night chat with them for the night) with 1 charge. Still applies even if you are [HIDDEN] in the graveyard.

    Edit 9/14:
    - Changed "night chat" -> "dead chat" in medium's last will
    - Bodyguard is dealt an attack if they successfully protect a player
    - added the "vampire hunter" role, added mechanics clause that the game does not start with a vampire, amended vampire role
    - added mechanics clause regarding death announcements
    - added "action results in feedback to target(s)" to a couple roles
    - amended trapper
    Doki doki delete yourself (9'^')9

  5. ISO #5

 

 

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