[Abandoned] M-FM Throne of Lies (16P)
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    M-FM Throne of Lies (16P)

    Throne of Lies

    Unseen/Cult
    Unseen/Cult
    King
    Prince
    Sheriff / Paladin
    Blue Dragon
    Blue Dragon
    Blue Dragon
    Blue Dragon
    Blue Dragon
    Blue Dragon
    Blue Dragon
    Blue Dragon
    / Neutral
    Neutral
    Neutral
    Neutral Killer


    I decided I'll try to do my best to transfer throne of lies roles over to a s-fm format. As with a lot of quick mafia games it is a power role fest as there are no actual citizens in the game so it would surely be interesting to see how the game plays out. Some of the roles have some pretty incompatible abilities with an sfm so transferring them will probably leave some roles weaker than the others, but I'll see how it goes. I plan on working on this over time as there is quite a lot to transfer so you'll see additions as I put them in and revisions on certain roles.
    Will work on consolidating for easier reading. I will say I don't know if I will try to host it because it could get really chaotic of a game, but nevertheless I want to at least see what the roles transferred over would look like.

    Roles
    Spoiler : The King :
    The Good King
    Spoiler : The Good King :
    Win Condition: Defeat the unseen or cult and any neutrals that seek to do you harm.

    Passives:
    Occupy and Redirect Immune
    If the good king is executed the court will be unable to lynch the following day.
    Immune to conversion

    Day Abilities:
    The Royal Finger: Your vote counts as 2.
    Decide Fate: You may decide an accused player's fate. 1 Charge IE make a player immune to execution that day or guarantee a player will be executed that day.

    Night Abilities:
    Guards!: (2 Charges) (Starting Good King gets 1 extra charge) Become death immune for the night.
    Allies: (3 Charges) (Only Starting King has this ability) Discover a player's class type. Special classes will appear as investigative. Others cannot see who you target.

    The Evil King / The Cult King
    Spoiler : The Evil King / The Cult King :
    Win Condition: Defeat the blue dragon and any neutrals that seek to do you harm.

    Passives:
    Occupy and Redirect Immune
    Immune to conversion

    Day Abilities:
    The Royal Finger: Your vote counts as 2.
    Decide Fate: You may decide an accused player's fate. 1 Charge IE make a player immune to execution that day or guarantee a player will be executed that day.

    Night Abilities:
    Guards!: (2 charges) Send a guard to protect you or another player. They will be death immune for the night. Does not count as visiting.
    Allies: (3 Charges) (Only Starting King has this ability) Discover a player's class type and if they are apart of the Unseen or Cult. Others cannot see who you target.

    The Neutral King
    Spoiler : The Neutral King :
    Win Condition: Survive until the end.

    Passives:
    Occupy and Redirect Immune
    Immune to conversion

    Day Abilities:
    The Royal Finger: Your vote counts as 2.
    Decide Fate: You may decide an accused player's fate. 1 Charge IE make a player immune to execution that day or guarantee a player will be executed that day.

    Night Abilities:
    Guards!: (2 charges) Become death immune for the night.

    The Pretender King
    Spoiler : The Pretender King :
    Win Condition: Survive until the end.

    Passives:
    Occupy and Redirect Immune
    Immune to conversion

    Day Abilities:
    The Royal Finger: Your vote counts as 2.
    Decide Fate: You may decide an accused player's fate. 1 Charge IE make a player immune to execution that day or guarantee a player will be executed that day.

    Night Abilities:
    Guards?: (1 charge) Become death immune for the night.

    The Psycho King
    Spoiler : The Psycho King :
    (Not a possible starting king. Only way for a psycho king to occur is if the neutral killer gets voted as king)
    Win Condition: Must Kill all members of the main factions to win.

    Passives:
    Occupy and Redirect Immune
    Immune to conversion

    Day Abilities:
    The Royal Finger: Your vote counts as 2.
    Decide Fate: You may decide an accused player's fate. 1 Charge IE make a player immune to execution that day or guarantee a player will be executed that day.

    Night Abilities:
    Fatal Guards: Send a guard to attack somebody. Does not count as visiting. The guard will die in place if the player is protected. (IE knight defend will still trigger, but psycho king won't get hit back)


    Spoiler : The Blue Dragon :

    The Butler
    Type: Offensive
    Converts into Servant or Invoker

    Passives:
    Immune to occupation and redirection. You keep this even if your class changes.

    Day Abilities
    Nightshade Wine: (1 Charge) Poison the King. They will die tonight. Does not notify the king. Will commit suicide if the king is good. Cannot Use until day 4.

    Night Abilities
    Serve Wine: Occupy a player preventing them from taking actions tonight.
    Concentrated Wine: (2 Charges) Throw a party, occupying everyone that visits you.

    Chronomancer
    Type: Support
    Converts into Timesnatcher or Ritualist

    Day Abilities:
    Pocket Dimension: If you die tonight, delay it for 2 nights. A death delayed this way cannot be redirected by distort reality.

    Night Abilities:
    Time Warp: Delay a player's death for 2 days. This can delay bleeding deaths. You can delay the same death multiple times. Cannot delay unhealable attacks or suicide. Delayed deaths can be prevented by heals or death immunity.
    Distort Reality: Transfer all deaths delayed with Time Warp to another player. This does not count as an attack.

    -Note I would never put this in the game. It is listed just because it is a role in ToL.

    The Court Wizard
    Type: Support
    Converts into Sage or Ritualist

    Day Abilities:
    Clear Mind: (3 Charges) Make a player immune to conversion tonight.

    Night Abilities:
    Empower: Empower a player based on their class type. Investigative- Always gets correct results | Killer- Attacks cannot be healed | Offensive- Death Immunity |
    Social- Conversion Immunity | Support- Guaranteed to visit their target | Special- Nothing
    Tornado: (3 Charges) Redirect all players targeting either of your targets to the other target. You will be immune to occupation redirected to yourself.

    The Drunk
    Type: Offensive
    Converts into Alchoholic or Invoker

    Passives:
    Royal Blood: Votes for you count as 2 when electing a new king. You keep this passive even if your class changes.
    I am the Liquor: You are immune to occupation and target changing.

    Night Abilities:
    Debauchery: Redirect another player to another player.
    Happy Hour: (2 Charges) Redirect a player to themselves.

    The Hunter
    Type: Killer
    Converts into Poacher or Invoker

    Passives:
    Unique: Only 1 can be in a game at a time.
    Retribution: If executed, kill your accuser before dying. (Whoever voted first on him)

    Day Abilities:
    Wolf Companion: Cause a player to bleed. They will die in 2 nights unless saved. Not usable until day 3.

    Night Abilities:
    Hunters Mark: (4 Charges) Target 2 Players. If the first player targets the second you will occupy and attack them. If you kill a blue dragon you will lose all uses. Not usable until night 3.
    Bear Companion: (3 Charges) Your bear will kill visitors attempting to attack you tonight. Bypasses death immunity. You will be death immune and conversion immune.

    The Knight
    Type: Killer
    Converts into Enforcer or Invoker

    Passives:
    Armored: Your armor will protect you from the first attacker blocked by defend.

    Night Abilities:
    Defend: Protect a player giving your life to kill their attackers. Bypasses death immunity. You and anyone you kill will be unhealable.
    Cold Steel: Kill a player. If they are an ally you will take your life instead. Not usable until night 3. You will not attack anyone if you are redirected.

    The Maid
    Type: Investigative
    Converts into Handmaiden or Seeker

    Night Abilites:
    Matchmake: Test if target is compatible with the player you last checked. You start with a random player to test against. Players are compatible if they win together. Fool and Scorned are incompatible with everyone. Royals are incompatible with each other.
    Nosy Servants: Learn if a living player visited a dead player on the night they died. Others will not be able to see who you target.

    The Mystic
    Type: Social
    Converts into Illusionist or Apostle

    Passives:
    Occupy and Redirect Immune. You will keep this passive even if your class changes.
    Unique: Only one can be in the game at a time.

    Day Abilities:
    Telepathy: (2 Charges) Send an anonymous message to all players. Can be used along with another day ability. Limit one use per day.
    Link Minds: Link to another player opening up a night chat with them.
    Conduit: (2 Charges) Allow 2 players to speak to each other at night. You will be able to read their chat. Others will not be able to see who you target.

    The Noble
    Type: Social
    Converts into Aristocrat or Apostle

    Passives:
    Royal Blood: Votes for you count as 2 when electing a new king. You keep this passive even if your role changes.

    Day Abilities:
    Political Pressure: (2 Charges) Force a player to vote for another player and prevent further voting from them.
    Noble Twin: (2 Charges) Your vote will be worth 2 on a player of your choosing.

    Night Abilities:
    Gossip: Receive the feedback of abilities used on target tonight. Will not receive feedback of conversions, attacks, the King's abilities, or self-targeting abilities.

    Note- This class may be hard to pull off in an sfm.

    The Observer
    Type: Investigative
    Converts into Nightwatch or Seeker

    Night Abilities:
    Follow: Discover who a player targets and who targets them.
    Window Peek: (2 Charges) Discover a player's faction.

    The Paladin
    Type: Investigative
    Only shows up in Cult games
    Converts into Seeker

    Night Abilities:
    Smite: (2 Charges) If cult tries to convert you or your target, you will kill the cult leader.
    Test of Faith: Determine if a player is part of the cult.

    The Physician
    Type: Support
    Converts into Herbalist or Ritualist

    Passives:
    Remedy Studies: You are immune to bleeding. You will keep this passive if your role changes.

    Day Abilities:
    Exhume: (3 Charges) At the end of tonight, you will learn what classes killed a player, or if they committed suicide.
    Inoculate: (1 Charge) Make another player permanently immune to bleeding. Does not heal it. They will be notified you targeted them. They will keep this passive even if their role changes.

    Night Abilities:
    Heal: Heal target player. This will prevent their death and cure any bleeding.
    Self Care: (2 Charges) If you are attacked tonight, you will heal yourself.

    The Prince
    Type: Killer

    Passives:
    Unique: Only one can be in the game at a time.
    Conversion Immune
    Royal Blood: Votes for you count as 2 when electing a new king.
    Unstoppable: You are immune to occupation and target changing.

    Day Actions:
    Imprison: Choose a player to jail that night. Nobody will be able to visit them. Can only imprison the same player 3 times.

    Night Actions:
    Execute: (3 Charges) Execute the jailed player. If they are blue dragon you will no longer be able to execute. Not Usable until night 3.

    The Princess
    Type: Investigative
    Converts into Duchess or Seeker

    Passives:
    Royal Blood: Votes for you count as 2 when electing a new king. You keep this even if your role changes.

    Night Actions:
    Flirt: Limit a player's class type down to 2 options.
    Will-O-Wisp: (2 Charges) Choose another player. Tells you if the target attacks anyone tonight. Other players will not see who you target.

    The Sheriff
    Type: Investigative
    Can only spawn in games with the Unseen
    Converts into Marshal

    Day Abilities:
    Scout: Have a scout watch a player, alerting you if the unseen attempt to visit the target. Your scout will stay on the target until you change it.

    Night Abilities:
    Expert Investigation: Determine if a player is a member of the unseen.
    Surveillance: (3 Charges) If your target is a member of the unseen, you will learn their class.



    Spoiler : The Unseen :

    The Alcoholic
    Type: Offensive
    Converted from The Drunk

    Passives:
    Royal Blood: Votes for you count as 2 when electing a new king. You keep this passive even if your class changes.
    I am the Liquor: You are immune to occupation and target changing.

    Night Abilities:
    Debauchery: Redirect another player to another player.
    Happy Hour: (2 Charges) Redirect a player to themselves.

    The Assassin
    Type: Killer
    Converted from any class when previous assassin dies.

    Passives:
    Unique: There can only be one of this class at a time.
    Apprentice: (Only starting assassin has this) If the Mastermind dies you will take his place.

    Day Abilities:
    Lacerate: (3 Charges) Cause a player to bleed. They will die in 2 nights unless saved.

    Night Abilities:
    Assassinate: Kill the target player.
    2-For-1: (1 Charge) Kill 2 target players. (New assassins will retain how many charges were left of this. So if used up a new assassin will have 0 charges of it.)

    The Aristocrat
    Type: Social
    Converted from The Noble

    Passives:
    Royal Blood: Votes for you count as 2 when electing a new king. You keep this passive even if your role changes.

    Day Abilities:
    Political Pressure: (2 Charges) Force a player to vote for another player and prevent further voting from them.
    Noble Twin: (2 Charges) Your vote will be worth 2 on a player of your choosing.

    Night Abilities:
    Gossip: Frame a player and receive the feedback of abilities used on target tonight. Will not receive feedback of conversions, attacks, the King's abilities, or self-targeting abilities.

    Note- This class may be hard to pull off in an sfm.

    The Duchess
    Type: Investigative
    Converted from The Princess

    Passives:
    Royal Blood: Votes for you count as 2 when electing a new king. You keep this even if your role changes.

    Night Actions:
    Bat Eyelashes: Discover a player's class type.
    Dark Wisp: (2 Charges) Uncage a dark wisp, making the Unseen appear not suspicious tonight.

    The Enforcer
    Type: Support
    Converted from The Knight

    Night Abilities:
    Protection: (3 Charges) Occupy all players targeting an Unseen member.
    Frenzy: (2 Charges) Guarantees the assassin will kill the target. (Bypasses death immunity, occupation, and healing).

    The Handmaiden
    Type: Investigative
    Converted from The Maid

    Night Abilities:
    Analyze: Target 2 players. If they are the same class type, learn their classes.
    Prying Servants: (2 Charges) Learn who visited target player on the night they died. Others will not be able to see who you target.

    The Herbalist
    Type: Support
    Converted from The Physician

    Passives:
    Remedy Studies: You are immune to bleeding. You will keep this passive if your role changes.

    Day Abilities:
    Exhume: (3 Charges) At the end of tonight, you will learn what classes killed a player, or if they committed suicide.

    Night Abilities:
    Drug: (3 Charges) Cause a player to believe they were attacked and healed.
    Defile: (2 Charges) If target player dies tonight, they will appear as a chosen class.

    The Illusionist
    Type: Social
    Converted from The Mystic

    Passives:
    Occupy and Redirect Immune. You will keep this passive even if your class changes.
    Unique: Only one can be in the game at a time.

    Day Abilities:
    Telepathy: (2 Charges) Send an anonymous message to all players. Can be used along with another day ability. Limit one use per day.

    Night Abilities:
    Mind Warp: Anyone target player visits tonight will appear framed to them.

    The Marshal
    Type: Investigative
    Converted from The Sheriff

    Day Abilities:
    Expose: Reveal to the unseen who the prince jails tonight.

    Night Abilities:
    Probe: Determine a player's class if they are part of the Blue Dragon.
    Snoop: (2 Charges) Examine a player's last will.

    The Mastermind
    Type: Special

    Passives:
    Guaranteed to spawn in an unseen game.
    Unique: There can only be one of this class at a time.
    Can't Touch This: Death Immune and Immune to Bleeding.
    In the Shadows: Appears as Blue Dragon to investigative abilities the first 3 nights.

    Day Abilities:
    Dirty Work: If there are no Unseen members left, you will become an assassin at night.

    Night Abilities:
    Convert: [1-Day Cooldown on Success] Attempt to convert a player to the Unseen. There can only be 3 living members. If conversion fails 3 times in a row, you will instead convert a random convertable player.
    Foresight: (4 Charges) Discover a player's converted class type or if they are immune to conversion.

    The Nightwatch
    Type: Investigative
    Converted from The Observer

    Night Abilities:
    Follow: Discover who a player targets and who targets them.
    Watch Carefully: Discover a player's class.

    The Poacher
    Type: Offensive
    Converted from The Hunter

    Passives:
    Unique: There can only be one of this class at a time.

    Night Abilities:
    Spike Traps: (4 Charges) Occupy target player and anybody targeting them.
    Snare Trap: (2 Charges) Place a trap outside a player's room. If they leave their room they will be occupied for 2 nights.

    The Sage
    Type: Support
    Converted from The Court Wizard

    Night Abilities:
    Tornado: (3 Charges) Redirect all players targeting either of your targets to the other target. You will be immune to occupation redirected to yourself.
    Wall of Fire: (2 Charges) Occupy anyone targeting your target except the Assassin.

    The Servant
    Type: Offensive
    Converted from The Butler

    Passives:
    Immune to occupation and redirection. You keep this even if your class changes.

    Night Abilities
    Serve Wine: Occupy a player preventing them from taking actions tonight.
    Concentrated Wine: (2 Charges) Throw a party, occupying everyone that targets you.

    The Timesnatcher
    Type: Support
    Converted from The Chronomancer

    Night Abilities:
    Time Snatch: (2 Charges) If target is bleeding, it will kill them tonight.
    Dark Dimension: (2 Charges) Make the unseen appear not suspicious tonight.

    Note - Wouldn't be possible if Chronomancer isn't included


    Spoiler : The Cult :

    The Apostle
    Type: Social
    Converted from any Social role

    Day Abilities:
    Cult Pressure: (2 Charges) Force another player to vote for another player and prevent further voting from them.
    Telepathy: (2 Charges) Anonymously send a message to everyone.

    Night Abilities:
    Mind Warp: (3 Charges) Anyone target player investigates tonight will appear framed.

    The Cult Leader
    Type: Special
    Starts game in play. When he dies oldest cult member takes his place.

    Day Abilities:
    Blood of Mithras: Sacrifice a Cult member to gain 2 uses of Eradicate. Other members will get back 1 charge of their first ability.
    Rupture: (3 Charges) Cause a player to bleed. They will die in 2 nights.

    Night Abilities:
    Brainwash: [1-Day Cooldown on Success] Attempt to convert a player into the cult. There can only be 4 living members. If conversion fails 3 times in a row you will instead convert a random convertable player.
    Eradicate: (3 Charges) Kill 2 players at once.

    The Invoker
    Type: Offensive
    Converted from players with the Offensive class type.

    Passives:
    Fanatic: Occupy and Redirect Immune. You will keep this passive even if your class changes.

    Night Abilities:
    Chains of Corax: (3 Charges) Occupy a player tonight. They will be prevented from taking any action tonights.
    Strings of Mithras: (2 Charges) Redirect a player to another or themself.

    The Ritualist
    Type: Support
    Converted from players with the Support class type.

    Passives:
    Will of Mithras: If you are sacrificed, the Cult Leader's Eradicate ability will gain an extra charge.

    Day Abilities:
    Exhume: At the end of tonight, learn what classes killed a player, or if they committed suicide.

    Night Abilities:
    Teleportation: (3 Charges) Redirect all players targeting either of your targets to the other target. You will be immune to occupation redirected to yourself.
    Brotherhood: (3 Charges) Make a Cult member appear as Blue Dragon tonight.

    The Seeker
    Type: Investigative
    Converted from players with the Investigative class type.

    Day Abilities:
    Expose: (1 Charge) Reveal to the cult the person the Prince imprisons tonight.

    Night Abilities:
    Gaze: (3 Charges) Determine a player's class type.
    Reveal: (2 Charges) Discover who a player targets and who targets them.


    Spoiler : The Neutrals :

    The Alchemist
    Type: Support
    Win Condition: Survive until the end.

    Passives:
    Immune to conversion
    Coagulate: Immune to bleeding

    Day Abilities:
    Stoneskin Potion: (3 Charges) Drink a potion that makes you death immune for the night.

    Night Abilities:
    Crimson Potion: Heal target player. This will prevent their death and cure them of any bleeding.
    Emerald Potion: (2 Charges) Kill the target player.

    The Fool
    Type: Social
    Win Condition: Get lynched.

    Passives:
    Conversion immune.
    Poor Fellow: If lynched, all players who voted for you will lose one charge from all limited use abilities. Also town will be unable to lynch the following day. If lynched before day 3 the town will be unable to lynch for the next 2 days.

    Night Abilities:
    Hide: (2 Charges) Grants death immunity by hiding from attackers.
    Deceive: (2 Charges) Frame yourself tonight.

    The Inquisitor
    Type: Investigative
    Win Condition: Survive to see all heathens die.

    Passives:
    Unique: Only one can be in a game at a time.
    Conversion Immune
    Holy Blessing: Death immune once, loses it after being attacked.
    Heathens: 3 random players will be marked as heathens. The Inquisitor will not know who they are, but people marked will know. The KING, PRINCE, HUNTER, MASTERMIND, Second starting cult member, and NEUTRALS will never be marked.

    Night Abilities:
    Interrogate: Determine if a player is a heathen, and their class if they are.
    Ruthless Efficiency: (3 Charges) Attack a player. They cannot be healed.








    Last edited by Banshis; January 21st, 2019 at 10:58 AM.

 

 

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