KRC: Sc2Mafia 13th Anniversary Game (S-FM 357) - Page 460
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  1. ISO #22951

  2. ISO #22952

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Autumn View Post
    (i'm just expecting p2 to be the wolf so that last hour of me confbiasing myself into thinking plat's even wolfier (despite already knowing that's where i'll vote) is just gonna make me look even more stupid lol)
    Ahhhhhhhh don't

  3. ISO #22953

  4. ISO #22954

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Lipstick View Post
    I'm nervous

    I'm always nervous

    But if we fuck up

    At least we did it as fwiends <3
    if we fuck up i'm blaming all the other townies who played in a way which killed them earlier and forced me to make final decision

    if they didn't want to lose, they should've played better and got themselves into lylo :P

  5. ISO #22955

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Autumn View Post
    if we fuck up i'm blaming all the other townies who played in a way which killed them earlier and forced me to make final decision

    if they didn't want to lose, they should've played better and got themselves into lylo :P
    That is what being town is all about

    Blaming others <3

  6. ISO #22956

  7. ISO #22957

  8. ISO #22958

  9. ISO #22959

  10. ISO #22960

  11. ISO #22961

  12. ISO #22962

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Lipstick View Post
    Lol I did a double take for a sec

    Been reading so many ISOs mixing up Player and Plat and I was like

    Wait, it was Plat I was supposed to vote right lol
    Oh god you reminded me of the time I tried to vote a wolf in F3 and locked in a sleep vote instead. But na you got it

  13. ISO #22963

  14. ISO #22964

  15. ISO #22965

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Player 2 View Post
    I respect it tbh, top posting in a game of this size is impressive lol
    it'd be just extremely funny to me because i'm typically a low-poster tbh

    i have absolutely no idea what happened to me in this game lol i've never posted even half this much XD

  16. ISO #22966

  17. ISO #22967

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Autumn View Post
    it'd be just extremely funny to me because i'm typically a low-poster tbh

    i have absolutely no idea what happened to me in this game lol i've never posted even half this much XD
    I have greatly enjoyed you in the game!

    You've been an absolute force!

    Even better if we win!

    Which I

    Hope!

  18. ISO #22968

  19. ISO #22969

  20. ISO #22970

  21. ISO #22971

  22. ISO #22972

  23. ISO #22973

  24. ISO #22974

  25. ISO #22975

  26. ISO #22976

  27. ISO #22977

  28. ISO #22978

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Autumn View Post
    i kinda want @FM-Tiny Hippo to get here and decide my vote so i can blame someone else lol

    (pretty sure from their earlier posts that they'd also vote plat tbh but idk. kinda just want to hear their opinion now also lol even when it doesn't actually change anything XD)
    (i'm just starting to get way too nervous when i'd actually have to vote lol)

  29. ISO #22979

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Autumn View Post
    i kinda want @FM-Tiny Hippo to get here and decide my vote so i can blame someone else lol

    (pretty sure from their earlier posts that they'd also vote plat tbh but idk. kinda just want to hear their opinion now also lol even when it doesn't actually change anything XD)
    Yeah

    And you can't let it rand now

    Don't do that

    I'll take the fault if we are wrong

  30. ISO #22980

  31. ISO #22981

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  39. ISO #22989

  40. ISO #22990

  41. ISO #22991

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    KRC: Sc2Mafia 13th Anniversary Game
    Night 9

    Vote Counts
    Note: Votes are NOT in chronological order.
    FM-Platypus (3):
    FM-Player 2, FM-Lipstick, FM-Autumn

    FM-Player 2 (1):
    FM-Platypus

    FM-Platypus has been executed.

    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: Bartender

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Not every role in this god forsaken game needs to be an essay long complicated life altering make vimeo account to make and post irl Guinea pig video content so that you can get people to subscribe to your channel I literally didn't even use the other 2/3 of the abilities cuz it was too complicated

    You are a Bartender, you only give shots, if you want a novel, go read a book

    On Odd Nights, give someone 10 shots. They'll probably be fine. (Are fake Poisoned.)

    On Even Nights, give someone 20 shots. They get alcohol poisoning. (Are Poisoned.)

    FM-Autumn has been killed.

    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: Holy Spiritualist

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    MIDNIGHT MASS: At Night, choose a town member that died during the previous Night or Day phase. You'll learn their most recent action, target and get the same information they did. If they performed multiple actions simultaneously, you will learn them all.

    LET'S TAKE A MINUTE TO REMEMBER THE DEPARTED (1-shot, Day action, disabled after Day 4): During the Day, tag the hosts and write in bold "Let's take a minute to remember ", where x is a town player who died during the most recent Day or Night.

    You get to learn all actions they made during the game, including targets and information they got. In addition, if they had a Day action, you get to use it once.

    If the majority of posts made during that minute don't mention the target's name anywhere in their post, then you will be vanillaized at the end of the Day for disrespecting the dead. Your own posts do not count for this tally, and you also get vanillaized if there are zero posts made during that minute.

    Posts that are counted are posts made after your post that have the same timestamp as your post, or the same timestamp + 1 minute. (e.g. posting at 3:30 will count all posts made after your post with timestamps of either 3:30 or 3:31)

    Players Alive Graveyard
    @FM-Lipstick
    @FM-Player 2
    FM-Pilgrim Anatomy
    FM-Grate
    FM-Fluffernuts
    FM-Sonrisa
    FM-Tinnitus
    FM-Turquoise
    FM-Heterochromia
    FM-Angry Rectangle
    FM-Not Enough Legs
    FM-Pyramid
    FM-Decepticon
    FM-Wakka Wakka
    FM-Thumbs Up
    FM-Popcorn Axolotl
    FM-Red Cross
    FM-Disco Dancer
    FM-Matchstick Man
    FM-Naptime
    FM-Sad Super Saiyan
    FM-Talking Anthill
    FM-Hon Hon Hon
    FM-Snuggles
    FM-Oink
    FM-Pareidolia
    FM-ZOMG
    FM-Goblin and Worg
    FM-Scarf
    FM-Monet Rocket
    FM-Goldfish Bowl
    FM-Bad Hair Day
    FM-Joycat
    FM-Mr Clean
    FM-The Hat
    FM-Yellow Snow
    FM-Space Pizza
    FM-Dredge
    FM-Candyfloss
    FM-Droopy Snout
    FM-Ringmaster
    FM-The Great Flood
    FM-Catnip
    FM-Mining Peep
    FM-Peekaboo
    FM-Choo-Choo
    FM-Four Past Seven
    FM-Protagonist Hair
    FM-Breakup
    FM-Chromatography
    FM-Eyescream
    FM-Old Lickilicky
    FM-Chibi Minnie
    FM-Tiny Hippo
    FM-Lassie
    FM-Platypus
    FM-Autumn
    Last edited by Lumi; April 17th, 2024 at 02:12 PM.

  42. ISO #22992

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    KRC: Sc2Mafia 13th Anniversary Game
    Day 10

    FM-Lipstick has been killed.

    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: Paranormal Investigator

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    This role can talk to the recently departed using one of: an emoji board, a spirit box, a seance, or voice recorder. You select the ability you wish to use during the day, and its effects take place that night. You do not lose a charge if you are Blocked. After you run out of charges of all your abilities, they may be re-used without restriction.

    Emoji Board (1-Shot): During the day choose a question to ask in limbo. All players in limbo may answer the question, each with a single standard discord emoji. In the morning you will receive the answered emojis in a random order.

    Spirit Box (1-Shot): During the day, pick 10 questions to ask one of the players that died within the previous Night phase. That Night they will receive the questions and may answer, but only with short (at most 6 letters) one-word answers. You will receive the answers in the morning.

    The Seance (1-Shot): You call in a spirit medium to speak for the dead. Pick a player that died during the previous Night phase. During the night, they may write a modpost that will be posted the following morning, with a size limit of 200 characters. The modpost will mention that it is from a Seance with the player you selected.

    Voice Recorder (1-Shot): You go into a dark room and begin a conversation with a random ghost. You can hear their responses played back on your voice recorder. You get a 1 on 1 anonymous chat room with a random player in limbo for the entire Night.

    *

    Ghosts may choose to not respond. If you receive no responses for any reason (e.g. they chose to not respond, the deceased player you targeted isn't in limbo for whatever reason, etc.) then the feedback will be flavored accordingly.

    Players Alive Graveyard
    @FM-Player 2 FM-Pilgrim Anatomy
    FM-Grate
    FM-Fluffernuts
    FM-Sonrisa
    FM-Tinnitus
    FM-Turquoise
    FM-Heterochromia
    FM-Angry Rectangle
    FM-Not Enough Legs
    FM-Pyramid
    FM-Decepticon
    FM-Wakka Wakka
    FM-Thumbs Up
    FM-Popcorn Axolotl
    FM-Red Cross
    FM-Disco Dancer
    FM-Matchstick Man
    FM-Naptime
    FM-Sad Super Saiyan
    FM-Talking Anthill
    FM-Hon Hon Hon
    FM-Snuggles
    FM-Oink
    FM-Pareidolia
    FM-ZOMG
    FM-Goblin and Worg
    FM-Scarf
    FM-Monet Rocket
    FM-Goldfish Bowl
    FM-Bad Hair Day
    FM-Joycat
    FM-Mr Clean
    FM-The Hat
    FM-Yellow Snow
    FM-Space Pizza
    FM-Dredge
    FM-Candyfloss
    FM-Droopy Snout
    FM-Ringmaster
    FM-The Great Flood
    FM-Catnip
    FM-Mining Peep
    FM-Peekaboo
    FM-Choo-Choo
    FM-Four Past Seven
    FM-Protagonist Hair
    FM-Breakup
    FM-Chromatography
    FM-Eyescream
    FM-Old Lickilicky
    FM-Chibi Minnie
    FM-Tiny Hippo
    FM-Lassie
    FM-Platypus
    FM-Autumn
    FM-Lipstick
    Last edited by Lumi; April 17th, 2024 at 02:13 PM.

  43. ISO #22993

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    KRC: Sc2Mafia 13th Anniversary Game
    FM-Player 2 survived!

    Their Flip
    Spoiler : Flip :
    Alignment: Mafia
    Role: Stressed, Depressed, and a Third Thing

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    [REDACTED] is a Lost Wolf. They will join the mafia's factional chat once [REDACTED]. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: [REDACTED]
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): [REDACTED] (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): [REDACTED] (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): [REDACTED] (Choices are: Unstoppable or Investigation-Immune)

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Stressed: We all do out of character stuff when we're stressed. Not all of us make people walk the plank, but you do! Target a player--if they can swim, they're fine. If they can't swim, they sink to the bottom of the ocean. Let's see any doctors just try to help 'em there (This kill is a piercing kill). To determine if a player can swim or not the hosts rolls a d50 when you activate this ability, if they roll less than the number of posts your target made in the last phase then they can, otherwise they cannot. You can use this ability until someone you target dies the Night you target them (even if it is not your action that is technically responsible for killing them).

    Depressed: Oh man, oh god, what have you done? You killed someone, and for what? Because they mentioned in passing that they like the color red and that triggered a panic attack because you had a huge crush on them and you almost wore red that day but then you didn't, and then you directed all that anger at them? You know what actually, valid. On the Night after your Stressed target died, you go see your therapist and work out your feelings--you are considered as commuting for this Night.

    A Third Thing: I dunno I really just had the two ideas and couldn't think of a clever rhyme.

    Once during the Day, you may quote somebody's post and respond with either "LAND HO" or "SCURVY DAWG" (in all caps).

    At Night, if you quoted somebody's post using one of the above phrases during the previous Day phase, you can submit your post to the hosts to unlock an ability.

    If you said "LAND HO", you'll be told what action types targeted the player you quoted that Night (action types are Investigative/Protective/Killing/Manipulative/Communicative/Other). You will not see yourself as one of the visitors.

    If you instead said "SCURVY DAWG", you'll be told what action types the player you quoted used that Night.

    You may alternate between using these two abilities for the rest of the game. You may not target the same person twice with one of your abilities.

    Players Alive Graveyard
    @FM-Player 2 FM-Pilgrim Anatomy
    FM-Grate
    FM-Fluffernuts
    FM-Sonrisa
    FM-Tinnitus
    FM-Turquoise
    FM-Heterochromia
    FM-Angry Rectangle
    FM-Not Enough Legs
    FM-Pyramid
    FM-Decepticon
    FM-Wakka Wakka
    FM-Thumbs Up
    FM-Popcorn Axolotl
    FM-Red Cross
    FM-Disco Dancer
    FM-Matchstick Man
    FM-Naptime
    FM-Sad Super Saiyan
    FM-Talking Anthill
    FM-Hon Hon Hon
    FM-Snuggles
    FM-Oink
    FM-Pareidolia
    FM-ZOMG
    FM-Goblin and Worg
    FM-Scarf
    FM-Monet Rocket
    FM-Goldfish Bowl
    FM-Bad Hair Day
    FM-Joycat
    FM-Mr Clean
    FM-The Hat
    FM-Yellow Snow
    FM-Space Pizza
    FM-Dredge
    FM-Candyfloss
    FM-Droopy Snout
    FM-Ringmaster
    FM-The Great Flood
    FM-Catnip
    FM-Mining Peep
    FM-Peekaboo
    FM-Choo-Choo
    FM-Four Past Seven
    FM-Protagonist Hair
    FM-Breakup
    FM-Chromatography
    FM-Eyescream
    FM-Old Lickilicky
    FM-Chibi Minnie
    FM-Tiny Hippo
    FM-Lassie
    FM-Platypus
    FM-Autumn
    FM-Lipstick
    Last edited by Lumi; April 17th, 2024 at 02:14 PM.

  44. ISO #22994

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    KRC: Sc2Mafia 13th Anniversary Game



    Mafia have won the game!
    Congratulations to:
    Ruby - FM-Candyfloss
    Spooky - FM-Choo-Choo
    Varcron - FM-Disco Dancer
    bladescape - FM-Goblin and Worg
    Zedus - FM-Pareidolia
    Xanjori - FM-Player 2
    Michelle - FM-Pyramid
    Rem - FM-Red Cross
    Ryast - FM-Scarf
    Marshmallow Marshall - FM-Space Pizza
    Santygrass - FM-The Great Flood
    Laurentus - FM-Thumbs Up
    Porscha - FM-Wakka Wakka
    delta - FM-Yellow Snow
    Relm - FM-ZOMG


    Last edited by Lumi; April 17th, 2024 at 02:09 PM.

  45. ISO #22995

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    KRC: Sc2Mafia 13th Anniversary Game




    Factional Chats
    Mafia - Join Link

    Limbo - Join Link

    Dead Chat - Join Link

    Private Chats
    Available on in the Dead Chat Discord Server in the #hoods channel

    Actions Log
    Actions Log
    Note: This table is not a complete list of all actions taken, it is not the source of truth on actions, and was more intended as a means for hosts to organize a large number of actions. The large majority of actions are noted here, but some actions, particularly ones with instant effects, were not logged here. There are no plans to amend the table to contain all actions.


    Last edited by Lumi; April 17th, 2024 at 03:00 PM.

  46. ISO #22996

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    KRC: Sc2Mafia 13th Anniversary Game

    KRC Role Hall of Fame Voting!


    Vote for what you think were the best role submissions in this KRC!
    Some recommended criteria to use:
    • How unique and innovative was the role?
    • How mechanically interesting was the role?
    • Did the role have particularly well put together theming and flavor?
    • Was the role interesting without being overly complicated? (High Innovation / Complexity ratio)
    • Was the role particularly fun or interesting to have in the game?


    Remember to evaluate roles based on both their original submission AND their implementation!

    Vote Here!
    Voting closes in 24 hours!



    Last edited by Lumi; April 17th, 2024 at 02:19 PM.

  47. ISO #22997

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    2007 Bank
    Submitted by: Kylomax
    Randed to: FM-Four Past Seven aka MartinGG
    Original Submission
    Spoiler : Original Submission :


    You are a bank in 2007. You must navigate high risk high reward investments without losing favor with the government.

    You have a one shot bulletproof vest. Once per game, the government will bail you out so you can survive a kill if your bank begins failing.

    Each night, you may choose to perform two of the following:
    - Target a player and submit a type of action. If the targeted player has at least one action of that type, learn their role (not alignment). Gain one risk if it succeeds or two risk if it fails.
    - Target a player. You will learn the name of every player that visits them during the night. Take on one risk for each time that player was targeted.
    - Target up to four players. If none of them are targeted with a kill that night or a successful ITA during the following day, double their - ITA chance at the start of the following night. Otherwise, lower their ITA chance by 50% and gain 1 risk for each player you targeted.
    - Target a player to permanently give them the strong-willed modifier. If that player is ever not targeted in a cycle, they are no longer a profitable investment, and you will reduce the number of actions you can take the next night by one, you will gain one risk, and the player will permanently lose the modifier. This action always increases risk by one when it is first resolved.
    - Reduce your risk by 1.

    You begin with zero risk.
    - At 3 risk, you may only perform one action each night.
    - At 6 risk, your risky investments begin building up. Gain one risk every time someone targets you with an ITA.
    - At 8 risk, the government now sees you responsible for your own bad investments, and you will no longer be bailed out if you die.
    - At 12 risk, your bank has failed beyond salvaging, and you will immediately die. You cannot be protected from this death.
    Additionally, when you have 9 risk or higher, you may declare bankruptcy during the night. This cannot be roleblocked. You now cannot be protected from kills and your ITA chance is doubled. All previous abilities and risk you had are removed. Your goal is now to hire expensive lawyers and pursue damages for your banks failure.

    - You may sue a player for damages once per night when you have previously declared bankruptcy. Target a player. If they have visited you in the past, they must pay you damages. Gain a shot of the most recent action they used on you.
    - When you declare bankruptcy, pick a player who will serve as your lawyer in your quest for vengeance. They will receive a permanent extra vote and a permanent chat with you.
    - When you declare bankruptcy, pick a player who will suffer from your bankruptcy due to financial ties. That player will receive the ability to declare bankruptcy, but they must first get down to zero risk and then back up to 9. They will inherit your risk minus 3. They will also gain the ability to decrease their risk by two or increase it by one every night, but will not inherit any of your other abilities.
    At 6 risk, they will gain one risk every time they are targeted with an ITA.
    At 8 risk, their ITA chance will scale by 50%.
    At 9 risk, they will gain the ability to declare bankruptcy if they have been at zero risk previously.
    At 12 risk, they will die.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: 2007 Bank

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are a bank in 2007. You must navigate high risk high reward investments without losing favor with the government.

    You have a one level of Shielding. Once per game, the government will bail you out.

    Each Night, you may choose to perform two of the following, you may not choose the same action twice in the same night, except the option to reduce risk:

    • Target a player and submit a type of action (Killing, Manipulative, Communicative, Protective, Investigative). If the targeted player has at least one action of that type, learn their role (not alignment). Gain 1 Risk if it succeeds or 2 Risk if it fails.
    • Target a player. You will learn the name of every player that visits them during the night. If they die that night then your investment fails, you fail to see who visits them that night, and you gain 3 Risk, otherwise gain 1 Risk.
    • Target up to three players. If none of them die that Night, increase the strength of their ITAs by 1 tomorrow. Otherwise, decrease the strength of their ITAs by 1 level tomorrow and gain 1 Risk for each player you targeted.
    • Target a player, they gain the Strong-Willed modifier for all their role actions as long as you live and you gain 1 Risk. If that player is ever not targeted in a cycle (your visits and self-visits do not count for this), they are no longer a profitable investment. The player loses the modifier and you gain 2 Risk.
    • Reduce your risk by 1.

    You begin with zero risk. These effects stack, except for the 3 Risk threshold, if you go above a threshold and then back below then you are no longer affected by the corresponding penalty.

    • At 3 risk, you exceed the threshold for government protection, and you permanently lose your 1 level of Shielding.
    • At 6 risk, your risky investments begin building up. Gain one risk every time someone targets you with an ITA.
    • At 8 risk, the government sees you responsible for your own bad investments, and restricts you to only one action per Night.
    • At 12 risk, your bank has failed beyond salvaging, and you will immediately die. You cannot be protected from this death.

    When you have 9 risk or higher, you may declare bankruptcy during the night. This declaration is Unstoppable. You gain the Macho modifier and all ITAs that target you inflict twice as much Wound. All previous abilities and risk you had are removed. When you declare bankruptcy you must do the following:

    • Pick a player, they were one of your executives who escapes into another high-paying job with a golden parachute. They receive an extra vote as long as you are both alive. This effect is announced in thread. You also gain a permanent neighborhood with them.
    • Every Night you liquidate and restructure your assets. Any player that targets you at Night rolecops you along with their normal action.





    Alan, Overbearing Manager
    Submitted by: Ryast
    Randed to: FM-Disco Dancer aka Varcron
    Original Submission
    Spoiler : Original Submission :


    Role name: Alan, Overbearing Manager

    In The Loop (Passive): Whenever a chat between two or more players is created (aside from any factional chats), you will join that chat.

    Propose Motion (Passive): For each chat you join, you will create a vote within that chat during the first night you are part of it. Any player who is in the chat may vote on targets for an action from the following list, which you will perform. Tied votes are selected between the tied choices, favoring your vote if it is on a top target, otherwise picked at random. The action is picked at random before the vote, so players know what they’re voting on. Votes are submitted privately alongside role actions.
    The possible actions are:
    - Audit: Learn who your target visited last night.
    - PTO: The target is healed and roleblocked.
    - 2 Weeks Notice: Grant the target a last will.
    - New Hire: Invite target player to this chat. If the chat would end that night, extend it until the end of day.
    - Promotion: Grant the target a tripled vote during the next day. (Triplevote is disabled if receiving it would cause the mafia to gain parity, even if it is given to town).
    Abilities picked for the vote are randomized between all abilities with the lowest number of votes created (Prefer abilities we haven't seen as often yet)

    Meeting Adjourned (1-Shot, Instant): Permanently close a chat you’re in. If there is an active vote because of your role, it closes with no result. If the chat was created by a one-shot ability, this action fails and your shot is refunded.

    Forced Overtime (1-Shot, Instant): Extend one of the chats you are in so that it lasts permanently.



    Role Implementation
    Spoiler : Role PM :


    Factional Abilities:
    Alone But Not Forgotten
    You start the game without access to the mafia factional chat, the other mafia factional abilities, and without knowing who the other mafia are. However, the other members of your faction know of your existence, your identity, and your condition for joining factional chat.

    Homeward Bound
    If you are still alive when there are only six mafia players left (excluding yourself), you will be given full access to the mafia factional chat and mafia factional abilities.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players
    In The Loop (Passive): Whenever a chat between two or more living players is created (aside from any factional chats), you will non-anonymously join that chat. Unless stated otherwise, you are unaffected by all mechanics that would usually affect members of the chats you are in. There may exist certain chats which you do not automatically join due to reasons mechanical or otherwise.

    Propose Motion (Day or Night Action, Redirect-Immune, Once per Cycle, Instant): Choose a chat you are in. Any player who is in the chat, including you, may vote on targets for an action from the following list. The action is picked at random (without repeats) before the vote, so players know what they're voting on. If this ability is used during the day, then you will perform the action that night. If this ability is used during the night, then you will perform the action the following night. Votes are submitted privately but are made public in the hood at the end of the night when you would perform the action. If the hood closes before voting would end, players may still continue to submit votes for the action. Tied votes are selected between the tied choices, favoring your vote if it is on a top target, otherwise picked at random.

    The possible actions are:

    • Audit: Learn who your target visited last night.
    • PTO: The target is affected by a Level 25 Protect and Level Level 10 Roleblock.
    • 2 Weeks Notice: Grant the target a last will.
    • New Hire: Invite target player to this chat. If the chat would end that Night, extend it until the end of Day.
    • Promotion: Grant the target a tripled vote during the next day. (Triplevote is disabled if receiving it would cause the mafia to gain parity, even if it is given to town).

    Abilities picked for the vote must cycle through all options before one can be picked again.

    Meeting Adjourned (1-Shot, Instant): Permanently close a chat you're in. If there is an active vote because of your role, it closes with no result. Some chats may not be affected by this ability, in which case your shot will be refunded.

    Forced Overtime (1-Shot, Instant): Extend one of the chats you are in so that it lasts for another cycle.

    Workplace Politics (Passive): You cannot be protected from death by any means.




    Anubis
    Submitted by: Marshmallow Marshall
    Randed to: FM-Heterochromia aka Princess Abigail
    Original Submission
    Spoiler : Original Submission :


    **Anubis**
    You are Anubis, god of mummification and guide through the afterlife.
    Each night, you may mummify a player that has died during the last night/day phases (in other words, on night 3, you may mummify a player that has died on night 2 or on day 3) and guide them through the afterlife. Mummified players still integrate the (unspoiled) dead chat normally. You will learn their role and alignment, even if they were cleansed. You may choose to wear the mask of Anubis when mummifying players, resulting in them seeing a figure with a canine mask mummifying them, or to wear no mask, resulting in them learning your identity (but not your rolecard or alignment). As long as they are in the unspoiled dead limbo chat, mummified players may send you one message at night through host feedback. Additionally, if you remain alive and do not get directly hard roleblocked ("directly hard roleblocked" meaning being directly, individually targeted by a role that stops you from doing anything at all) for three full day/night cycles after mummifying a target, you may make your mummified target's body (account) rise from the dead and become living once again if you so desire! To do so, choose another player that has died during the last night/day phases. They will take over the long-mummified player's account, role but *not* alignment. It will be announced publicly that someone else (but not who) took over the account that has been resurrected. You are limited to one resurrection per game; you may however mummify the dead on as many nights as you want.

    Example of how this would work: on night 2, you mummify player X, who has died on day 2 or on night 1. Player X accesses death chat and can send you one message each night afterwards, so night 3 and onwards. If you are not *ever* roleblocked and survive until the very end of night 5, on night 5 or on the following nights, you may rise player X's body from the dead as fully living, controlled by player Y, who has died on D5/N4.
    Additionally, thrice per game, you may mummify a living player. This may be multitasked with mummifying the dead. Just like with your other ability, you may choose to wear your mask, giving the anonymous canine mask feedback, or to wear no mask, revealing your identity to your target. Your target can either choose to remain mummified for the night, being roleblocked, or to escape mummification, in which case you will follow them, learning who they visit and who visited them.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Anubis

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are Anubis, god of mummification and guide through the afterlife.

    All of your actions are multitaskable with each other.

    Mummify Dead: Each Night, you may mummify a player that has died during the previous Night/Day phases (in other words, on Night 3, you may mummify a player that has died on Night 2 or Day 3) and guide them through the afterlife. Mummified players still enter the (unspoiled) dead chat normally. You will learn their role and alignment, even if they were cleaned. You may choose to wear the mask of Anubis when mummifying players, resulting in them seeing a figure with a canine mask mummifying them, or to wear no mask, resulting in them learning your identity (but not your rolecard or alignment). Upon leaving limbo chat, but before entering spoiled dead chat, mummified players may send you one message with a 100 character limit.

    Resurrect Dead (1-shot, Night 3+): You may target a dead mummy that was town and make your mummy's body (account) rise from the dead and become living once again! Choose another player that has died during the last Night/Day phases. They will take over the long-mummified player's account and role, but not alignment. The resurrected player will immediately receive Level 23 Scarred (Scars function identically to Wounds except they cannot be reduced by any means) and Level 200 Injured. Any site-based PMs that the account previously received will be scrubbed before the target receives the account. It will be announced publicly that someone else (but not who) took over the account that has been resurrected. This ability fails and you lose the charge if you are targeted by a Roleblock, even if you have the Strong-Willed modifier or Willpower.

    Mummify the Living (3-shot, Day Action): You may mummify a living player. Just like with your other ability, you may choose to wear your mask, giving the anonymous canine mask feedback, or to wear no mask, revealing your identity to your target. Your target receives the following feedback at the start of the night:

    A figure with a canine mask/FM-YOURNAME is watching you, either choose to be mummified for the night (affected by a Level 6 Roleblock) or travel under his gaze (affected by a Tracker)
    If they choose to be mummified you apply a Level 6 Roleblock.
    If they choose to travel under your gaze, you track them.

    Resurrection Example:

    Night 1 - Mummify a player's body that died Day 1
    Night 2 - Mummify a player's body that died Night 1 or Day 2
    Night 3 - Resurrect a player that died Night 2 or Day 3 and put them in either the Night 1 or the Night 2 body.
    Day 4 - Player is resurrected.




    Aspiring Film Producer
    Submitted by: Zedus
    Randed to: FM-Mining Peep aka lilypetal
    Original Submission
    Spoiler : Original Submission :


    Aspiring Film Producer You are a young filmmaker who has a small budget and wants to make the film of your dreams and win fame, money and success.

    Abilities: At the end of the day 1, you form a new faction: the film crew. Membership in this faction does not replace the player's original faction and does not affect his original victory goals.

    The film crew has four members:

    Producer. It's yourself.

    Screenwriter. You can hire any player, but he must be able to write better than anyone. The player who wrote the most posts adds 10% to film success. Top 2 poster adds 0%, Top 3 reduces this chance by 10% etc.

    Director. You can hire any player, but he must be decisive and have a vision for future success. The one who was the first to vote against the person executed that day adds 10% to film success, second voter adds 0% etc.

    Actor/actress for the main role. You can hire any player, but he must be a popular person, which means it becomes the player who received the votes during the day, but was not executed. Top voted adds 10% to film success, next one 0% etc. Thus, having selected the best candidates, the producer has a base chance of success of the film of 30%, but he is not obliged to choose them.

    Film crew must always consist of four members. If one of the crew members dies before the premiere, he will be replaced by another player who has fulfilled the requirements for his position. In this case, the chance of success of the film increases by 20%, because The tragic death of a crew member during filming captures the audience's attention.

    Producer can replace one member of film crew at the end of the day, but that will cost him -30% of film success.
    The film crew faction gains access to the following abilities:

    The film crew gets the opportunity to use a separate faction day and night chat in which they can discuss the filming. By joint decision of the film crew, one of the following events can be carried out:

    Closed preview. The chosen player becomes a member of the focus group, and spends the next night watching an unfinished version of the film. This is considered role-blocking. This ability cannot be used twice on the same player. Increases the chance of a film's success by 20%.

    Outdoor shooting. The film crew selects a location for filming (the house of any player) and spends a filming shift there. The film crew receives information about everyone who visited this location that night (as an lookout ability). Increases the chance of a film's success by 10%, and by additional 10% for each person visited this house.

    Staged shootout. The film crew films an action scene in the chosen house. This will protect the owner of the house from real attacks (equivalent to the ability of a doctor). This ability cannot be used twice on the same player. Increases the chance of a film's success by 10%. If protection succesful, this chanse will be increased by additional 30%, because the audience will be interested in an incident with a real weapon in a staged shootout.

    Film crew decide which ability to use. In the event of a controversial situation (two votes against two), the producer's vote is decisive. Only producer counts as visitor for this abilities. Other members of film crew can use their role and faction night abilities as usual.

    While filming is active, producer gets additional abilities:
    Personal Bodyguard. During filming, the producer is protected by studio security. He gains a single-charge bulletproof vest that protects him from any lethal ability, be it direct attack or other forms of assassination.

    Premiere Night. At any time during the day phase, the producer alone can decide to premiere the film, even if the film is not yet ready. This ability must be declared by the end of the day. In this case, an announcement about the premiere is made, and player communication is not blocked overnight - the chat remains open. All players' night abilities operate as usual, and the film's success is tallied at the end of the night.

    After Premiere Night filming is over, and film crew chat is disbanded. There is several possible results of Premiere Night:

    Failure (<49% film success) - The producer turns into a homeless, losing all abilities, including ability to vote (but retaining the goal of his original faction, for example, defeating the mafia if he is a town). [Wiml note: this is intended to be becoming a Treestump.]

    Small Succes - Producer become regular member of his faction with single vote and no special abilities.

    Moderate Success - Producer now knows his crew and his job well. He receive full rolecards of his film crew (only 3 persons involved in film crew during Premiere Night). This ability cannot be blocked, framed of faked any other way.

    Huge Success - Producer become influential and popular person. In addition to receiving rolecards of his crew, the power of his vote in the day's voting is doubled. Also the studio's personal bodyguard (1-charge vest) remains with him. If vest lost the charge during filming, charge refreshed.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Aspiring Film Producer

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are a young filmmaker who has a small budget and wants to make the film of your dreams and win fame, money and success.

    Hire a Crew (Day 1, Compulsive)
    During Day 1, hire three players to join your crew in three different roles. You may change this selection at any time and, unlike most Day actions, it locks in at EoD rather than at the Day action deadline.

    Your film crew has four roles in total:

    Producer. You are the Producer.

    Screenwriter. You may hire anyone, but a good screenwriter should be able to write better than anyone. The more posts your screenwriter made on Day 1, the better. Highest poster grants +10 Film Quality, scaling linearly down to -10 Film Quality for the lowest poster.

    Director. You may hire any player, but a good director is decisive and has vision for future success. The first voter on one of the elimination wagons (changing vote and coming back resets position) grants +10 Film Quality, scaling linearly down to +0 Film Quality for a player who was last to an elimination wagon or who voted off-wagon.

    Lead Actor/Actress. You may hire any player, but a true star is popular, the player who received the most votes at the end of the day but was not executed grants +10 Film Quality, scaling linearly down to +0 Film Quality for a player that received the least votes.

    The Show Must Go On! (Day Action, Compulsive): Film crews must always have four members, if a crew member dies before the premiere, you must select a replacement to join the crew at the start of the Night. You may pre-submit an ordered list of replacements in the event that you are offline or if a crew member dies at EoD. If no selection is made, then a random living player will join as a crew member.

    A Tragic Death (Passive): If a crew member dies and they flip town, their tragic death captures the audience's attention. +20 Film Quality.

    A Scandalous Death (Passive): If a crew member dies and they flip wolf, their involvement in your film sparks a scandal. -20 Film Quality.

    You may not gain more than +20 Film Quality in total from the combined effects of A Tragic Death and A Scandalous Death.

    Replace Crew Member (Day Action): You may replace a crew member, but doing so sets you back as audiences question your indecisiveness. -20 Film Quality

    Vindicated Dismissal (Passive): If you removed a player from your crew and they flip wolf before the premiere, then your decision to remove them is vindicated. +30 Film Quality.

    The Filming Studio (Passive): All members of the film crew join the filming studio (neighborhood). If the producer dies, the film crew falls apart and the filming studio neighborhood is dissolved.

    Creative Consensus (Passive): The film crew votes on the target of Outdoor Shooting, Staged Shootout, and Closed Preview. If the voting is tied 2 to 2 or 1 to 1 to 1 to 1, then the Producer's vote breaks the tie. The producer is treated as the one visiting and other crew members may use their actions as normal. Votes are submitted privately but are publicly revealed at the end of the Night.

    Outdoor Shooting (Night 1, Compulsive, Roleblock-Immune): Your film needs an outdoor shoot, select any player's house to film at.

    • If the targeted player lives, all members of the crew receive feedback on everyone who visited the filming set that night (Watcher). +10 Film Quality per non-crew-member-visitor, max: +30 Film Quality.
    • If the targeted player dies, then the shooting has to be scrapped as the police turn people away. No feedback is received and no Film Quality is gained.

    Staged Shootout (Night 2, Compulsive, Roleblock-Immune): The film crew films an action scene at the chosen house. The target player will be affected by a Level 10 Protect. The audience will be captivated by an incident in a shootout with a real weapon, if the protected player is targeted by any killing action, +15 Film Quality. If the protected player would have died if not for the protection, +15 additional Film Quality.

    Closed Preview (Night 3, Compulsive, Roleblock-Immune): The chosen player becomes a member of a focus group and spends their night watching an unfinished version of the film. The player is targeted by a Level 15 Roleblock. +20 Film Quality.

    Premiere Night (Day 4/Night 4, Passive): At the start of Day 4, the premiere of the film will be announced. During Night 4, the thread remains open all Night as the film is premiered. After Premiere Night, the Film Crew neighborhood is disbanded.

    Personal Bodyguard. During filming (Nights 1-4), the producer is protected by studio security. The first time the producer would be killed by non-piercing killpower, the bodyguard instead takes the bullet. In effect, the producer as 1 level of Shielding. If this shielding is used, then the death of studio security sets filming back significantly. -40 Film Quality.

    *

    After Premiere Night…

    Filming is over, the film crew chat is disbanded, and the reviews start coming in:
    Failure (<51 Film Quality) The producer loses everything, including all abilities, items, the ability to use ITAs, the ability to vote, etc. The producer then fades into irrelevance after a cycle (Treestumped for a cycle and then die)

    Small Success (51-80 Film Quality) The film recovers its costs, the Producer becomes a regular member of their faction (Vanillaize)

    Hit Film (81-105 Film Quality) The film is a hit! All crew members have their role cards upgraded. And the film producer starts planning their next project: they may interview (role-cop + status cop) a player each Night.

    Award Winning Film (106+ Film Quality) The producer has gained a degree of notoriety and influence. In addition to receiving the Role-Cop action and crew members receiving upgrade role cards, the Producer's vote also counts for two.




    BAR - Beyond All Reason
    Submitted by: MartinGG99
    Randed to: FM-Oink aka Pqwerty
    Original Submission
    Spoiler : Original Submission :


    **__BAR - Beyond All Reason__**

    *Well, except game balance and hosting reasons. An inexplicable collection of effects and abilities loosely inspired by the name. Also a fun game, but really its more about the name than anything else of the game.*

    Everything in this role may or may not be secretly subject to hosts' discretion beyond what is written here (hypothetical examples: additional limitations or conditions or alternative process). Host's discretion is treated as beyond hidden information, and as such no one will be able to find that out with any ability or effect what-so-ever. That would be too reasonable. Additionally, friendly reminder from the role creator that roles which explicitly lie to you are banned from submission, and hence everything here can be trusted to some extent despite the role's name.

    Every night you have the option of causing someone else's non-factional ability or abilities to occur ad infinitum. You will be seen as targeting and visiting them an infinite amount of times. In the event that doing so is absurdly powerful in terms of balance, you will either do nothing and visit/target yourself or suffer an undefined limitation/tradeoff. If what you are attempting with this ability is logistically unfeasible to process in one night phase, but would for some reason be logistically feasible if it was known to occur two whole day/night cycles in the future, then that will occur without any possible interference ("any possible" means strictly that -- including your death) and you will have this ability permanently disabled once this specific clause is initiated. In the event that this ability is made forever disabled/gone, you will be notified.
    You are secretly half-**sub**marine, and so every day you may choose to be on the surface or underwater. Both of these choices do nothing (wowee).............except the role creator didn't feel like making that joke in full. Instead, underwater state will act in a more protective manner when it comes to ITAs and the surface state will act in an offensive manner when it comes to ITAs, with details left largely undefined by the role creator. If you forget to check this every day (smh...) then you automatically default to what you most recently were -- if you haven't selected one in the whole game yet, you don't have any of the surface/underwater effects till you do.

    If you show the hosts appreciation (should be done privately, unless you want the role creator to know who you probably are ( ͡° ͜ʖ ͡°) ) for being awesome hosts who put a lot of effort into making this game happen, you'll get up to a maximum permanent benefit of + 5% base chance towards hitting ITAs that you submit and towards dodging incoming ITAs. Bonus points if you do it post-game too, though sadly there can't be any mechanical effects beyond the end of the game.

    Inexplicably, you are considered a spirit or otherwise which makes you a half-submarine spirit (wait, what?) and are targetable by dead-interaction mechanics and similarly styled passive effects no matter how irrational or silly the outcome might be. As a result, you cannot be sent to limbo (death means permadeath) unless an ability for whatever reason specifies that you are sent to limbo in its wording.
    If a post restriction (or otherwise related condition) which originates from a non-factional ability is placed upon you, you automatically fail it (for better or worse). If you are given any sort of conditional trade offer or otherwise, you automatically decline where possible. It would be too reasonable otherwise. Note that this may include "sharp" post restrictions that are powerful enough to carry a steep penalty, such as ones that would require you to follow the rules but -- since you automatically fail it -- would be killed (not modkilled, as it originates from a role ability) for it.

    In the event that some other role secretly modifies your role, you will be notified of the contents of the change. If someone modifies your role so that you identify as a sub or submarine instead of a half-submarine (excluding the part about being a spirit), you also die because subs are not allowed in the game, only modkills.

    There is one final effect: Unless you directly caused your own death,...[HIDDEN INFORMATION BEGIN, DOES NOT FULLY REVEAL ON FLIP BUT ROLE RECIEVER CAN SEE]...during a host-determined length of time your killer (or one of your killer(s), determined by an undefined process) will have the option of inheriting a copy of your role wherein said copy replaces their original role. Since it is a copy, this copy will include any current effects such as permanently disabled abilities or modified text. They will know the full contents of your role, except this bit of hidden information (to be noted as hidden information). If you are voted off via elimination, one of your voters (or somebody else, if host discretion determines such through an undefined process) will have the option of inheriting in a similar manner...[HIDDEN INFORMATION END]



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: BAR - Beyond All Reason

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Well, except game balance and hosting reasons. An inexplicable collection of effects and abilities loosely inspired by the name. Also a fun game, but really its more about the name than anything else of the game.

    Everything in this role may or may not be secretly subject to hosts' discretion beyond what is written here (hypothetical examples: additional limitations or conditions or alternative process). Host's discretion is treated as beyond hidden information, and as such no one will be able to find that out with any ability or effect what-so-ever. That would be too reasonable. Additionally, friendly reminder from the role creator that roles which explicitly lie to you are banned from submission, and hence everything here can be trusted to some extent despite the role's name.

    Every Night you have the option of causing someone else's non-factional, non-killpower ability or abilities to occur ad infinitum. You will be seen as targeting and visiting them an infinite amount of times. In the event that doing so is absurdly powerful in terms of balance or would break things, you will only cause the ability to repeat twice. If would still be absurdly powerful, you will do nothing and visit/target yourself. If what you are attempting with this ability is logistically unfeasible to process in one Night phase, but would for some reason be logistically feasible if it was known to occur two whole Day/Night cycles in the future, then that will occur without any possible interference ("any possible" means strictly that -- including your death) and you will have this ability permanently disabled once this specific clause is initiated. In the event that this ability is made forever disabled/gone, you will be notified.

    You are secretly half-submarine, and so every Night you may choose to be on the surface or underwater for the following Day. This is multitaskable with any other abilities you choose to use at Night and cannot be roleblocked or otherwise interfered with. Both of these choices do nothing (wowee).............except the role creator didn't feel like making that joke in full. Instead, underwater state will act in a more protective manner when it comes to ITAs (You gain 1 Level of Armor against ITAs, but your own ITAs decrease by 2 levels) and the surface state will act in an offensive manner when it comes to ITAs (Your ITAs increase by 1 level, but have -2 Armor against ITAs (yes, statuses cannot be below 0, but remember, this role is beyond reason.)). If you forget to check this every day (smh...) then you automatically default to what you most recently were -- you begin the game submerged but may choose to surface on Night 0.

    If you show the hosts appreciation (should be done privately, unless you want the role creator to know who you probably are ( ͡° ͜ʖ ͡°) ) for being awesome hosts who put a lot of effort into making this game happen, you'll gain a permanent +1 Level for your ITAs. Bonus points if you do it post-game too, though sadly there can't be any mechanical effects beyond the end of the game.

    Inexplicably, you are considered a spirit or otherwise which makes you a half-submarine spirit (wait, what?) and are targetable by dead-interaction mechanics and similarly styled passive effects no matter how irrational or silly the outcome might be. As a result, you cannot be sent to limbo (death means permadeath) unless an ability for whatever reason specifies that you are sent to limbo in its wording.

    If a post restriction (or otherwise related condition) which originates from a non-factional ability is placed upon you, you automatically fail it (for better or worse). If you are given any sort of conditional trade offer or otherwise, you automatically accept, where possible. It would be too reasonable otherwise. Note that this may include "sharp" post restrictions that are powerful enough to carry a steep penalty, such as ones that would require you to follow the rules but -- since you automatically fail it -- would be killed (not modkilled, as it originates from a role ability) for it.

    In the event that some other role secretly modifies your role, you will be notified of the contents of the change. If someone modifies your role so that you identify as a sub or submarine instead of a half-submarine (excluding the part about being a spirit), you also die because subs are not allowed in the game, only modkills.

    There is one final effect: Unless you directly caused your own death,...[HIDDEN INFORMATION BEGIN, DOES NOT FULLY REVEAL ON FLIP BUT ROLE RECIEVER CAN SEE]...during a host-determined length of time, another player in the game will have the option of inheriting a copy of your role wherein said copy replaces their original role. Since it is a copy, this copy will include any current effects such as permanently disabled abilities or modified text. They will know the full contents of your role, except this bit of hidden information (to be noted as hidden information).[HIDDEN INFORMATION END]




    Bartender
    Submitted by: Porscha
    Randed to: FM-Platypus aka NoctiZ
    Original Submission
    Spoiler : Original Submission :


    *Not every role in this god forsaken game needs to be an essay long complicated life altering make vimeo account to make and post irl Guinea pig video content so that you can get people to subscribe to your channel I literally didn't even use the other 2/3 of the abilities cuz it was too complicated IM.SORRY*


    > Okay so what if like, the bartender can make a different drink each night, and each drink has a different ability?
    > So something like strong drink is a vig, honey drink is a doc, poison drink is a vig, some other will be cop, another can be a misdirect
    For the role submission



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Bartender

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Not every role in this god forsaken game needs to be an essay long complicated life altering make vimeo account to make and post irl Guinea pig video content so that you can get people to subscribe to your channel I literally didn't even use the other 2/3 of the abilities cuz it was too complicated

    You are a Bartender, you only give shots, if you want a novel, go read a book

    On Odd Nights, give someone 10 shots. They'll probably be fine. (Are fake Poisoned.)

    On Even Nights, give someone 20 shots. They get alcohol poisoning. (Are Poisoned.)





    Battleboarder
    Submitted by: deathworlds
    Randed to: FM-Snuggles aka Cape90
    Original Submission
    Spoiler : Original Submission :


    You are a Battleboarder, someone who debates which characters would win in a fight against each other.

    All players are assigned values [F, E, D, C, B, A, S, S+, infinite] and qualities to the following traits based off of the flavor of their faction and role-card:

    1. Weapons
    2. Armor
    3. Skills
    4. Abilities

    For example, a player who received a role card similar to a veteran might have similar traits to the following:

    Weapons: A [Military grade equipment and weaponry]
    Armor: B [Bulletproof vest, helmet]
    Skills: B [Military training, conditioning, physical aptitude]
    Abilities: F [None]

    A player who received a role card similar to a witch might have similar traits to the following:

    Weapons: B [Potions, familiars, wand]
    Armor: D [Cloth robes]
    Skills: C [Manipulation, potioncraft, herbalism]
    Abilities: S [Mind control, precognition, fate manipulation]

    Your traits are:

    Weapons: F [Facts and logic]
    Armor: D [Consumer grade clothing]
    Skills: D [Debating skill]
    Abilities: D [Access to internet, ability to consume media at an unparalleled rate]

    - These values and qualities are all hidden to you unless revealed by other role abilities. Players are informed of their own values and qualities in each trait.
    - Changes to a players role-card will update traits accordingly.
    - If there are any roles present in the game that are explicitly based on fictional pop culture characters, then you automatically gain awareness (learn the name of) of the presence of said roles. You also learn the traits of said roles. You do not learn the name of the players who have such roles.

    You have the following role-abilities.
    1. [Night Action, Multi-taskable, Ninja, Unswappable]Do some online research

    At night you may research a player, learning their traits and the name of their role. If you research a player who has a role based on a fictional pop culture character, then you instead perform a role-cop action, this role-cop action also pierces normal investigative immunity. This ability cannot be redirected unless you are explicitly made to select another player, such as via a witch, and does not directly target a player.

    2. [Day Action, Ninja, Five Targets] Host a debate

    During the day you may invite three other players to an anonymous night chat the following night (referred to as "debaters"), they may debate which of two other players (also selected during the day, and referred to as "subjects") would win in a fight. In this chat, the traits of both of the subjects are revealed, but not the usernames or role names, they shall be referred to as "Subject A", and "Subject B". Each debater in the chat publicly votes which subject would win in a fight, the one who wins the fight gains a random buff for the night and the following day/night cycle. The debaters are informed that the subject who wins will receive a buff, but not the nature of the buff or how it is given, other than that the buff will be granted that same night. The battleboarder may view the chat, but may not participate, and is not revealed to be within the chat. Ties are decided by the Battleboarder in secret. The Battleboarder may not "Host a Debate", and "Simulate a Fight" in the same night unless otherwise stated. This ability fails if you are unable to select three players to be debaters and two to be subjects. When there is only [ARBITRARY HOST CHOICE NUMBER] players left, you may now select yourself to be one of the "debaters".

    Spoiler : Buffs that can be granted :
    Notes:
    A target who receives the buff is informed that they have received it, the mechanical nature of the buff and the name of the buff, additionally, they are informed that "someone, somewhere, thinks you are better."
    Buffs last until the end of the next night, and if applicable can be utilized during the day.
    Some buffs refer to both "role-actions" and "actions" separately, this is intended

    - Power: The victor's role-actions all pierce one additional layer of immunity: kill immunity, investigative immunity, targeting immunity, etc (Example: If the victor had a standard role-tracking ability, and targeted someone who had a level 1 ninja, then their tracking ability would now succeed. Likewise if the victor had a role-tracking ability that ignored 1 level of immunity already, and targeted someone who had a level 2 ninja, then their tracking ability would now succeed.)
    - Durability: The victor gains one additional layer of night kill immunity. This stacks with any night kill immunity the victor may have had prior.
    - Speed: The victor's actions gain one level of ninja (they cannot be tracked or seen when visited when using actions), also becomes misdirect and role-block immune. This level of ninja stacks with any levels they may have had prior.
    - Skill: The next time the victor uses a role-action, they may instead use it twice OR the victor may now use two non-multitaskable actions at the same time. This has one charge and is consumed on use.
    - Hax: The victor gains one minor wish to be used before the end of the next night. This wish is subject to host approval, and can only change the outcome of something that affects one target, likewise the wish can only cause one effect.


    3. [Day Action, Ninja, Three Targets] Simulate a Fight
    During the day you may invite three other players to an anonymous night chat, during this time, select two to be "combatants" and one to be a "judge". You may not participate in this chat, but may view it, and are not revealed to be viewing it. The combatants may debate who would win in a fight based off their own assigned traits. The judge may secretly decide who wins the debate before the end of the night phase. Each combatant may secretly decide which "move" to perform on the other, the winner performs the move, and the loser does not. You may also predict which combatant wins, if you correctly predict the victor then you gain +3 nerd points. You may also predict which "move" the winning combatant will perform, if you predict correctly, then you gain +8 nerd points. If the judge or either combatant fails to make a decision, then your predictions are selected in each instance. You may not "Simulate a Fight", and "Host a Debate" in the same night unless otherwise stated. This ability fails if you are unable to select two players to be combatants and one to be a judge. When there is only [ARBITRARY HOST CHOICE NUMBER] players left, you may now select yourself to be the judge.

    Spoiler : Moves that can be performed :


    Notes: Some actions refer to both "role-actions" and "actions" separately, this is intended
    "Victor" refers to the one performing the move, "loser" refers to the one who the move is performed upon
    The victor is never directly informed of the identity of the loser and vice versa.
    Unless otherwise stated, the loser is informed of what they are inflicted with.
    In addition to being informed of what they are inflicted with. The loser is also informed that "you lost the fight, you also got your wallet stolen, can't have shit in krc"
    - Sweep the Leg: The loser may only perform one action the following day/night.
    Outmaneuver: Any action the loser takes the following day/night fails if the victor is the target.
    - Taunt: All of the loser role-actions are redirected to the victor the following day/night. The loser is not compelled to use their actions.
    - Stun: Each of losers role-actions have a 33% chance of failing the following day/night.
    - Break Arm: Any role-action that the loser takes that logically requires the use of both of their arms fails the following day/night, unless they are healed in some fashion.
    - Kidney Punch: If the loser is poisoned in any fashion they instantly die. This lasts until healed. This ignores traditional death immunity.
    - Break Nose: All investigative feedback the loser receives the following day/night is scrambled.
    - Liver Shot: If the loser would be healed in any fashion they instead lose this condition. This lasts until healed.
    - Go for the Throat: The victor gains an anon ITA shot that must be used against the loser.
    - Crotch Shot: Any action the loser performs the following day/night informs the target that they are being targeted by the loser (they gain the loud modifier).

    4. [Night action, Multitaskable, Ninja] Write a blog
    At night you may write a blogpost, creating a message to be anonymously posted during the day. This message must be either of the "respect-thread" variety, or the "vs debating" variety.
    A "respect-thread" message must include mention of the values and qualities of traits of exactly 1 player, and focus somewhat (defined as at least 50% of the messages overall content) on their "feats" (what the player can do), history, or jokes regarding them.
    A "vs debating" message must include mention of the values and qualities of traits of exactly 2 players, and focus somewhat on their "feats", history, or jokes regarding them. There must be a script created alongside this (of any length) depicting how a hypothetical fight would go.

    Traits may be falsified in a blogpost.
    A player may be mentioned by either username and or role name.
    In place of players/roles, you may instead discuss fictional pop culture characters, you do not have to provide any values or qualities of traits if you do.
    Players may publicly agree, disagree, or abstain with your blogpost. If a plurality of players agree, then you may research two players the next night, you also gain +2 nerd points. If a majority of players agree, you may Host a Debate and Simulate a Fight at the same time the following day, you also gain +5 nerd points. If a majority of players disagree, then you may not create another blogpost the next night. Players are informed that they may agree, disagree, or abstain, and that the effects will not directly impact them.


    - As all of your abilities involve communication through the internet, you are never considered "visiting" another player via use of them, you are immune to investigative actions which track who you visit or target with your role-abilities.
    - You are immune to abilities that do not kill, heal, alignment check, or role-block you that originate from roles or factions that are based off of fictional pop culture characters.
    - You gain +1 nerd point when you engage in (honest) debate with another player in the thread or a private chat regarding fictional pop culture characters or vs debating. (link posts to the host to obtain points)
    - You gain +3 nerd points if you "win" a debate with another player in the thread regarding fictional pop culture characters or vs debating. (You must convince the host that you have won with provided links)
    [Hidden Information: Nerd points have no mechanical effect, if the player receives an arbitrary number of nerd points, then the host will publicly call the player a nerd and the player will acquire bragging rights]



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Battleboarder

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are a Battleboarder, someone who debates which characters would win in a fight against each other.

    All players are assigned values [F, E, D, C, B, A, S, S+, infinite] and qualities to the following traits based off of the flavor of their role-card only:

    Weapons
    Armor
    Skills
    Abilities

    For example, a player who received a role card similar to a veteran might have similar traits to the following:

    Weapons: A [Military grade equipment and weaponry]
    Armor: B [Bulletproof vest, helmet]
    Skills: B [Military training, conditioning, physical aptitude]
    Abilities: F [None]

    A player who received a role card similar to a witch might have similar traits to the following:

    Weapons: B [Potions, familiars, wand]
    Armor: D [Human-level durability]
    Skills: B [Manipulation, potioncraft, herbalism]
    Abilities: S [Mind control, precognition, fate manipulation]

    Your*traits*are:

    Weapons: E [Facts and logic, low human-level strength]
    Armor: D [Human-level durability]
    Skills: D [Debating "skill"]
    Abilities: D [Access to internet, ability to consume media at an unparalleled rate]

    • These values and qualities are all hidden to you unless revealed by other role abilities. Players are informed of their own values and qualities in each trait.
    • Changes to a players role-cards may update traits accordingly.

    You have the following role-abilities:

    ---

    1. Do some online research [Night Action, Multitaskable, Non-Visiting, 2-Shot]

    At Night you may research a player, learning their traits and the name of their role. If you research a player who has a role based on a fictional pop culture character, then you gain +1 nerd point (you won't be informed about this). This ability can be used twice.

    ---

    2. Host a debate [Day Action, Non-Visiting, Five Targets, 1-Cycle Cooldown]

    During the Day, you may invite three other players to an anonymous chat the following Night (referred to as "debaters") along with selecting two other players to scrutinize (referred to as "subjects") who are not added to the anonymous chat. You must also select one of the available buffs (listed below). In this chat, the traits of both of the subjects are revealed, but not their usernames or role names. The debaters must debate on which of the subjects would win in a fight (with the exact rules and the definition of "winning" left to their own discretion to decide).

    Each debater in the chat privately votes on which subject would win. These votes will be made public at the end of the Night and the subject who wins the fight gains the buff that the Battleboarder selected.*The debaters are informed that the subject who wins will receive a prize but not the nature of the prize or how it is given. Ties are decided randomly.

    Each buff can only be selected once per game. The player who receives the buff is informed of its full effects. They are also informed that "someone, somewhere, thinks you are better".

    The Battleboarder may view the chat, but may not participate, and named in the chat only as "The Spectator". The Battleboarder may not "Host a Debate" and "Simulate a Fight" in the same Night. This ability has a 1-cycle cooldown before it can be used again.

    Available Buffs:

    • Power:*The victor's non-factional actions and become Strong-Willed for the following cycle.
    • Durability:*The victor gains 1 level of Shielding for the following cycle
    • Speed:*The victor's non-factional actions become Tracker, Watcher, Follower, and Roleblock-Immune for the following cycle.
    • Skill:*The victor's vote counts for two for the of the following cycle.
    • Hax:*The victor may self-target with their role abilities, even if they do not have the option to self-target normally, for the following cycle. (Exceptions may apply at host discretion.)

    ---

    3. Simulate a fight [Day Action, Non-Visiting, Three Targets, 1-Cycle Cooldown]

    During the Day, you may invite three other players to an anonymous Night chat - you select two to be "combatants" and one to be a "judge". The Battleboarder may view the chat, but may not participate, and named in the chat only as "The Spectator".

    In this chat, the traits of both of the combatants are revealed. The combatants must then debate who would win in a fight based off their own assigned traits.

    The judge must secretly decide who wins the debate before the end of the Night phase. This will then be announced at the end of the Night. Each combatant may secretly decide which "Special Move" to perform on the other, the winner performs their "Special Move" and the loser does not. The winner may optionally also decide to pick a custom flavor name for their "Special Move". You may also predict which combatant wins, if you correctly predict the victor then you gain +3 nerd points. You may also predict which "Special Move" the winning combatant will perform, if you predict correctly, then you gain +8 nerd points.

    If the judge or either combatant fails to make a decision, then their respective selections are randomized. Once a "Special Move" has been used, it can no longer be selected for the rest of the game.

    You may not "Simulate a Fight", and "Host a Debate" in the same Night. This ability has a 1-cycle cooldown before it can be used again.

    Available Special Moves:

    "Victor" refers to the one performing the move, "loser" refers to the one who the move is performed upon
    The victor is never directly informed of the identity of the loser and vice versa.
    The loser is informed of what they are inflicted with.
    In addition to being informed of what they are inflicted with. The loser is also informed that "you lost the fight, you also got your wallet stolen, can't have shit in krc"

    • Leg Sweep:*The loser's actions submitted during the following cycle have a 1-cycle delay.
    • Outmaneuver:*Any action the loser takes the following cycle is processed last in the Order of Operations.
    • Taunt:*All of the loser's role-actions are redirected to the victor the following cycle. The loser is not compelled to use their actions.
    • Stun:*The next Protect action targeting the loser is rolestopped. This lasts for the following cycle.
    • Go for the Throat:*The victor gains a silent Level 3 ITA shot for the following cycle that when used will automatically target the loser.

    ---

    4. Write a blog [Night action, Multitaskable, Non-Visiting]

    At Night you may write a blogpost, creating a message to be anonymously posted at the start of the Day. This message must be either of the "respect-thread" variety, or the "vs debating" variety.

    • A "respect-thread" message must include mention of the*values and qualities of traits*of exactly*1*player, and focus somewhat (defined as at least 50% of the message's overall content) on their "feats" (what the player can do), history, or jokes regarding them.
    • A "vs debating" message must include mention of the*values and qualities of traits*of exactly*2*players, and focus somewhat on their "feats", history, or jokes regarding them. There must be a script created alongside this (of any length) depicting how a hypothetical fight would go.
    • Traits may be falsified in a blogpost.
    • A player may be mentioned by either their in-game username*and or*by a role name (which may be falsified).
    • In place of players/roles, you may instead discuss fictional pop culture characters, you do not have to provide any values or qualities of traits if you do (but still you may do so, if you so choose).
    • Players are given the option to privately vote on if they agree or disagree with your blogpost. Votes from surviving players will be made public at the end of the Day. If a majority of players who voted agree, then you gain an extra shot of your research ability and you also gain +2 nerd points. If 75% or more players who voted agree, you can choose to bypass the cooldown on simulating a fight or hosting a debate that Day phase. If a majority of players disagree, then you may not create another blogpost the next Night.

    ---

    • As all of your abilities involve communication through the internet, you are never considered "visiting" another player via use of them, you are immune to investigative actions which track who you visit or target with your role-abilities.
    • The effect of Nerd points is not revealed to you.





    Bob the Hacker
    Submitted by: NoctiZ
    Randed to: FM-Sonrisa aka Aeoryi
    Original Submission
    Spoiler : Original Submission :


    **Role: Bob the Hacker**

    In the clandestine corners of the virtual realm, Bob the Hacker reigns supreme. Known for his uncanny ability to infiltrate the darkest secrets of online worlds, Bob isn't your typical hoodie-wearing, keyboard-wielding tech whiz. No, he's the mischievous maestro of the digital underworld, always looking for a way to stir up a bit of chaos.

    Sitting in his makeshift command center, Bob typed away feverishly, crafting a potent digital weapon. With a sly grin, he unleashed a new worm into the online world. Designed to crawl through unsuspecting networks, the malicious code promised to disrupt and control, leaving chaos in its wake.

    **Abilities**

    **Worm Deployment (Day 1):**
    On Day 1, Bob chooses 3 players to infect with his Worm, forming the beginning of the infected network. Any time an infected player visits or is visited by another player, every player that came in contact with the infected player will also be infected. Bob will be informed of new additions to his network at the beginning of every night.

    **Hack the Planet (Night):**
    Bob can use an array of abilities on the unsuspecting participants of his network, disrupting their online experience. Bob has a basic ability he may use every night. This basic ability improves based on the size of his network, meaning the amount of infected players. In addition, he may optionally use an ability charge during the same night. He gains ability charges based on the size of his network.
    **Basic ability:**
    **0 infected players: **
    Motion Detector: Select a player of the worm network. You will see their encrypted network traffic, only allowing you to know if your target visited someone or was visited by another player. You will not learn who they came in contact with.
    ** 10 infected players:**
    Tracker: Select a player of your worm network. You will see their outgoing network traffic, learning if and who your selected player visited at night.
    ** 20 infected players:**
    Voyeur: Select a player of your worm network. You will see incoming network traffic, learning if and what types of actions were used on your selected player. You will not gain insight into who used those actions.

    You may use your basic ability every night. You do not have to use the upgraded abilities, meaning you will always have the option to use Motion Detector or Tracker even if you have a network larger than 20 players.

    **Ability Charges:**
    8 infected players: 1 Healing Ability charge
    14 infected players: 1 Investigative Ability charge
    22 infected players: 1 Bus Driving Ability charge
    26 infected players: 1 Kill Ability charge

    Anti-Virus (Healing Ability):
    Protect an infected player from harmful effects for one night.
    Data Leak (Investigative Ability):
    Gain insights into the role or alignment of an infected player.
    Network Jam (Bus Driving Ability):
    Swap the actions used on two infected players within the network for one night.
    DDoS (Kill Ability):
    Eliminate an infected player with a devastating cyber attack.

    Special Condition:
    If all players in Bob's network are eliminated, he may choose 3 new players to infect with his Worm on the following day, replenishing his network, all counting towards his infected player count.

    Note: Charges accumulate each night and persist until used, even if Bob chooses 3 new players to mark.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Bob the Hacker

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    In the clandestine corners of the virtual realm, Bob the Hacker reigns supreme. Known for his uncanny ability to infiltrate the darkest secrets of online worlds, Bob isn't your typical hoodie-wearing, keyboard-wielding tech whiz. No, he's the mischievous maestro of the digital underworld, always looking for a way to stir up a bit of chaos.

    Sitting in his makeshift command center, Bob types away feverishly, crafting a potent digital weapon. With a sly grin, he unleashes a new worm into the online world. Designed to crawl through unsuspecting networks, the malicious code promises to disrupt and control, leaving chaos in its wake.

    Abilities

    Worm Deployment (Day 1):
    On Day 1, Bob chooses 3 players to infect with his Worm, forming the beginning of the infected network. Any time an infected player visits or is visited by another player, every player that came in contact with the infected player will also be infected. Bob will be informed of new additions to his network at the beginning of every night. Abilities that are both able to target an unlimited number of players and end up targeting more than 3 players in a given night do not spread the Worm. Abilities that base the number of players they may target off of the size of the player list also do not spread the Worm.

    Hack the Planet (Night):
    Bob can use an array of abilities on the unsuspecting participants of his network, disrupting their online experience. Bob has a basic ability he may use every Night. This basic ability improves based on the size of his network, meaning the number of infected players. In addition, he may optionally use a single ability charge during the same Night. He gains ability charges based on the size of his network. Dead players no longer count towards the size of his network.

    Basic ability:
    0 infected players:
    Motion Detector: Select a player of the worm network. You will see their encrypted network traffic, only allowing you to know if your target visited someone or was visited by another player. You will not learn who they came in contact with.
    10 infected players:
    Tracker: Select a player of your worm network. You will see their outgoing network traffic, learning if and who your selected player visited at night.
    20 infected players:
    Observer: Select a player of your worm network. You will see incoming network traffic, learning if and what types of actions were used on your selected player. You will not gain insight into who used those actions.

    You may use your basic ability every night. You do not have to use the upgraded abilities, meaning you will always have the option to use Motion Detector or Tracker even if you have a network larger than 20 players.

    Ability Charges:
    Ability charges are gained once the network surpasses the listed size, they are not lost if the network shrinks below that size. A given ability charge can only be used one time before being permanently lost.

    6 infected players: 1 Healing Ability charge
    10 infected players: 1 Investigative Ability charge
    16 infected players: 1 Bus Driving Ability charge
    24 infected players: 1 Kill Ability charge

    Anti-Virus (Healing Ability):
    Make an infected player Kill-Immune for one night.
    Data Leak (Investigative Ability):
    Leak the names of everyone an infected player visited that night. (Their visits are posted in thread at SoD)
    Network Jam (Bus Driving Ability):
    Swap the actions used on two infected players within the network for one night. (Does not swap factional kill power)
    DDoS (Kill Ability):
    Eliminate an infected player with a devastating cyber attack. (Level 10 Terminate)

    Special Condition:
    If all players in Bob's network are eliminated, he may choose 3 new players to infect with his Worm on the following day, replenishing his network.




    Chevalier d'Eon
    Submitted by: Relm
    Randed to: FM-Yellow Snow aka delta
    Original Submission
    Spoiler : Original Submission :


    Accompanying Image: https://cdn.discordapp.com/attachmen...2d2ab553fa30d&

    Chevalier d'Eon:

    Fencing Master (x0) - Choose a target, they will be attacked with a basic attack.

    Deception (passive) - You show up as town to investigative actions.

    Informant (Infinite) - At night, list two people who you believe will be revealed to be killed the next morning or that will be eliminated during the day. You are rewarded for each correct answer:

    1 correct - A shiny new rapier is given to you for your information. Perfect for stabbing. +1 to ‘Fencing Master’.
    2 correct - A new dress with thin armour embedded into the Crinoline. +1 to ‘Fencing Master’ and you are protected from attacks the during the next use of Fencing master.
    3 correct - A bottle of perfume to further entice your victims. +1 to ‘Fencing Master’ and you gain roleblock immunity for the rest of the game.
    4 correct - Your rapier has been sharpened and cleaned for you free of charge. +1 to ‘Fencing Master’.
    5 correct - Fencing Master can be used every night. A forged document to ensure your safety, even if for only a short time. You are redirect proof.
    6 correct - fencing master kills all players except d’Eon who visit the targeted player.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Chevalier d'Eon

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:


    Fencing Master (x0) - Choose a target, they will be attacked with a basic attack (Level 1 Terminate action). Gain 1 Discretion.

    Discretion (passive) - You must keep a low profile, you start with 1 Discretion. The soonest you may use Fencing Master is Night X where X is twice your current Discretion value.

    Deception (passive) - You show up as town to investigative actions.

    Informant (Strong-Willed, Non-Visiting) - At night, list three people who you believe will be revealed to be killed the next morning or during the following day (including elimination). You can not predict a player if you are targeting them with Fencing Master. You are rewarded for each correct answer:

    2 correct - A shiny new rapier is given to you for your information. Perfect for stabbing. +1 to Fencing Master.
    5 correct - Your rapier has been sharpened and cleaned for you free of charge. +1 to Fencing Master.
    7 correct - A new dress with thin armor embedded into the Crinoline. You are Kill-Immune during the next use of Fencing Master.
    8 correct - A bottle of perfume to further entice your victims. +1 to Fencing Master and Fencing Master becomes Roleblock Immune for the rest of the game.
    11 correct - A forged document to ensure your safety, even if only for a short time. Fencing Master is Strong-Willed
    13 correct - Fencing Master is a Piercing Kill rather than a Level 1 Terminate.




    Codec Master
    Submitted by: PsychoSoldier
    Randed to: FM-Lassie aka Zugzwang
    Original Submission
    Spoiler : Original Submission :


    Codec Master:

    Once Per Night, Can message anyone. During the following cycle, the receiver can respond. The messenger may send up to two more messages that can also be responded to. No two messages can be sent simultaneously.

    Once per game, you may jail someone. At the start of the next day phase, they will be placed into a temporary neighborhood with you. While in jail, they can not use any role abilities. They will remain in the jail until you release them or until 1 full cycle passes.

    Once per game, you may establish a neighborhood with 4 players. It will only last during that day phase. At any time while the neighborhood is active, you may pick one of the four to rolecop.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Codec Master

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Once Per Night, Can message anyone. The message will be received at the start of the following Day phase. The message does not indicate you as the sender. During the following Day phase, the receiver can respond. The messenger may send up to two more messages that can also be responded to. No two messages can be sent simultaneously. This action is multitaskable.

    Twice per game, you may jail someone. At the start of the next Day phase, they will be placed into a temporary neighborhood with you. You are anonymous in this neighborhood (appearing as “JAILOR”). While in jail, they can not use any actions (including role actions, factional actions, and items) and receive the following feedback: “You are in Jail. You may not use any actions (including role actions, factional actions, and items).” You may release them at any time before the day action deadline. If you detain them past the day action deadline then they will remain in jail over Night and will be considered to be commuting, however you may still target them. They will receive the following feedback: “You have been detained over night. You may not use any actions and are commuting, however your Jailor may still target you.”

    Once per game, you may target 5 players. If any of those players are added to a hood for the following cycle, they will not be added to the hood, and you will be added to the hood in their place, you will appear as “ANONYMOUS” rather than as your true identity. This action is multitaskable.

    This ability can be used in any of the following four ways:

    • As a day action targeting the current day phase and the following night phase.
    • As a day action targeting the following night phase and the following day phase
    • As a night action targeting the current night phase and the following day phase.
    • As a night action targeting the following day phase and the following night phase.

    Note: When targeting a current phase the ability does not work retroactively and you may miss hoods that were created either earlier in the phase or at the start of phase transition.




    Darth Musa the Music Fairy
    Submitted by: Frinckles
    Randed to: FM-Protagonist Hair aka Bakermir
    Original Submission
    Spoiler : Original Submission :


    Musa the Music Fairy.
    You are Musa the Music Fairy from Winx. At night you can select 2 people to recieve some cool music, they will not know your identity. Music can be picked from Youtube, Soundcloud, etc.

    Additionally you can have one song posted to the thread if you are killed by any means.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Darth Musa the Music Fairy

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are Musa the Music Fairy from Winx.

    At Night you can select 2 people to receive some cool music, they will not know your identity. Music can be picked from Youtube, Soundcloud, etc.

    Additionally, you can have one song posted to the thread if you are killed by any means. You can submit the song at any time while you are in Limbo and it will be posted at the end of the current phase.

    The Walrus (Night 2+, 1-shot, cannot be refreshed):

    Once during the game, you may choose to host a miniature Walrus event.

    When you activate this ability, you must submit a modpost detailing a category of music you would like players to submit / some other grading criteria at your discretion.

    At the start of the following Day, the Walrus event will be announced along with your modpost and all players in the game will be allowed to submit one song. These submissions must be kept anonymous.

    At the start of the following Night, you will receive all submitted songs. You must then choose your top three favorites, ranked, as well as giving each a score out of ten.

    The winner(s) of the Walrus event will win an unknown prize, at host discretion. If you do not submit, the event will be cancelled and no prize will be won.

    This ability cannot be interfered with in any way. If you die at any point after the Walrus event announcement, you will forego your ability to post a song to the thread after death and instead continue to host the Walrus event after death.

    *

    Additionally, you also have the following abilities:

    Apprentice Powers

    A Master and an Apprentice. No more, no less (Passive): You are the apprentice of the Sith Lord. Your role's name gains the “Darth” modifier. Having trained you, they know all your force abilities. You share a private chat with them, but they are anonymous. They have stronger force powers then your own, and are known to be extremely paranoid. Being caught scheming against, or lying to them will surely have dire consequences.

    The Dark Side (Passive): You are rolecop-immune. Your role is not copyable.

    False Action Report (Every Phase, Multitaskable): Every SoD you report to the Sith Lord how you used your Sith powers that Night. You have the option to override this report by submitting a false usage alongside your night actions. There may be consequences for this.

    The Apprentice (1 Shot, Night, Unstoppable, Multitaskable): The Master trains the apprentice for the moment they will be ready to surpass them and strike them down, beginning the cycle again and carrying on the legacy of the Sith. But that doesn't mean they will make it easy for you.Choose a player. If they are the Sith Lord, you will strike them down, inheriting any remaining charges of their enhanced force abilities (and keeping your original role abilities). This kill pierces all forms of protection. However, if you are wrong, the Sith Lord will be informed of your treachery.

    Stand Guard (2-Shot, Night): Stand guard outside a player's house, rolestop all visiting actions to your chosen player. If they get 1 or fewer visit, not counting you or the Sith Lord, then they are affected by a Level 4 Roleblock. (This ability cannot prevent Roleblock-Immune or Redirect-Immune visits).This ability will not stop the Sith Lord from affecting your target.

    Force Push (3-Shot, Night, Multitaskable): Force push your target, causing them to bang their head against a wall, and suffer a Level 10 Daze.

    Study the Dark Side (Night, Multitaskable): Target up to three players, learn if any are the Sith Lord.




    Destiny Holder
    Submitted by: Santygrass
    Randed to: FM-Turquoise aka yurkin
    Original Submission
    Spoiler : Original Submission :


    **Destiny Holder **

    In this game, some people just wasn't chosen by Fate. And nothing can't stop fate from just banishing them... Unless the fruit of fate is shared.

    The majority of the game will be considered to be "Non chosen" by fate. This will be notified to them, but not what it implies

    [People chosen by fate get some positive effect - ITA boosts?]


    * *Abilities*

    *Destiny Observer:* During the Dayphase, you can choose a number of players (Maximum of players chosen is half of the players alive at the moment). You will be informed of how many people are chosen by fate within that list. (Feedback of this action should be instantaneous, or at least as fast as possible)
    Alternatively, you can try to guess who are all the non-chosen players in the game currently alive.
    If you are correct, you will receive a DESTINY charge (You can´t use this role again afterwards)

    *Share the Fruit of Fate:* During the dayphase, you can choose a pair of players. If one is chosen by fate and the other isn't, the fated one will have the option of sharing the fruit of fate with them . If they decide to do so, they will both share the same fate. They will be have a private PM between each other for the rest of the game.
    If at the End of Day both players are voting the same player, they will be immune to roleblocks during the following night. If that condition isnt met, the penguin will be sad.

    For each fated pair you create this way, you gain a DESTINY charge.
    Penguin: Once a pair with shared fate is formed, you will send them a penguin. The will be able to play with the penguin, and the penguin will aid them in their duties... Or at least they'll try. They cant get rid of the penguin, but other than being present in everything they do, they're useless . (Flavor modifier just for fun, but the pair doesn't know it)

    *Blessing of fate:* Also, during the nightphase you can use one DESTINY charge to protect two players against killing powers (including poison), but this protection will only work if the player is *chosen* by fate. You can choose someone from a pair that you created, but not the complete pair for this role



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Destiny Holder

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    In this game, some people just weren't chosen by Fate. And nothing can stop fate from just banishing them... Unless the fruit of fate is shared.

    The majority of the game will be considered to be "Non Chosen" by Fate. The ones Chosen by Fate will be notified at the start of Day 1. Those Chosen by Fate will "win" (not get selected for elimination) randed elimination votes against people who are Non Chosen. More players may be Chosen by Fate as the game continues.

    All your actions are multitaskable with each other.

    Destiny Observer (Day Action, Multitaskable): During the Day, you can choose a number of living players. At the end of the Day, you will be informed of how many people are chosen by fate within that list. Alternatively, you can try to guess who all the living Chosen players are. If you are correct, you will receive a DESTINY charge. (You cannot receive more than one DESTINY charge from this ability.)

    Share the Fruit of Fate (Night Action, Multitaskable): During the Night, you can choose a pair of players. The next Day, if one is chosen by Fate and the other isn't, the fated one will have the option of sharing the fruit of fate with them. If they decide to do so, they will both be chosen by Fate. They will gain access to a shared neighborhood until one of them dies or you die. If at the End of Day both players are voting the same player, they will be immune to Roleblocks during the following Night. If that condition isn't met, the penguin will be sad. A player that was successfully targeted by this ability cannot be targeted by this ability again. There can be a maximum of three fated pairs active at once.

    For each fated pair you create this way, you gain a DESTINY charge.

    Penguin (Passive): Once a pair with shared fate is formed, you will send them a penguin. They will be able to play with the penguin, and the penguin will aid them in their duties... Or at least they'll try. They can't get rid of the penguin, but other than being present in everything they do, they're useless. (Flavor modifier just for fun, but the pair doesn't know it)

    Blessing of Fate (Night Action, Multitaskable): During the Night, you can use one DESTINY charge to rolestop most killing powers targeting a player for the cycle (Night + following Day), this includes poison, but does not include piercing kills, nor wound. Attacks, including ITA Attacks will have their chance to kill set to 0, but will still apply Wound as normal. After using this ability on a player, then their fortunate fate has run its course and they lose their chosen status. If they were previous Sharing the Fruit of Fate, then they lose the shared hood and all associated benefits.

    If you die, all ongoing effects of your role will end.



    Last edited by Lumi; April 17th, 2024 at 02:02 PM.

  48. ISO #22998

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Door Salesman
    Submitted by: powerofdeath
    Randed to: FM-Sad Super Saiyan aka didistetter
    Original Submission
    Spoiler : Original Submission :


    Door Salesman:
    During the day you pick a player knocking on their door trying to sell your goods. At the start of night, the target learn that there's a crazy guy at the door when they’re trying to sleep. The target can choose to either answer the door, wasting their time and be role blocked for the night, or completely ignore it and resume their night as usual. Should they answer the door, you will manage to 100% convince them with your sale talks and sell them a mysterious item that only your target knows what it is. If they don’t answer, you go home feeling defeated that you couldnt make any sales today.
    (to the hosts, feel free to set some conditions on success/fails as I’m sure this could work as a neutral too, and feel free to decide on the items that you think are fair based on the door salesman’s alignment)



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: ∞-Lunatic Door Salesman

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    During the Day you pick a player, to knock on their door and to try to sell your goods to them. You may also choose to send a sales pitch of no more than 10 words to your target, with the limitation that all words in your message must be fully in caps.

    At the start of Night, the target learns that there's a crazy guy at the door when they're trying to sleep, along with your message. The target can choose to either answer the door, wasting their time and being Blocked for the Night, or completely ignore it and resume their Night as usual.

    Should they answer the door, you will manage to 100% convince them with your sales talk and sell them a mysterious item that only your target knows what it is. If they don't answer, you go home feeling defeated that you couldn't make any sales today.

    After 1 successful sale, you gain a better understanding of your inventory. You will be aware of what type of action (investigative, protective, etc) the item you are selling corresponds to but not the exact abilities it gives.

    After 2 successful sales, your work becomes more efficient. You will no longer block your targets on a successful sale. From this point onwards, you gain a bonus (in the form of a usable item) for every sale you make.

    After 3 successful sales, you will gain full access to your inventory. You will now know exactly what items you are trying to sell before you make your submission.

    After 4 successful sales, knocking on a door is just a formality for you. Your targets no longer get the option to refuse to open the door.

    You may not target the same person twice.




    Dungeon Master
    Submitted by: Princess Abigail
    Randed to: FM-Grate aka Eliza
    Original Submission
    Spoiler : Original Submission :


    Role Name: Dungeon Master

    You may target a player at night forcing them to roll a d20 check depending on what they roll they will either be rewarded or punished in different ways

    Haven't really thought of what those could be but I did think of ranges being like

    1 bad thing

    2 - 5 slightly bad thing

    6 - 10 neutral thing

    11 - 15 slightly good thing

    16 - 19 very good thing

    20 best thing



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Dungeon Master

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    During the Day you may choose a player. You will learn this player's traits at the end of the Day phase.

    At Night, you may choose to test the player you targeted at Day against one of the DND stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) which will cause you to roll a 20-sided die (D20).

    If the player you test has an applicable trait or traits corresponding to the DND stat you selected, the value of the D20 result will be increased by up to 5 points. If the player has no valid traits matching that DND stat, 1 will be subtracted from the D20 result instead.

    The following effects will be applied to your target depending on the D20 result:

    (All effects only last for 1 cycle unless otherwise specified.)

    1 or less: Vanillaization
    2: Level 5 Wounded (does not last for only 1 cycle)
    3: Macho condition
    4: Level 4 Roleblock
    5: 1-cycle action delay
    6: Commute
    7: Fake Poisoned
    8: Player is informed: "Your stats were tested and your performance was... disappointing"
    9: Gains 10 Rupees (does not last for only 1 cycle)
    10: Tracker, Follower, and Watcher Immunity
    11: Poison Immunity
    12: 1-phase death delay
    13: Tiebreaker vote
    14: 1-cycle treestump on death
    15: Strong-Willed
    16: ITA boost (increase level of all ITAs by 3)
    17: Level 25 Protect
    18: Gains a D20 item that grants a 1-Shot use of this ability
    19: Double vote
    20 or more: Activates all effects from 15 to 19

    You will not be informed of what you rolled or what effect your target received.




    DVC Warrior
    Submitted by: Delta
    Randed to: FM-Naptime aka MacDougall
    Original Submission
    Spoiler : Original Submission :


    SC2 MAFIA ROLE DESIGN: DVC Warrior

    For years people have disregarded the power of the masses. The power of the majority. One mind alone may not hold much power. But a collective, a hivemind? The centralised power of human(?) thought, gathered into one concentrated power. That is terrifying. That, alone, could be argued as the most powerful thing known to man.

    I am, of course, talking about the spectator chat of any given Mafia game.

    The DVC of a Mafia game is filled with warriors. Warriors who can snipe wolves on just a skim. Who can lock the game within a few hours, if even that. And that’s just one spec chat resident. Take that and multiply it. A terrifying concept, yes? You understand. The spec chat hivemind is a force to be reckoned with. After all, spec chat is never wrong.

    The spectator chat is, undoubtedly, the best part of the game for the lowly player as well. While any given player might tremble in the face of a spec chat resident, they still appreciate the joys of reaching the graveyard. The ascension to Valhalla after a well fought battle of tunnelling townies and taking no blame. The afterlife after living through getting ghosted by town while trying to kill an outed wolf. The spectator chat is a safe haven for poor souls. Poor souls like you.

    You are the chosen one. You are spec chat’s warrior. Why wait for death to embrace the DVC? You’ll bring the DVC to the thread yourself.

    -----

    > Spec Chat Is Never Wrong

    Everyone knows the famous spec chat tunnel. It is fabled amongst players how quickly spec chat will lock in a member of the Mafia, how swiftly that read will spread amongst the masses. You’ll do the same. Spec chat cannot possibly be wrong, and neither can you.
    At any given point during a day phase, you may declare that you will ‘tunnel’ a player in the thread. How you do this is down to yourself. When you have done so, inform the hosts and link your post to them as confirmation. Your tunnel will be locked in. This must be confirmed with the hosts before anything further can happen. You may only tunnel one player at a time.

    If at any point your chosen tunnel dies, the following will happen depending on the flip:

    Never Ever Wrong!

    If your designated tunnel flips non-town on death, you may take a moment to rest. DVC
    is smiling down at you, friend. Good job. You gain 1 point of Spec Chat Hivemind and
    may submit a new tunnel.


    …Ever.

    If your designated tunnel flips town on death, you will enter one of the 5 spec chat
    stages of grief, depending on how many times this has happened:

    Denial: The first time this happens, no it didn’t. Spec chat couldn’t possibly be wrong. Don’t be silly. Nothing will happen in this instance, because it didn’t happen.

    Anger: The second time this happens, it’ll probably start getting annoying. It’s okay. Just a fluke. It’s definitely getting to you, though, as your hands are shaking, and your ITA the next day will have a 0% hitrate.

    Bargaining: The third time this happens, ouch. Your faith in spec chat is unwavering, so maybe it’s you. You lose 1 point of Spec Chat Hivemind.

    Depression: The fourth time this happens, it’s probably just really sad. . If you’re part of any private chats, excluding a potential factional chat, you’ll withdraw from these for this phase, to take time to recover. There, there.

    Acceptance: The fifth time this happens, you’ve given in. Blessed be the DVC, you cannot continue to tarnish their reputation like this. You will no longer be able to submit a tunnel, and will lose the Spec Chat Is Never Wrong ability entirely.
    > Do It For Spec Chat

    There’s far too many obvious wolves alive and no one seems to be doing anything about it. Guess you’ll have to do it yourself ¯\_(ツ)_/¯

    During a night phase, if 1 point of Spec Chat Hivemind has been accumulated, you may exchange this point. In return, you may double your ITA hitrate for the next day phase. If your ITA shot is on your given tunnel and they die within the ITA window they were shot it, you are susceptible to double the effects of the Spec Chat Is Never Wrong ability:

    If the player flips nontown, you will gain 2 points of Spec Chat Hivemind.

    If the player flips town, you will enter the next 2 stages of grief simultaneously, rather than just the next 1.


    You may use this ability more than once per game, provided you have accumulated enough points of Spec Chat Hivemind. However, you cannot stack this ability within the same day phase.


    > Ascension

    You’ve done it. You’re one with the spectators. Enlightened. Ascending.

    During a night phase, if 3 points of Spec Chat Hivemind have been accumulated, you may exchange these points. In return, you may contact one player stuck in limbo and create a private chat with both of you present. This private chat will last for 1 cycle, after which the player will leave limbo and join the DVC. Additionally, you may obtain 1 shot of an ability of your choosing that the dead player possessed, excluding factional abilities.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: DVC Warrior

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    For years people have disregarded the power of the masses. The power of the majority. One mind alone may not hold much power. But a collective, a hivemind? The centralized power of human(?) thought, gathered into one concentrated power. That is terrifying. That, alone, could be argued as the most powerful thing known to man.

    I am, of course, talking about the spectator chat of any given Mafia game.

    The DVC of a Mafia game is filled with warriors. Warriors who can snipe wolves on just a skim. Who can lock the game within a few hours, if even that. And that's just one spec chat resident. Take that and multiply it. A terrifying concept, yes? You understand. The spec chat hivemind is a force to be reckoned with. After all, spec chat is never wrong.

    The spectator chat is, undoubtedly, the best part of the game for the lowly player as well. While any given player might tremble in the face of a spec chat resident, they still appreciate the joys of reaching the graveyard. The ascension to Valhalla after a well fought battle of tunneling townies and taking no blame. The afterlife after living through getting ghosted by town while trying to kill an outed wolf. The spectator chat is a safe haven for poor souls. Poor souls like you.

    You are the chosen one. You are spec chat's warrior. Why wait for death to embrace the DVC? You'll bring the DVC to the thread yourself.

    ---

    Spec Chat Is Never Wrong

    Everyone knows the famous spec chat tunnel. It is fabled amongst players how quickly spec chat will lock in a member of the Mafia, how swiftly that read will spread amongst the masses. You'll do the same. Spec chat cannot possibly be wrong, and neither can you.

    During the Day you may target a town player that died during the previous Night or the current Day, if no player is selected, you will choose one randomly (including the Day elimination). That Night you will enter an anonymous neighborhood with said player. The dead player will be told by the hosts that they must submit an answer to “Who are your top 3 wolf reads?” before the end of the night. The following day you may choose to tunnel one of those three players. If they fail to answer, or if all three die that Night, you may choose any player to tunnel.

    Spec Chat Weighing In
    In addition to your usual ITA, you may also fire a Level 5 ITA Attack at the tunnel target (submitted privately). This ITA will be displayed as being fired by the dead town player you were in a hood with.

    *

    If your tunnel dies that Night or during the following Day and flips as non-town:

    Never Ever Wrong!

    DVC is always right! Good job. Spec Chat Hivemind level increases by 1 point.

    If your tunnel dies that Night or during the following Day and flips as town:
    …Ever.

    You enter one of the 5 spec chat stages of grief.

    Denial: The first time this happens, no it didn't. Spec chat couldn't possibly be wrong. Don't be silly. Nothing will happen in this instance, because it didn't happen.

    Anger: The second time this happens, it'll probably start getting annoying. It's okay. Just a fluke. It's entirely the fault of that last dead town, they didn't know what they were talking about, you just need to believe in the next one. It's definitely getting to you, though, as your hands are shaking. (Spec Chat Weighing In ITA becomes a Level 7 ITA Attack)

    Bargaining: The third time this happens, ouch. Spec chat is always right though, aren't they? Maybe you just need to give them more chances. (Spec Chat Weighing in ITA becomes a Level 4 ITA Attack. Additionally each day you may fire a Silent Level 4 ITA Attack at one of the three players suggested by the dead town, including but not limited to your current tunnel.)

    Depression: The fourth time this happens, it's probably just really sad. . You don't feel up to talking with DVC anymore, you need time to recover. There, there. (You no longer get a neighborhood with the dead town you targeted. They simply get prompted to choose their top three wolf reads without further explanation via the hood.)

    Acceptance: The fifth time this happens, you've given in. Blessed be the DVC, but you cannot bear to see their reputation tarnished further. There's far too many obvious wolves alive and no one seems to be doing anything about it. Guess you'll have to do it yourself ¯\(ツ)\/¯ (You lose Spec Chat Is Never Wrong and Spec Chat Weighing In. Instead you gain an additional Silent Level 8 ITA with no targeting restrictions.)

    *

    Spec Chat Hivemind Levels

    For every level of Spec Chat Hivemind, the level of the ITA attack given by Spec Chat Weighing In increases by 2. (e.g being on the Anger stage with 2 levels of Spec Chat Hivemind yields a 7+2*2 = Level 11 ITA Attack).

    Spec Chat Is Inevitable

    Once regular ITAs have ended, you may continue to use your Spec Chat Weighing In shot. It may now be fired at any point during the Day phase.




    Elemental Thief
    Submitted by: Niphredil
    Randed to: FM-Angry Rectangle aka gori
    Original Submission
    Spoiler : Original Submission :


    **Elemental Thief**

    You were born in a magical city. You grew up near the elemental schools, waiting for your turn to start studies and dreaming of the life you'd have after learning to master your element. However, you turned out to not be magical. You were supposed to live as a servant in the magic school, helping the mages to get better, but always staying lowly yourself. "It's an honorable life", they said. "Though you were born without magic, you can still live here and be useful."

    You decided that an honorable life was not for you.

    **Steal** (day action) - You are using forbidden magic to steal the elemental power from other players. During the day, you can submit the name of the player you wish to steal from, and the element you wish to use. As the rituals for stealing magic will take time, you will have to choose your target before halfway of the dayphase. This player will then be asked to choose an element. (If the player did not choose an element during the dayphase, it will be randed.) At the start of the night, the player will get an effect corresponding to the element they chose, and will be informed about it. You cannot steal from the same player twice, unless you already stole from everyone in the game.

    Gaining the magic - If your target chose the same element as you did, you’ll be able to use the night action of that element. If they chose a different element, they’ll get the effect of their chosen element regardless, but you won’t have a night action. You will be informed about which element your target chose.

    Elemental overload - If the same element is chosen on two consecutive cycles (by the player who you were stealing from), there will be an elemental overload. This results in the element being destroyed forever, and during all future phases, players can only choose among the remaining elements.
    **Use the magic** (night action) - You have access to the night action of the chosen element only if your target chose the same element as you tried to steal. If you have access to the magic, you will be able to use the night action of that element. You cannot use this action on the player you stole from.

    The elements and their abilities are the following:

    **Fire**

    Blinded (steal/day action) - The light of fire is guiding people during the night, and they’ll become blind without it. The blinded player can only act after they regain their sight. Their actions, if they have any, will not be processed that night (though they still need to submit the actions already). Instead, the actions will be delayed until the following night.

    Burning (night action) - You will try to burn a player, but as the fire magic is still unfamiliar to you, your success with the action is still uncertain. You have a silent ITA shot you can use on anyone during the night.

    **Water**

    Drugged (steal/day action) - As you are stealing the water element from another player, they will start losing their focus. If they have actions that night, they will have to choose three different targets, instead of one. Their actual target will be randed among these three names. They will not be informed who was their final target.

    Rain (night action) - The rain will wash away the disguises and allow you to see more clearly. You will learn the actions your target used during the night, as well as all passive abilities they had. If they had actions they didn’t use during the night, you will not learn about them.
    **Earth**

    Exposed (steal/day action) - Losing connection with the earth causes the player to become more vulnerable. They will gain the macho modifier for that night, and cannot be protected.

    Stone wall (night action) - You are using the strength of the earth to create stone walls around a person you wish to keep safe. You will be able to protect your target from one attack during the night. If they get targeted with more than one kill, your ability will not save them.

    **Air**

    Shocked (steal/day action) - Stealing the air from a player will shock them for a moment. While trying to recover from their shock reaction, they won't be able to perform their actions as discreetly as usual. They will be able to use their night actions normally, but they will become loud. If they use actions during the night, they will be publicly announced as having visited their targets.

    I was totally intending to do this (night action) - Controlling the air gave you the ability to fly. However, flying turned out to be more difficult than you expected, and you'll fall off from the sky at someone else's place. You get a neighborhood chat with your target for the following cycle.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Elemental Thief

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You were born in a magical city. You grew up near the elemental schools, waiting for your turn to start studies and dreaming of the life you'd have after learning to master your element. However, you turned out to not be magical. You were supposed to live as a servant in the magic school, helping the mages to get better, but always staying lowly yourself. "It's an honorable life", they said. "Though you were born without magic, you can still live here and be useful."

    You decided that an honorable life was not for you.

    Steal (Day Action) - You are using forbidden magic to steal the elemental power from other players. Submit the name of the player you wish to steal from, and the element you wish to use. As the rituals for stealing magic take time, you must choose your target before 24 hours into the day phase. The player will be asked to choose an element, if they do not choose, or if they die before choosing, their choice will be randed.

    If your target chose the same element as you… they defend against your magic and they gain the ability to multitask the corresponding elemental night action in addition to their other actions.

    If your target chose a different element… they fail to defend against your magic, they are informed of and affected by the elemental debuff corresponding to the element you chose, and you gain the elemental night action corresponding to what they chose.

    You cannot steal from the same player twice, unless you have already stolen from everyone in the game.

    Elemental overload - If the same element is chosen on two consecutive cycles by the player who you were stealing from, there will be an elemental overload. This results in the element being destroyed forever, and during all future phases, players can only choose among the remaining elements.

    *

    The elements and their abilities are the following:

    Fire

    Blinded (Debuff) - The light of fire is guiding people during the night, and they'll become blind without it. The blinded player can only act after they regain their sight. Their actions, if they have any, will not be processed that Night. Instead, the actions will be delayed until the following Night.

    Burning (Night Action) - You will try to burn a player, but as the fire magic is still unfamiliar to you, your success with the action is still weak. You can target a player to burn them, inflicting a Level 6 Wound.

    Water

    Drugged (Debuff) - As you are stealing the water element from another player, they will start losing their focus. If they have actions that night, they will have to choose three different targets, instead of one. Their actual target will be randed among these three names. They will not be informed who was their final target.

    Rain (Night Action) - The rain will wash away the disguises and allow you to see more clearly. Target a player, you will learn the actions your target used during the Night, as well as all passive abilities they had. If they had actions they didn't use during the Night, you will not learn about them.

    Earth

    Exposed (Debuff) - Losing connection with the earth causes the player to become more vulnerable. They will gain the Macho modifier for that Night, and cannot be protected.

    Stone wall (Night Action) - You are using the strength of the earth to create stone walls around a person you wish to keep safe. Your target gains 1 level of Shielding for the night.

    Air

    Shocked (Debuff) - Stealing the air from a player will shock them for a moment. While trying to recover from their shock reaction, they won't be able to perform their actions as discreetly as usual. They will be able to use their Night actions normally, but they will become announcing. If they use actions during the Night, they will be publicly announced as having visited their targets.

    I was totally intending to do this (Night Action) - Controlling the air gave you the ability to fly. However, flying turned out to be more difficult than you expected, and you'll fall off from the sky, crashing at your target's place. Any killing actions that target you fail, but you are affected by any killing actions that target them.




    Empowered Bookie
    Submitted by: Zugzwang
    Randed to: FM-Choo-Choo aka spooky
    Original Submission
    Spoiler : Original Submission :


    ## **Empowered Bookie **

    You start with 0 points.

    **Multitasking (Passive)** - You can use any amount of abilities in the same day/night. However, each ability can only be used once per day/night.

    **Hunted (Passive)** - There is a person in the game who has your rolecard and alignment (but not your identity). This person will have a wincon incompatible with yours. Each night, they can guess your identity - if they are right, you will be vanillaized.

    **Gamble (Night, Infinite-Shot, Strongwilled, Non-targeting/Ninja)** - Choose as many players as you want. These players must not be in any private chats with you, and cannot be yourself. For each player you target, guess who they will being voting (if anyone) at the end of the following day\*. You gain min((n+1)(n) * 0.125 * (4-w), 0) points, rounded down. n is the number of players you chose, and w is the number of guesses you got wrong. Note this is the sum of the first n integers, with an additive penalty of -25% per player you got wrong.

    \*Edge cases: If you guess Player A will vote Player B, but at least one of them dies at night, Player A will be counted as neither a guessed player nor an incorrect guess. If Player A dies during the day (while Player B is still alive), or if Players A and B die at the same time, Player A's vote will count as whoever they were voting when they died. If Player B dies during the day, while Player A is still alive, then the guess will be counted as correct if Player A had, at any point that day, voted Player B, and incorrect otherwise.

    **Measure Scales (Day, Variable points, Infinite-shot)** - Choose a wagon, and a list of role types from {Investigative, Killing, Protective, Manipulative, Communicative}. For each chosen role type, learn how many players on the wagon have that role type. This ability costs min(1, floor(nt * 0.75)) points, where n = the number of players on the wagon, and t = the number of role types chosen.
    **Protect (Night, 3 points, 3-shot, Self-Targetable)** - Target a player. They will be protected from all attacks for that night and the following day (including ITAs).

    **Hunt (Day, 3 points, Infinite-shot)** - Target a player. If they are the person mentioned in Passive 2, you kill them. Otherwise, nothing happens. This ability is disabled when there are 7 or less living players.

    **Neighborize (Night, Variable points, Infinite-shot)** - Choose as many players as you want. They will all be put into a single neighborhood with you. Seperate uses of this ability create seperate neighborhoods. This ability costs 2n points, where n = the number of players chosen.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: ∞-Lunatic Empowered Bookie

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    You are Rolecop Immune + Uncopiable.

    You start with 0 points.

    Multitasking (Passive) - You can use any number of your role abilities in the same Day/Night. However, each ability can only be used once per Day/Night.

    Gamble (Night, Infinite-Shot, Unstoppable, Non-targeting) - Choose as many players as you want. These players must not be in any factional chats with you, and cannot be yourself. For each player you target, guess who they will ITA or who they will be voting (if anyone) at the end of the following day*.

    You gain 1 point for gambling on 1 player, (1+2) points for gambling on 2 players, (1+2+3) points for gambling on 3 players, (1+2+3+4) points for gambling on 4 players, etc.

    For every incorrect guess, you lose 25% of your point gain. Points are rounded down.

    Example: You gamble on 6 players and get 2 guesses wrong, you gain (1+2+3+4+5+6)\*(100% - 25% - 25%) = 21 \* 50% = 10.5, rounded down is +10 points.

    Edge cases: You do not need to specify whether you think they will vote or ITA your guess, either condition will count as a correct guess.

    If you guess Player A will vote Player B:

    • If either of them die at Night, then Player A is removed from your guess pool (you do not gain points from them, nor are you penalized with an incorrect guess)
    • If either of them die before Player A casts a vote or publicly ITAs another player, Player A is also removed from your guess pool.
    • Else, if Player A publicly ITAs Player B at any point during the day, the guess is correct.
    • Else, if Player B dies during the day, the guess is correct if Player A voted for Player B at any point that day, and incorrect otherwise.
    • Else, If Player A dies during the day, then the guess is correct if they died voting Player B, and incorrect otherwise.

    Measure Scales (Night, Variable points, Infinite-shot) - Choose an EoD wagon from the previous day with at least 3 voters, and a list of role types from {Investigative, Killing, Protective, Manipulative, Communicative, Other}. For each chosen role type, learn how many players on the wagon have an ability that corresponds to the chosen type. This ability costs N*T/2 (rounded down) where N is the number of players on the wagon and T is the number of role types chosen.

    Neighborize (Night, Variable points, Infinite-shot) - Choose as many players as you want. They will all be put into a single neighborhood with you. This ability costs 1 point to invite 1 player to a hood with you. (1+2) = 2 points to invite 2 players, (1+2+3) = 6 points to invite 3 players, (1+2+3+4)=10 points to invite 4 players, etc.

    If you use this ability again then your previous neighborhood will dissolve. The neighborhood will close if you die or if there are no surviving players in it who are not aligned with your faction (if you are a member of one). You may also choose to dissolve the neighborhood at any time.




    Evelyn Thornhill
    Submitted by: Laurentus
    Randed to: FM-Chibi Minnie aka Caitlin
    Original Submission
    Spoiler : Original Submission :


    Evelyn Thornhill

    ""Evelyn Thornhill" has a sophisticated ring to it, suggesting a character who might come from a well-established background. The name "Evelyn" can evoke a sense of elegance and refinement, while "Thornhill" adds a hint of darkness or unease. This combination could suit a character who appears composed on the surface but harbors deep-seated paranoia beneath."

    My submission is this: an anonymous neighbouriser-JOAT (1x roleblock, 1x vig) who may invite another player into a neighbourhood, and the goal is to get the neighbour to enable/disable a target of the JOAT's choosing to fire off a roleblock/vig shot. The neighbourhood may be opened on night 1. Should the neighbour die, the JOAT can invite any other player into the hood of their choosing, with certain restrictions. The JOAT may be of any alignment, but a typical mafia member (in other words, not a lost wolf or anything similar, but one who knows who the other mafia members are) may not invite another typical mafia member into the hood.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: ∞-Lunatic Evelyn Thornhill

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    "Evelyn Thornhill" has a sophisticated ring to it, suggesting a character who might come from a well-established background. The name "Evelyn" can evoke a sense of elegance and refinement, while "Thornhill" adds a hint of darkness or unease. This combination could suit a character who appears composed on the surface but harbors deep-seated paranoia beneath.

    You are an anonymous neighboriser-JOAT (Level 4 Roleblock, Level 25 Wound).
    At the start of each Day you will receive a random list of X players, where X is equal to one quarter of the number of living players, rounded up. You may invite one player from your list into an anonymous neighborhood, and your goal is to get the neighbor to approve a Roleblock/Wound shot of your choosing that will be carried out by you that night.

    Your Neighbor must submit an ability and a target. If their submitted ability and target matches your choice of ability and target, they will approve of your action.

    If they do not approve your action, or if they die before approving, then you take no action with this role. The neighborhood will dissolve at the start of the following Day. You must cycle through all of your actions before reusing any.





    Firestar Warrior Cats
    Submitted by: neil the eel
    Randed to: FM-Monet Rocket aka Luka
    Original Submission
    Spoiler : Original Submission :


    Firestar Warrior Cats
    Firestar, leader of Thunderclan. You come from humble origins but you are far from the scared kittypet you once were. You heeded the call to the wild. The forest is your domain.

    With this life, I give you…: You have until 24 hours into day 1 to choose 9 players. If you do not choose 9 names, 9 random players will be chosen. If all of these players die before you are dead, you will become a treestump upon death, and will survive for one day-phase after death (without access to voting or ITAs).

    May all cats old enough to catch their own prey gather beneath the high-ledge: Every night, you may choose between the options of exiling a player, promoting a player, or sending out a patrol of up to 3 players (including yourself). At the start of day, all players in the game will be informed that (a) player(s) had that action done to them, but not what that means. You must cycle through all of these abilities before using the same one twice.

    Exile: When you choose a player to exile, you may choose whether they are unable to target you with any actions, or any members of your prior day’s patrol.

    Promotion: The player you choose to promote will gain an upgrade in an ability, up to the hosts' discretion.

    Patrol: The players you choose will have a neighborhood chat for the next day phase.
    Warrior Cats AMV: Whenever someone posts a song name, link, or lyric in the thread, you may search to see if there is an existing warrior cats animated music video (Multi Animator Project, Animated Music Video, or Picture Music Video, abbreviated to MAP, AMV, and PMV respectively). If there is, and the animation is about Firestar (ie features him in the title of the video), you may submit that post and the corresponding music video, and if accepted; will protect them in the night. If there is, and the animation is about either Tigerstar (Tigerclaw) or Scourge (ie features one of them in the title of the video), you may submit that post and the corresponding music video, and if accepted; will roleblock them in the night. If it is about any other cat, you may submit that post and the corresponding music video, and if accepted; will visit them in the night, but do nothing.
    If multiple animations to the song exist, you may choose between whatever options there are. If an animation features both Firestar and Scourge/Tigerstar or another cat, whichever is featured primarily decides the option.
    You may only use this ability once per phase.
    You may not hint at this ability, or attempt to get others to specifically send songs for this. Doing so will result in this ability being lost.

    Undying Focus: When you die, choose a player. For the next night, that player will have all actions directed on them succeed.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Firestar Warrior Cats

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Firestar, leader of Thunderclan. You come from humble origins but you are far from the scared kittypet you once were. You heeded the call to the wild. The forest is your domain.

    With this life, I give you…:

    You have until the day action deadline on Day 1 to choose 9 players. If you do not choose 9 names, 9 random players will be chosen. If all of these players die before you are dead, you will become a treestump upon death for the following Day phase. As a treestump, you are able to post in the thread and in any private chats you are a part of but are otherwise not able to interact with game mechanics (including voting and ITAs) in any way.
    *

    May all cats old enough to catch their own prey gather beneath the high-ledge:

    Every night, you may choose between the options of exiling a player, promoting a player, or sending out a patrol of up to 3 players (including yourself). At the start of day, all players in the game will be informed that (a) player(s) had that action done to them, but not what that means. You must cycle through all of these abilities before using the same one twice.

    • Exile: When you choose a player to exile, you may choose whether they are unable to target you with any actions, or any members of your prior day's patrol, if applicable.
    • Promotion: The player you choose to promote will be affected by a Level 10 Empower.
    • Patrol: The players you choose will learn more about each other while on Patrol and each player will learn all Status Levels of all players in the Patrol.

    *

    Warrior Cats AMV (Invisible to Rolecops):

    Whenever someone posts a song name, link, or lyric in the thread, you may search to see if there is an existing (uploaded pre-rand) warrior cats animated music video (Multi Animator Project, Animated Music Video, or Picture Music Video, abbreviated to MAP, AMV, and PMV respectively). If there is, then you may submit that post and the corresponding music video.

    If the animation is “about” (features in the name of the video or its thumbnail)…

    • Firestar: You will perform a tracking action on the poster that Night and learn which players, if any, they targeted with their role abilities.
    • Either Tigerstar (Tigerclaw) or Scourge: You will perform a Level 1 Roleblock on the poster.
    • Any other cat: You will visit the poster

    If an animation features both Firestar and Scourge/Tigerstar or another cat, whichever is featured primarily decides the option.

    You may only use this ability once per cycle and the selected post must be from the corresponding day phase. This action is multitaskable.

    You may not hint at this ability, or attempt to get others to specifically send songs for this. Doing so will result in this ability being lost.

    *

    Undying Focus:

    When you die, choose a player. For the next night, all actions that originally targeted that player become Strong-Willed.




    FM Mech Master
    Submitted by: Macdougall
    Randed to: FM-Scarf aka Ryast
    Original Submission
    Spoiler : Original Submission :


    each night you will be informed if any actions are used on you and what they are

    you will be allowed to guess which player used which role and if you guess correctly you will gain a use of that ability to use the following night

    if you guess correctly you can also choose to permit or roleblock the ability (this part of the ability must be pre-emptive)



    Role Implementation
    Spoiler : Role PM :



    Alignment: Mafia
    Role: FM Mech Master

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Each night you are informed of how many times you were targeted by each category of role action (not factional actions or items):

    • Killing
    • Protective
    • Manipulative
    • Investigative
    • Communicative
    • Other

    Abilities that mass-target players (e.g target the entire playerlist or a number of players based on the size of the playerlist) or detection-immune actions are not counted.

    Additionally, each Night you may make one prediction that includes:

    • The player you predict will target you
    • The type of action you predict they will take
    • Whether or not you want them to be Blocked

    If your prediction is correct, then you will gain a copy of that ability to use the following Night. If the ability you predicted was any form of killpower, you will learn what the ability was but you will not copy it. Abilities gained from predictions cannot be Blocked or Manipulated and may be multitasked.

    Additionally, if your prediction was correct and you wished for them to be Blocked, then they will be Blocked for the Night.




    Forum Mafia Player
    Submitted by: Aeoryi
    Randed to: FM-Thumbs Up aka Laurentus
    Original Submission
    Spoiler : Original Submission :


    Forum Mafia Player (Role). You alternate having the following roles:

    Substitute: You may target a player in a limbo state to gain their role for 1 cycle, which temporarily replaces this role. You may not target the same player twice per game, and if the target has multiple roles, you will only get one role, chosen at random. This ability is a Night action.

    Gimmick player: You may target a living player to gain their role for one cycle, temporarily replacing this role. You may not target the same player twice per game. If the target has multiple roles, one is chosen at random. This ability is a Night action.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Forum Mafia Player

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Each Night, you may use one of the following abilities. After using all shots of both abilities, they will be recharged back to their starting values.

    1. Substitute (Active, Night, 2-shot): You may target a player that died within the last cycle to gain their role for one cycle, in addition to this role. You may not target the same player twice per game, and if the target has multiple roles, you will only get one role, chosen at random.
    2. Gimmick player (Active, Night, Cooldown, 1-shot): You may target a living player to gain their role for one cycle, in addition to this role. You may not target the same player twice per game, and if the target has multiple roles, you will only get one role, chosen at random.

    You may multitask one of the above actions each Night with any abilities from the new roles you gained but you may not multitask them with each other.

    Your action will fail under any of the following circumstances without feedback (e.g. indistinguishable from being Blocked):

    • The target's role has the “Uncopyable” flag.
    • You have copied the role before.
    • The target was cleaned.
    • The target is investigative-immune.

    Any killpower that you copy and attempt to use will automatically fail.

    Your role copying and role reversion both occur at SoD.

    If you are currently copying a role, then rolecops will treat you as if said role is your true role with no indication of this role.

    To illustrate:
    Night 1: Copy a target.
    SoD 2: Receive copied rolecard. Perform relevant actions with copied rolecard
    Night 2: Perform relevant actions with copied rolecard. Copy a new target.
    SoD 3: Old copied rolecard expires. Receive new copied rolecard. Perform relevant actions with new copied rolecard.
    Night 3: Perform relevant actions with copied rolecard. Copy a new target.
    etc.




    Gaslight, Gatekeep, Girlboss
    Submitted by: Dyslexicon
    Randed to: FM-Goldfish Bowl aka Ewianking
    Original Submission
    Spoiler : Original Submission :


    "Gaslight, gatekeep, girlboss."
    You are randed into a neighbourhood with two other players from game start. Each night you may decide to kick one player out of the neighbourhood and replace them with a different player.
    If a player in the neighbourhood dies, you can replace them with a new player of your choice.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Gaslight, Gatekeep, Girlboss

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Day 1 you must choose two players to be in a neighborhood with. Each Night you may decide to kick one player out of the neighborhood and replace them with a different player. Once a player is removed, you cannot invite them back in.

    If a player in the neighborhood dies, you can replace them with a new player of your choice during the next phase. If you die, the hood is dissolved.

    Gaslight: Nobody in the neighborhood will know that you're the one in control of it. Any time before you create the neighborhood, you must create a fake role to claim; you will rolecop as this role, and if it has actions, you may submit targets for them and will appear to make the appropriate visits when being watched/tracked. They will however be fake actions that have no actual effect and are not subject to reactionary powers such as Paranoid Gun Owners.

    Gatekeep: While in your neighborhood, players may not talk/participate in other neighborhoods of size 4+, though they will be able to read them.

    Girlboss: Players who die while in your neighborhood may continue to talk in it for 24 hours after they die. If they had active night powers with remaining charges, you may submit a night action for them the night after they die. To all other players/powers, they will be seen/considered to be performing that action (even though they are dead).




    Ghost Lady
    Submitted by: Luka
    Randed to: FM-Old Lickilicky aka powerofdeath
    Original Submission
    Spoiler : Original Submission :


    Ghost Lady

    * You cannot die by attacks.
    * If you are attacked, mark the person you're visiting.
    * Once during the night, you may detonate all marks. You can die henceforth, and everybody marked will die



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Ghost Lady

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Congratulations, you have died! You are refusing to pass on, however, clinging to the realm of the living until you have wreaked your revenge!

    • You still retain your ability to speak, vote, be voted, and shoot ITAs as normal (as well as any other things living players can do, unless stated otherwise).
    • However, as a ghost, you are Ethereal - actions fail to affect you, even Strong-Willed ones, however Unstoppable actions may still affect you. You may target as normal.
    • Your incorporeal nature also makes you much more resistant to wounding effects. You have Armor Level 2 (This Armor does not reduce Wound gains mentioned on this rolecard.)
    • You count as being dead for all powers that target such or that distinguish between living or dead players, such actions bypass your Ethereal condition.
    • While non-dead-interaction powers fail to affect you, having them directed at you disrupts your ability to cling to life. Every time an action is directed at you, you gain levels of Wound according to the action type. These levels cannot be reduced by Armor:
      • Protective: 1 Level
      • Communicative: 1 Level
      • Investigative: 2 Levels
      • Manipulative: 3 Levels
      • Killing: Special
      • Other: Host discretion
    • Killing actions are processed against you normally with the following processing modification:
      • Excluding the examples below, a single Wound will deal at least 1 Level of Wound and at most 13 Levels of Wound (calculated after your Armor reduction)
      • An Attack (including ITAs) that would normally have killed you, will instead inflict 13 Levels of Wound.
      • A Terminate action instead inflicts 13 Levels of Wound.
      • An ability that causes a player to unavoidably die will still cause you to die.
    • Unstoppable actions or mass-targeting actions do not cause you to take levels of Wound. Mass-targeting actions are defined as actions that may target an unlimited number of players or actions that base their number of targets off of the size of the player-list.
    • Being targeted by an ability that would remove a dead player from the game will immediately kill you and will not trigger Vengeance.
    • You cannot reduce your Wounds by any means. At 25 levels of Wound, you will die.
    • You may know how many levels of Wounds you have, but you must request this information from hosts. You can request this information no more than two times per cycle.
    • Your role is Uncopiable

    The Mark: Each Night, starting N1, you must mark one player. They will be told that they were marked by the Ghost Lady and, for the next cycle, they will be prevented from performing actions corresponding to two action types of your choosing. The player will be aware that they are marked by the Ghost Lady and the action types that they are unable to use. (Action types are Investigative/Protective/Killing/Manipulative/Communicative/Other and must be submitted when you submit your target at Night). You may only mark a given player once. Marking cannot prevent the use of items nor a target's first ITA shot.

    Vengeance: When you die, you must choose one marked player to die alongside you. This player must be chosen in advance of your death and your target can be changed at any time. If you do not choose a valid player to die, your most recent marked target will be chosen

    After death, you will move straight on to dead chat without passing time in limbo, because you were technically already dead.




    Gift Maker
    Submitted by: yurkin
    Randed to: FM-Droopy Snout aka Kylomax
    Original Submission
    Spoiler : Original Submission :


    Gift Maker

    - Gift Box :
    Upon game start you'll be given a list of skills and modifiers, you are free to choose from those and Gift up to 3 presents per night.
    Player receiving your gifts has two choices.
    To accept or decline your gift.
    In case they accept, they will receive the skill/modifier/x-shot you choose for them.
    In case they decline, the abilities they are using that night is going to be *delayed* to the next night

    ---

    If you are Alive on N4 your Gift becomes poisonous for the one declining it. And instead of delaying their ability, they will be poisoned with delay of One Phase, and Die the Following Night.

    ---

    Staying alive brings you more power as new abilities will be introduced to you in form of new gift boxes for each night you manage to survive.

    ---

    Additionally you are given the ability to Take whatever gift is being Declined into your inventory, and use is up to your discretion.

    - Surveillance : You will be notified of who was visited using your gifts.

    - Protective gear :
    You start the game with 3-shot bulletproof



    Santa's List :

    1-shot commuter
    1-shot Vig
    1-shot Doc
    1-shot Cop
    1-shot Rick Roll (it's literally a rick roll as message)
    1-shot RB
    1-Shot Randomiser (Randomise the target's target between all player)
    1-shot Temporary Vanilizer (target becomes vanilla for 1 night
    1-shot double voter
    Strong modifier (can add strong to ability)
    1-shot tracker
    1-shot global fruit vendor (
    1-shot Bomb message (send message to host, it will be posted in thread, whoever posts right after it will die instantly)



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Gift Maker

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each Night, you may select three presents and send them to three different players, you may send at most one “Dangerous Item” each Night, the gifts are received at SoD. You may not send a gift to a player you have sent a gift to before, unless you have already sent a gift to every living player. Additionally you cannot send the same gift twice.

    Players who receive your gifts have two choices, open the gift, receiving the contents.
    Or decline the gift by passing it to another player of their choosing.

    If they do not choose within 12 hours then they will be considered as having declined and will pass it to a random player.

    If a player receives the item with less than 12 hours in the day phase, then they may hold it through the Night and pass it during the following SoD.

    Santa's List, all items are multitaskable unless stated otherwise:

    Kid-Friendly Items

    Ticket to Disneyland (1-shot) - The holder of this item at EoD compulsively goes to Disneyland that Night and commutes for the night.

    A Little Tikes Cozy Coupe (1-shot) - The holder of this item at EoD compulsively uses it and bus drives two players that Night. This action will not redirect killing or protective actions.

    A Disposable Camera (1-shot) - The holder of this item at EoD compulsively uses it to send another player of their choice a “picture” of their rolecard that night. (Self-Rolecop)

    A Pair of Very Squeaky Sneakers (1-shot) - The holder of this item at EoD compulsively wears the Sneakers, making all of their visits that night so loud that the whole town hears them. (who they visit is posted in thread at SoD).

    A Frog (1-shot) - The holder of this item must make a post in thread with A-Z facts about Frogs.
    E.g:
    A is for Amphibian, because frogs are Amphibians!
    B is for Boing! Frogs can jump 10 to 20 times their body length. Wow!
    etc.
    The facts do not need to be true.
    Failure to do this by EoD will lock them out of using any role actions that night.

    Coal - It doesn't do anything

    The Giving Tree by Shel Silverstein - The holder will be a tree stump for one cycle upon death. Can be passed as a multitaskable action.

    An Old, Used iPod from 2008 - It seems broken, it keeps playing this song on loop: https://www.youtube.com/watch?v=dQw4w9WgXcQ

    A Plastic Stethoscope (1-shot) - The holder of this item at EoD compulsively uses the plastic stethoscope to apply a Level 4 Mend on a target of their choice that night.

    Dangerous Items:

    A Literal Bomb - The person who opens this gift dies. Attempting to pass the gift will result in the death of the original recipient. This item can only be gifted to a player who made less than 30 posts during the previous Day phase.

    A Gun (1-shot) - The holder of this item may target a player during the Day who posted less than 35 times during the previous Day phase. If the shooter is town and their target is non-town, then the target dies with only a role flip. If the shooter is town and their target is town, then the shooter dies. If the shooter is non-town, then the target dies with only a role flip. This kill is piercing. If the target is somehow protected from piercing day kills, then the gun is used without further effect. If the shooter successfully killed a player, that player's full flip will be posted once the shooter dies.

    A Knife (1-shot) - https://www.youtube.com/watch?v=d6gBu2Zd7Bc The holder of this item at EoD is so excited that they begin running around with this item. They must specify what player they run towards with the knife that Night. The chosen player must have made no more than 40 posts during the previous Day. Both the holder of this item and the player they run towards take 13 Levels of Wound.

    *

    After you run out of items, you can continue to send gag-gifts of your own creation, (e.g Coal, Used iPod, etc.), however they may have no mechanical usage other than being inert items.




    Grim Reaper
    Submitted by: Caitlin
    Randed to: FM-Breakup aka YouButWorse
    Original Submission
    Spoiler : Original Submission :


    **Grim Reaper**

    The personification of death, you are here to collect souls of the other contestants.

    **Soul reap** - During a phase, select a player. If they die during the next phase, you will gain 1 soul point.

    **Ghostly shield** - Stand watch at another player's house, and defend them from one attack. If successful, lose 1 soul point, unless you have 0, in which case you lose none.

    **Scythe of death** - In exchange for 1 soul point, get another ITA shot. This can be used up to twice in one day, and can't be used in combination with Death mark.

    **Death mark** - In exchange for 3 soul points and your ITA shot, mark someone for death, making ITA shots on that person succeed for sure.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Grim Reaper

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    The personification of death, you are here to collect souls of the other contestants.

    Soul reap (Day and Night Action, Night 0*) - Once each phase, select a player. If they die during the next phase, you will gain 1 soul point. You will have until 24 hours after the start of Day 1 to submit your Night 0 action. This is still counted as being submitted during Night 0 and can be used alongside your regular Day 1 submission.

    Ghostly shield (Self-targetable) - Spend 1 soul point to stand watch at another player's house at Night, and defend them from one attack that would have otherwise killed them.

    Scythe of death (Day Action) - Spend 1 soul point to get another ITA shot. This can be used up to twice in one Day, but can't be used in combination with Death mark.

    Death mark - At Night, spend 3 soul points and your ITA shot from the following day to mark someone for death, any ITA shots on that person that have a chance to succeed will automatically succeed.

    Deathly Quiet (Day Action, 1-shot) - Costing 0 soul points, you may fire a Silent, Level 10 Terminate at a player that has posted less than 30 times per phase. (Valid targets are locked in at SoD. E.g. On day 3 valid targets are players that have posted less than 60 times.

    Death Acts Alone (Passive) - You cannot gain soul points from kills performed by anyone you share a factional chat with.




    Holy Spiritualist
    Submitted by: Wisdom
    Randed to: FM-Autumn aka niphredil
    Original Submission
    Spoiler : Original Submission :


    Role: Holy Spiritualist

    Night action - MIDNIGHT MASS: Choose a target that died during the last dayphase. You'll learn their most recent action, target and get the same information they did.
    ---
    Once per game, day action - LET'S HAVE A MINUTE OF SILENCE FOR THE DEPARTED: During the day, write in bold "Let's have a minute of silence for ", where x is a player who died during the most recent day or night.

    You get to learn all actions made during the game, including targets and information they got. In addition, if they had a day action, you get to use it once.

    If thread is not silent for one minute, you die at the end of day.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Holy Spiritualist

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    MIDNIGHT MASS: At Night, choose a town member that died during the previous Night or Day phase. You'll learn their most recent action, target and get the same information they did. If they performed multiple actions simultaneously, you will learn them all.

    LET'S TAKE A MINUTE TO REMEMBER THE DEPARTED (1-shot, Day action, disabled after Day 4): During the Day, tag the hosts and write in bold "Let's take a minute to remember ", where x is a town player who died during the most recent Day or Night.

    You get to learn all actions they made during the game, including targets and information they got. In addition, if they had a Day action, you get to use it once.

    If the majority of posts made during that minute don't mention the target's name anywhere in their post, then you will be vanillaized at the end of the Day for disrespecting the dead. Your own posts do not count for this tally, and you also get vanillaized if there are zero posts made during that minute.

    Posts that are counted are posts made after your post that have the same timestamp as your post, or the same timestamp + 1 minute. (e.g. posting at 3:30 will count all posts made after your post with timestamps of either 3:30 or 3:31)




    Home Security
    Submitted by: lemon.tangerine
    Randed to: FM-The Great Flood aka Santygrass
    Original Submission
    Spoiler : Original Submission :


    Role: Home Security

    You can install a camera on a player to see everyone who visits them for the rest of the game or until the player dies.

    You can also install the camera on yourself which will result in you having extra defense against intruders, aka gaining bleeder

    Cameras do not detect killing actions. You may have a maximum of two cameras active at any one time.

    Second ability is a activating home security protocols. You lock a player with a camera in a bunker for the night preventing anyone from interacting with the player and the player from others. (Includes mafia factional kill). Can only happen once per camera placed.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: ∞-Lunatic Home Security

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    You can install a camera on a player to see everyone who visits them for the rest of the game or until the player dies.

    You can also install the camera on yourself.

    Install Camera (Night): Install a camera on a player. At the end of each Night, you will learn who visits each player you have a camera on. Cameras do not detect killing actions. You may have at most 2 cameras active at a time. If you already have two cameras active, you may spend a Night to uninstall the camera and place it on another player, when you do this you will be seen as visiting both players to trackers/watchers. You will still receive investigative feedback on the Night you spent uninstalling the camera. Dead players do not count against your active camera count.

    Example Feedback:
    Camera 1 ([playername]): They were visited by [x], [y]
    Camera 2 ([playername]): They were visited by [z]
    Home Security Protocols (Non-targeting, Night): Choose one of the players you currently have a camera on (you cannot target yourself, even though you may self-target with Install Camera). You activate home security protocols locking down their house, turning it into a bunker for the Night (mechanically is a commute). For this Night and the next, you only learn if any players visited them during the Night from your Install Camera feedback, not who targeted them. After targeting a player with this, you must wait 2 nights before targeting that same player (e.g if you use this on a player on Night 2, you cannot target that same player with this ability until Night 5)




    Inefficient JOAT
    Submitted by: Stick
    Randed to: FM-Hon Hon Hon aka Venusaur
    Original Submission
    Spoiler : Original Submission :


    Inefficient JOAT - you must cycle through all of your abilities before being allowed to reuse any of them. You may not multitask.

    Insecure Doctor x1: Self-protect from a single kill for a single Night phase. However, if you are targeted by another protective ability on the same phase, all protective abilities targeting you will fail, including your self-protect.

    Useless Cop x1: Target a player at Night to learn what kind of ability they used that Night, if any. These can be classed as Protective/Investigative/Manipulative/Killing - any actions falling outside of these categories will be classed as Other. Your action may only succeed if your target is not visited by anybody else.

    Noisy Kidnapper x1: During the Day, make the decision to kidnap someone for a Night. This will make them immune to all actions targeting them and will make them unable to perform any personal actions of their own. Your target may not speak in any private chats that night, including any factional chats. The Night will begin with an announcement informing the thread that ‘X has Kidnapped Y’, where X will be you and Y will be your target.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Inefficient JOAT

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Inefficient JOAT - you must cycle through all of your abilities before being allowed to reuse any of them. You may not use any specific ability on two consecutive Nights.

    Insecure Doctor: Target yourself with a Level 30 Protect. However, if you are targeted by another Protect on the same phase, all Protects targeting you will fail, including your own.

    Useless Cop: Target a player at Night to learn their role card, all statuses they're affected by and their respective levels, and all role abilities they used and their respective targets. Your action may only succeed if your target is not visited by anybody else.

    Noisy Kidnapper: During the Day, make the decision to kidnap someone for a Night. They will Commute and be unable to perform any actions of their own (including role actions, factional actions, and item usage), however you may still target them as normal. Your target may not speak in any private chats that night, however they may still speak in factional chats. The Night will begin with an announcement informing the thread that ‘X has been Kidnapped!', where X is your target.




    Kill Stealer
    Submitted by: Xanjori
    Randed to: FM-Catnip aka May
    Original Submission
    Spoiler : Original Submission :


    **Name Pending**

    Jailkeeper ability.

    If the Jailkeeper ability successfully prevents a death by any means, you get a bullet.

    Each bullet can be used for a 1x Dayvig shot.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Kill Stealer

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Target a player with a Level 1 Roleblock and a Level 25 Protect.

    If this ability prevents a death that would have otherwise happened by any means, gain 1 point.

    Only 1 point may be gained per Night and only 1 point may be gained over the course of the game from targeting any one specific player.

    Gain a Silent, 1-Shot, Day-Action, Level 1 Terminate usable during the following Day at the following point thresholds:

    • 1 Point
    • 3 Points
    • 5 Points
    • 7 Points




    Last edited by Lumi; April 17th, 2024 at 03:14 PM.

  49. ISO #22999

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    King
    Submitted by: Varcron
    Randed to: FM-Peekaboo aka jmw
    Original Submission
    Spoiler : Original Submission :


    Role: King

    You are the king of your very own kingdom, filled with power and absolute authority of the land.

    - Once per night, you may knight someone and make them part of your King’s Guard, having a permanent night and day chat, to a maximum of four people. It is imperative that the members of the King’s Guard survive the day.

    - Twice, but not during the same day you may publicly execute someone, killing them off and revealing their role to the public. To use this you must make a post in the format of a decree ( Ex: “As the king of the land, I order that you, X, are to be executed!”). Be extravagant. You may also only do this once you have more than two recruits.


    - If the King is attacked at night, a member of the King’s Guard (chosen by the King) will sacrifice themselves to defend him. You must pick a different guard each time you are attacked, and the same guard may not be picked more than once. The King will be notified that they were attacked and that a member of the King’s Guard valiantly saved them before succumbing to his injuries (these are healable by a doctor type role). Once the next day begins, the King’s first post must be mourning the death of their loyal knight. If the knight is healed and survives, instead his first post must be commending them.

    - Once every three times that you are attacked, you may choose to keep a guard alive by having them promoted and retiring. They will leave your guard; however, they will gain the title of advisor and have a private chat with you.


    Host Notes: If more than two members of the kings entourage are lynched, he will die in mysterious circumstances. If for whatever reason the King does not create a post mourning a dead knight at the beginning of the day, something bad will happen (King will not be able to recruit for the next two nights, and the hosts can tell everyone to point and laugh)



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: King

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are the king of your very own kingdom, filled with power and absolute authority of the land.

    Once per Day, you may choose to knight someone and make them part of your King's Guard (to a maximum of four guards). Using this ability is compulsive if you have fewer than the maximum number of guards alive. Knights are notified that you knighted them and receive their benefits at the start of the following night. This ability is multitaskable.

    Knight's ITA's are 1 level stronger and Knights have +1 Armor during the day. (E.g 0 → 1 or 2 → 3)

    During the Day, you may exercise your supreme authority and publicly execute someone, killing them off and revealing their role to the public. To use this, you must make a post in the format of a decree ( Ex: “As the king of the land, I order that you, X, are to be executed!”) and link the post to the hosts. Be extravagant. This kill cannot be prevented in any way. You may also only do this once you have at least 3 knights. If you execute a member of the town, you lose all your knights due to disgrace. This may only be done once.

    Each Night, a member of the King's Guard (chosen by the King) will devote themselves to defending the kingdom, acting as a Level 25 Protect on a target of your choice. You must cycle through choosing all possible guards to perform the Protection before you can choose any guard for a second time. All abilities will see the Protection being performed by the chosen guard, not by you. The King will be notified if the guard's target was attacked and that a member of the King's Guard valiantly saved them. If a Protect is successful, once the next Day begins, The King's first post must be commending the guard for saving the life of an innocent civilian.

    Each Night (twice per game), instead of using the previous ability, you may direct a knight to apply a Level 25 Injure and a Level 5 Wound to another player. The knight you chose will learn of your command. In your first post, should the player killed not be town, The King's first post must be commending the guard for smiting down evil.

    If three or more members of the King's Guard die through the elimination vote, non-Silent ITAs, or leave due to you ordering an execution, the King will be overthrown and will be vanillaized for the rest of the game.




    Mall Tycoon
    Submitted by: JeremiahS
    Randed to: FM-Dredge aka Frinckles
    Original Submission
    Spoiler : Original Submission :


    Mall Tycoon

    Every night, you can do one of these seven things, if available:

    Security Protection:

    You may have a security guard protect you while you spend the night in your office.
    When protecting yourself with your security guard, he will attack one hostile visitor and protect you from others.
    If your security guard kills nobody, he will instead tell you your visitors and what roles they are, but not their alignment.
    This ability can only be used ONCE, revealing will recharge this use
    If not used when revealing, you will gain an extra use.

    Ready for a good time?:

    You can send Sarah The Mistress of the mall's Sex Store to roleblock a player.
    Sarah will tell you if your target was immune to roleblocks in the morning
    If Sarah is killed by a role that kills Roleblockers, you may revive her once you've used your other Store Owners, except Gunner.

    On Duty:

    You can send Paul The Cop of the mall's Police Department to investigate a player.
    Paul will reveal your target's rolecard to you, but not their alignment in the morning.

    The doctor is in!/Dirty evidence:

    Town:
    You can send Greg the Doctor from the mall's clinic to heal somebody, but not yourself.
    Greg will tell you if your target was attacked in the morning.

    Group-scum/3P:
    Send Frank the Framer from the Mall's Lawyer office to frame a player.
    Frank will tell you what he framed your target as.
    Frank will trick any kind of role with investigative abilities somehow if they target your framed victim.
    Frank will frame your target as visiting a player murdered by group-scum.
    Frank will be shown as Greg to any roles that see players visiting a target.
    He did what?:

    You can send Elizabeth the Nail Specialist of the Mall's Nail Saloon to gossip a player.
    Elizabeth will tell you who visited your target and who they visited.
    Elizabeth bypasses all forms of detection immunity.

    Public Transit:

    You can send Stephen the Mall's Bus Driver of the Bus Depot to swap two players.
    Swapping two players will make actions that target the first player instead target the second player and vice versa.
    Your two swapped players will know they've been bussed.
    You may order Stephen to target you.

    Hunting Season:

    You can send Gunner the Hunter the Hunting Store owner to kill a player.
    Gunner will tell you if your target has survived your attack.
    If your target survives your attack, your attack won't go to waste.
    You may only send Gunner out for an attack once per game.

    Every day, except day 1, you may decide to do this action, once:

    Mall Grand Opening:

    You may reveal to the town your role during the day once per game, this will remove your current cool-down on your Store Owners.
    Revealing will not reveal your alignment.
    This will not let you use Gunner again.

    Extra Info:
    Your store owners will have a two day cool-down upon using them.
    You are seen visiting nobody when you send your Store Owners to a player, any visitng detecting roles will instead see your Store Owners visit their target.
    You will know if any of your Store Owners were stopped from doing their action on a player in the morning.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Mall Tycoon

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Every night, you can do one of these seven things, if available:

    Security Protection:

    You may have a security guard protect you while you spend the night in your office.
    When protecting yourself with your security guard you are Kill-Immune because he will die in your place if you are attacked.
    If you are not attacked, then your security guard will instead tell you the names of all your visitors.
    This ability can only be used ONCE, revealing will NOT recharge this use.

    Ready for a good time?:

    You can send Sarah The Dance Instructor of the mall's Dance Studio to perform a Level 3 Roleblock on a player.
    Sarah will tell you if your target was immune to Roleblocks in any way in the morning. (E.g. Willpower, Strong-Willed, etc.)

    On Duty:

    You can send Paul The Cop of the mall's Police Department to investigate a player.
    Paul will detect your target's rolecard to you, but not their alignment in the morning.
    Paul forgets to return the investigative documents to the police station, making the target Investigation-Immune for the rest of the game.

    The doctor is in!

    You can send Greg the Doctor from the mall's clinic to perform a Level 25 Protect on your target.

    He did what?:

    You can send Elizabeth the Nail Specialist of the Mall's Nail Saloon to gossip a player.
    Elizabeth will tell you who visited your target and who they visited.
    Elizabeth does not learn about any visits that involve any form of killpower.

    Public Transit:

    You can send Stephen the Mall's Bus Driver of the Bus Depot to swap two players.
    Swapping two players will make actions that target the first player instead target the second player and vice versa.
    Your two swapped players will know they've been bussed.
    The swapping will not affect killpower.
    You may order Stephen to target you.

    Mall Grand Opening:

    You may reveal to the town your role during the day once per game, this will remove your current cool-down on your Store Owners.
    Revealing will publicly reveal your rolecard but not your alignment.

    Extra Info:

    • You have a 2-cycle cooldown on abilities. E.g. An Ability used Night 1 cannot be used again until Night 4.
    • You are seen visiting nobody when you send your Store Owners to a player, any visit detecting roles will instead see your Store Owners visit their target.
    • You will know if any of your Store Owners were stopped from doing their action on a player in the morning.
    • If a Store Owner dies (such as by targeted a role that kills visitors), then you are unable to use that ability for the remainder of the game.
    • As your store owners perform visits in your steed, outside of the aforementioned exceptions you are unaffected by any effect that relies on visiting.





    Mischievous Princess
    Submitted by: jmw
    Randed to: FM-Goblin and Worg aka bladescape
    Original Submission
    Spoiler : Original Submission :


    Mischievous Princess

    You are the mischievous princess. Having no regard for the governance of your country or the wishes of the people and making chaotic decisions on a whim, you were quickly delegated to the least important political position the king could find. Although most of your country's people pay you no mind, you are somewhat popular among those who harbor distaste for the royal family, and still retain some small power in parts of the country. While the family is busy with various diplomatic affairs, you've seized the opportunity to do whatever you can get away with, just because you can.

    Princess' Proclamation: Though your words carry little weight with the general public, you still find ways to make the most of them. Each night, you may instruct your scribe to write a proclamation to be read aloud to the townspeople the next day. Unfortunately, you only have enough parchment for 100 characters. Your scribe is not talented enough to ink images, urls, or videos onto the parchment. [feel free to allow images, urls, or videos at your own discretion if you want, or if it would be funny in that instance]
    Royal Invitation: Each night, if there is no pending invitation, you may invite someone to chat with you. Of course, declining a summons from royalty is unthinkable, and the target will be forced to accept. The following night, the target will be placed into a private chat with you, which will dissolve the following day. You will be anonymous and unable to perform any actions other than a proclamation for the duration of the chat. As it would be incredibly rude to forego such a meeting to perform other duties, your target will not be able to perform any other night actions. Fortunately for your target, you've magnanimously permitted your servants to perform any night actions in their stead. You will not know what actions they undertake, and any actions taken by your servants will be seen as being performed by you to tracking type roles. However, your servants will obviously refuse to carry out any killing actions against you, though your target will not be aware of that.

    Princess' Poison: Once per game, during the day, you may choose to prepare a poison for the drinks that will be served at your chat the following night, as well as decide whether to place it in your drink or your target's drink. If you successfully form a chat the next night, at the behest of your attendants, you will gleefully inform your target that one of the drinks is poisoned and watch them toil over which one to drink. Of course, refusing to drink is not an option. Additionally, you will instruct your servants to avoid carrying out any self-healing actions for your victim. Whomever ingests the poison will die at the end of the following night unless healed. This action cannot be stopped, although should this action fail for any reason, such as the death of your invitee during the day, you will be able to attempt it again.
    [The below aspects of the role are hidden to the Princess until certain conditions are met, and will only flip with the rolecard when they become known to the Princess.]
    At the start of D5, the other members of the royal family will become preoccupied with a state visit to a neighboring friendly country. Although they've left behind warnings that the princess is not to be given any opportunities to seize power, she will nonetheless succeed in taking advantage of the situation. In doing so, she now can perform one (unfortunately, the princess does not have the political power to do both) of the following actions in addition to all of the actions she can normally perform:

    Usurp Authority: With the royal family out of the way, you take advantage of your political freedom. Once per game, at any time during the day, you may choose to proclaim yourself as the authority in the king's absence, publicly revealing yourself as the princess to everyone and gaining a second vote. You know this won't last long, but it'll be fun while it does. The majority still think of you as somewhat untrustworthy, and will abandon you in dire times, so your second vote will not apply during endgame scenarios. [if endgame scenarios are announced, otherwise feel free to remove the vote/ability to use this at moderator discretion for balance reasons or not at all]

    Royal Gala: Hosting a large gathering is the perfect way to establish yourself among the authority in control in the family's stead. Once per game, during the day, you may choose to announce a gala to take place during the night. All players will be able to talk freely in the thread for the following night. You may not use this ability if you have a pending invitation or are expecting a chat that night. This action cannot fail.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Mischievous Princess

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    You are the mischievous princess. Having no regard for the governance of your country or the wishes of the people and making chaotic decisions on a whim, you were quickly delegated to the least important political position the king could find. Although most of your country's people pay you no mind, you are somewhat popular among those who harbor distaste for the royal family, and still retain some small power in parts of the country. While the family is busy with various diplomatic affairs, you've seized the opportunity to do whatever you can get away with, just because you can.

    Princess' Proclamation: Though your words carry little weight with the general public, you still find ways to make the most of them. Each Night, you may instruct your scribe to write a proclamation to be read aloud to the townspeople the next day. Unfortunately, you only have enough parchment for 100 characters. Your scribe is not talented enough to ink images, urls, or videos onto the parchment.

    Royal Invitation: Each Day, you may summon someone to chat with you. Of course, declining a summons from royalty is unthinkable, and the target will be forced to accept. The following Night, the target will be placed into a private chat with you, which will dissolve the following Day. You will be anonymous and unable to perform any role actions other than a proclamation for the duration of the chat. As it would be incredibly rude to forego such a meeting to perform other duties, your target will not be able to perform any other Night actions. Fortunately for your target, you've magnanimously permitted your servants to perform any night actions in their stead. You will not know what actions they undertake, and any actions taken by your servants will be seen as being performed by you to tracking type roles. However, your servants will obviously refuse to carry out any killing actions against you, though your target will not be aware of that. Additionally, if you have any factional actions, your servants will be able to carry them out for you in your stead.

    Princess' Poison (Day 3+): Once per game, during the Day, you may choose to prepare a poison for the drinks that will be served at your chat the following Night, as well as decide whether to place it in your drink or your target's drink. If you successfully form a chat the next night, at the behest of your attendants, you will gleefully inform your target that one of the drinks is poisoned and watch them toil over which one to drink. Of course, refusing to drink is not an option. Additionally, you will instruct your servants to avoid carrying out any self-healing actions for your victim. It will be announced that whoever ingests the poison will die at the end of the following Night unless healed. This announcement is false - the poison is fake and will not kill the player in question. This action cannot be stopped, although should this action fail for any reason, such as the death of your invitee during the day, you will be able to attempt it again.

    Royal Funeral (Passive): The royal family will be preoccupied with a royal funeral, traveling away to the King's birthplace at the royal estate in the countryside. After the King's death you will gain access to new abilities.




    Mis-Programmed Roomba
    Submitted by: Hollowkatt
    Randed to: FM-Joycat aka nanook
    Original Submission
    Spoiler : Original Submission :


    Mis-Programmed Roomba - Each Night you go A-Wandering.

    Wander into a random room and see what's going on in there. On your wanders, you can encounter many interesting and potentially dangerous things!

    Each Night, you'll randomly encounter someone else in the "house" (house is the game idk it sounded funny) and you'll get to see what they're doing!

    The only problem is you're not exactly quiet and you can't really control where in the room you go and what in the room you bump into. The person in the room knows you're there and knows you've seen them.

    Mechanics:

    Each Night you will track your target, seeing who they visited that Night. However, you will not be able to select your target.
    - You know the tracking results but do not know your target.
    - Your target knows that somebody tracked them but does not know your results.

    Additionally, each Day phase you may choose to activate one of the following abilities. You must cycle through all of these abilities before you can use them again.

    1. Playdate

    Oh no, you've wandered into the living room where little Bobby is playing with his friends. Adults will usually avoid you, but toddlers? Prepare for a bumpy night.

    You track three people tonight but the results are jumbled. Your results will be in the form of one combined list.

    2. Charging station

    We all run out of battery sometimes. While charging, you revisit wanderings of the past.

    Tonight, when you track a player, you learn who they targeted on the previous Night instead.

    3. Quick, Take a Picture!

    Jenny the cat is hitching a ride tonight, it is adorable! The two of you are going to be internet-famous!

    You can compose a 100-word message that we will deliver to your target along with the information that you've tracked them tonight.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Mis-Programmed Roomba

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each Night you go A-Wandering (Compulsive):

    Wander into an unknown room and see what's going on in there. On your wanders, you can encounter many interesting and potentially dangerous things!

    Each Night, you'll encounter someone else in the "house" (house is the game idk it sounded funny) and you'll get to see what they're doing!

    The only problem is you're not exactly quiet and you can't really control where in the room you go and what in the room you bump into. The person in the room knows you're there and knows you've seen them.

    Mechanics:

    Each Night you will track a target, seeing who they visited that Night. However, you will not be able to control who you target and your target knows that “A Roomba” tracked them.

    Additionally, during each Day phase you may choose to activate one of the following active abilities that will take place that night instead of your “Each Night you go A-Wandering” ability.

    Playdate (2-Shot):

    Oh no, you've wandered into the living room where little Bobby is playing with his friends. Adults will usually avoid you, but toddlers? Prepare for a bumpy night.

    You track three people tonight but the results are jumbled. Your results will be in the form of one combined list.

    Charging station:

    We all run out of battery sometimes. While charging, you revisit wanderings of the past.

    Tonight, when you track a player, you learn who they targeted on the previous Night instead.

    Quick, Take a Picture! (3-shot):

    Jenny the cat is hitching a ride tonight, it is adorable! The two of you are going to be internet-famous!

    You can compose a 100-word message that we will deliver to your target along with the information that you've tracked them tonight.

    You're still a vacuum (Passive): As fun as Roombas are, remember you're still a vacuum! At the end of every phase, you automatically pick up any items that were “lost” (most commonly due to player death, but other means may be possible. You do NOT receive used items.) over the course of that phase.




    Moon Worshipper
    Submitted by: spooky
    Randed to: FM-Ringmaster aka Litten
    Original Submission
    Spoiler : Original Submission :


    **The Moon Worshipper**

    *You stand atop a nearby hill, using the cover of the forest to watch the town from afar. Being distanced from them is nothing new to you. You've been branded a "lunatic" by them -- cast out, misunderstood, and exiled. But they don't understand. They don't know you've come to show them the way. The way of the Moon. Ancient civilizations knew of this strength, but the modern town has lost this connection. You believe yourself an emissary of the Moon, here to guide those who reject you to true greatness through the Moon. Any and all who don't welcome the Moon... their fate is not your responsibility.*


    As the Moon Worshipper, during any night phase (including Night 0), you may submit a message to the hosts along with a list of 2-4 players (including yourself, if you choose yourself) to "bless" in accordance with the phase of the Moon you choose from the list below. Your message has a word limit of 100 words, and it must be roughly in line with your flavor character.
    *If you submit N0, there's a one-time exception -- you may pick the "blessed" players within the first 24 hours of D1.

    The following day, the sun will not rise, and will be instead replaced by the moon at whatever phase you chose. Your message will be published (and clearly marked as having come from a role) along with the list of "blessed" players. Depending on the Moon state, additional things may also be included.

    You are Semi-Compulsive, meaning that you may not submit no action twice in a row. If you try to, the hosts will randomly pick a moon phase from the available options and a list of players to bless. You will additionally be publicly humiliated, in a method up to the host's discretion.
    The states of the Moon you may choose (and their effects) are as follows (you may only pick each one once):

    **Blood Moon**: *With the Blood Moon, a dark shade of red brings a foreboding sense of dread to the day as everything shimmers with a deep crimson. The Moon prepares to sap strength from humanity.* All of your blessed players have increased ITA accuracy. The specifics of the accuracy increase is determined by the hosts, however, the buff will be stronger the less people you have blessed by the Blood Moon. If 50% or more (rounded down) of your blessed players hit their ITAs, then the Moon will be ready to accept an heir. You may appoint someone to be this "heir" - meaning that if you die and you're unable to use all your moon states, on the night immediately following your death, your heir may choose 1 unused moon state and use it once.

    **New Moon**: *The Moon hides itself, preserving it's strength to supply itself more for a future effort.* With the New Moon, any players blessed by the New Moon will have the effect of the following Moon copied onto them as well. This has no other effect.

    **Blue Moon**: *The arrival of the Blue Moon calls for a feast, and a celebration of life!* All blessed players are allowed to submit one ingredient either publicly or privately, up to the hosts discretion for which. At the end of the day, all the ingredients submitted by the blessed players are compiled and cooked into one food item, which the blessed players have the option to eat in tandem with performing their action. The specific effects of the food are up to the hosts. {note just for my submission, keep the same guidelines as the last one, though you can change it if y'all want}
    **Crescent Moon**: *The Crescent Moon shows the Moon building power. It helps guide your actions, but it does not empower them.* All blessed players form a private chat with one another. This chat, however, is only active while a Moon Worshipper Moon is in effect (it doesn't have to have any effect that phase, it's mere presence is enough).

    **Full Moon**: *The origin of the term 'lunacy' derives from craziness originating from a Full Moon. And now, the Moon shall make some lunatics.* All blessed players become "lunatics". This opens their mind to a connection with the Moon, allowing them to see dead people. Each blessed player is randomly assigned a player who died within the day of the Full Moon (or the night prior, if the hosts allow it) and is given a private chat with said dead player. This private chat lasts for the night only, however the players blessed by the Full Moon will flip with the modifier "Lunatic". Additionally, for this night only, all "blessed" players will have their feedback scrambled in a method determined by the hosts.


    Finally, once you've used all your cycles of the Moon, you may choose to reveal yourself as the Moon Worshipper. If you choose to do so, the hosts will reveal your role title and any more information they deem fit, and you gain a 1-shot "mark" ability. You submit this mark during day phase, and the end of day post will say that whatever player you marked will have been marked by the Moon. This will not say what that means, however.

    You may only mark a player who was never blessed. This mark empowers all actions performed by blessed players (from any previous blessing) on that player, making them immune to all forms of action interference (roleblock/redirection). This lasts for the rest of the game. You get your mark back when your marked target dies, and your mark disappears when you die.
    Passives:
    Your Moon actions are multitasking, meaning you may perform them in tandem with another action, if you get any.
    Your Moon actions cannot be roleblocked, however, your blessings may be redirected.
    If you try to bless any Sun Worshipper role, the Moon considers you a traitor. This will vanillize you, publicly shame you (with a method to the host's discretion), and you will have confirmed all the "lunatic" rumors about you.
    If you make a Sun Worshipper role your heir, the Moon will not abandon you, however, you will still be publicly shamed with a method to the host's discretion.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: ∞-Lunatic Moon Worshipper

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You stand atop a nearby hill, using the cover of the forest to watch the town from afar. Being distanced from them is nothing new to you. You've been branded a "lunatic" by them -- cast out, misunderstood, and exiled. But they don't understand. They don't know you've come to show them the way. The way of the Moon. Ancient civilizations knew of this strength, but the modern town has lost this connection. You believe yourself an emissary of the Moon, here to guide those who reject you to true greatness through the Moon. Any and all who don't welcome the Moon... their fate is not your responsibility.

    As the Moon Worshipper, during any Night phase (including Night 0*), you may submit a message to the hosts along with a list of 2-4 players (including yourself, if you choose yourself) to "bless" in accordance with the phase of the Moon you choose from the list below. Your message has a word limit of 100 words, and it must be roughly in line with your flavor character.

    The following Day, the sun will not rise, and will be instead be replaced by the moon at whatever phase you chose. Your message will be published (and clearly marked as having come from a role) along with the list of "blessed" players. Depending on the Moon state, additional things may also be included.

    (*If you submit N0, there's a one-time exception -- you may delay picking the Moon phase and "blessed" players until any time within the first 24 hours of Day 1, at which point the moon phase and targets will be announced immediately.)

    You are Semi-Compulsive, meaning that you may not submit no action twice in a row. If you try to, the hosts will randomly pick a moon phase from the available options and a random list of players to bless. You will additionally be publicly humiliated, in a method up to the host's discretion.

    The states of the Moon you may choose (and their effects) are as follows (you may only pick each one once):

    Blood Moon: With the Blood Moon, a dark shade of red brings a foreboding sense of dread to the day as everything shimmers with a deep crimson. The Moon prepares to sap strength from humanity. All of your blessed players have increased ITA accuracy. The specifics of the accuracy increase is determined by the hosts, however, the buff will be stronger the less people you have blessed by the Blood Moon. If 75% or more (rounded up) of the people your blessed players target with their ITAs die that Day phase (by any means) then the Moon will be ready to accept a heir. You may appoint someone to be this "heir" - meaning that if you die and you're unable to use all your moon states, on the Night immediately following your death, your heir may choose 1 unused moon state and use it once.

    New Moon: The Moon hides itself, preserving its strength to supply itself more for a future effort. With the New Moon, any players blessed by the New Moon will have the effect of the following Moon copied onto them as well. This has no other effect.

    Blue Moon: The arrival of the Blue Moon calls for a feast, and a celebration of life! All blessed players are allowed to submit one ingredient privately. At the end of the day, all the ingredients submitted by the blessed players are compiled and cooked into one food item, which the blessed players have the option to eat in tandem with performing their action. The specific effects of the food are up to the hosts.

    Crescent Moon: The Crescent Moon shows the Moon building power. It helps guide your actions, but it does not empower them. All blessed players may choose to submit an additional backup target for each of their abilities that cycle. If a blessed player's abilities would not successfully affect their primary target but would've successfully affected their backup target if they were instead the primary target, the abilities will instead be performed on the backup target and the action submitter will be informed that their target was changed to their backup.

    Full Moon: The origin of the term 'lunacy' derives from craziness originating from a Full Moon. And now, the Moon shall make some lunatics. All blessed players become "lunatics". This opens their mind to a connection with the Moon, allowing them to see dead people. Each blessed player is randomly assigned a player who died on the night you activate this ability or on the day of the Full Moon and is given a private chat with said dead player during the following night only. The players blessed by the Full Moon will flip with the modifier "Lunatic". Additionally, all "blessed" players will have their feedback scrambled in a method determined by the hosts during the night after the day of the Full Moon.

    Finally, once you've used all your cycles of the Moon, you may choose to reveal yourself as the Moon Worshipper at any point in the Day. If you choose to do so, the hosts will reveal your role title, and you gain a 1-shot "mark" ability. You submit this mark when you reveal and the end of Day post will say that whatever player you marked will have been marked by the Moon. This will not say what that means, however.

    You may only mark a player who was never blessed. This mark empowers all actions performed by blessed players (from any previous blessing) on that player, making any actions they take that target the marked player Strong-Willed. This lasts for the rest of the game. You get your mark back when your marked target dies and may submit another marking action the next available Day phase (with a maximum of 1 mark submitted per phase), and your mark disappears when you die.

    Passives:
    Your Moon actions are multitasking, meaning you may perform them in tandem with another action, if you get any.
    Your Moon actions cannot be roleblocked, however, your blessings may be redirected.
    If you try to bless any Sun Worshipper role, the Moon considers you a traitor. This will vanillaize you, publicly shame you (with a method to the host's discretion), and you will have confirmed all the "lunatic" rumors about you.
    If you make a Sun Worshipper role your heir, the Moon will not abandon you, however, you will still be publicly shamed with a method to the host's discretion.




    Morshu
    Submitted by: YouButWorse
    Randed to: FM-Pyramid aka Michelle
    Original Submission
    Spoiler : Original Submission :


    # Morshu

    (aligment) Funky Shopkeeper with 2 lines
    "Sorry Link, I can't give credit! Come back when you're a little, mmm, richer!"

    **No Credit (Passive):** Each player starts the game with 30 rupees. At the end of the day, each player will then gain a random amount of rupees.

    **Lamp Oil, Rope, Bombs! (Night 0):** Create a list of 5 items and their corresponding effect. These effects may **not** involve any banned mechanics and only one may involve any "Sharp" mechanics. Items have a ___ (whatever character limit works for you i dont wanna decide this) character limit. The hosts will price them accordingly to their effect.

    **It's yours my friend! (Day, unlimited use):** Select a player, tonight they will be offered your list of items, but only the item names and none of the effects. They may spend their rupees in order to buy items, which serve as a 1-shot ability with the corresponding effect.

    **Stockpile (Night, unlimited use):** Use any of your items tonight. They are limited according to their power level, determined by the host.

    **Come back when you're a little, mmm, richer! (Passive):** If a player does not buy any of your items, they will be roleblocked.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Morshu

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    You are Morshu, the Funky Shopkeeper with 2 lines
    "Sorry Link, I can't give credit! Come back when you're a little, mmm, richer!"

    Your role is Rolecop-Immune and Uncopiable.

    No Credit (Passive): Each player other than you starts the game with 30 rupees. At the end of the day, each player will then gain 10 rupees.

    Lamp Oil, Rope, Bombs! (Night 0, Compulsive): Create a list of 5 items and their corresponding effects. These effects may not involve any banned mechanics or any form of killpower and only one may involve any "Sharp" mechanics. Item effects have a 100 character limit. The hosts will price them according to their effect. The hosts may reject your item effects, so submit early.

    It's yours my friend! (Day-action): Select a player, tonight they will be offered your list of items including their effects. They may spend their rupees in order to buy items, which serve as a 1-shot ability with the corresponding effect. They may buy multiple of any item. You may not visit the same player twice.

    Come back when you're a little, mmm, richer! (Passive): If a player does not buy any of your items, they will be Blocked.

    Profit Margin (Mafia-Only, Passive): For every rupee that a non-Mafia player spends at your shop, you earn two rupees. You may only sell to Mafia with “It's yours my friend!” if over the course of the game you have sold to town on more nights than Mafia.

    Stockpile (Mafia-Only, Night, Multitaskable, Unlimited Use): Purchase items from your own shop.

    The player you target will be told:

    This will be your once-in-a-lifetime chance to shop at Morshu's!
    Or will you have to come back when you're a little, mmm, richer!

    Morshu will not visit you again, and if you do not buy anything then you will be Blocked. Items are guaranteed to do what they say they do.




    News Reporter
    Submitted by: gori
    Randed to: FM-Wakka Wakka aka Porscha
    Original Submission
    Spoiler : Original Submission :


    News Reporter

    Interview (unlimited)
    Pick a player. You may ask this player a question (you can’t ask their role).
    Town players must answer correctly.
    Anti-town players can answer however they like.
    When they answer, you must guess their role. If guessed correctly, gain a penguin shot. Multitaskable.
    This action can not fail under any circumstance and will always go through to its intended target.

    Social Ties (unlimited)
    On even nights, pick two players. Assuming no interference with your action, you will neighborize them both.
    If you ever die, the chats will be disbanded.

    Accusation (2-shot, day action)
    Two times per game during the day phase, you may accuse a player of being mafia by using the following command:

    I accuse @Player of being mafia.

    You must also appoint a jury that will decide whether this player is mafia. If majority votes that the player is mafia, they will be daykilled. If the majority votes that the player isn’t mafia, nothing happens and you lose a shot.

    Jury votes by posting something in the format of @Player is [GUILTY/NOT GUILTY]"

    Bureaucracy (unlimited)
    On odd nights, target a player. Assuming no interference with your action, you will give them the ability to write a last will.

    Penguin (see interview)
    X visited Y last night.
    X did not visit anyone nights x through y.
    X has Y shots left of their role. X has a [killing/communicative/investigative etc etc] role.
    X was targeted by a Y role last night.
    X was visited Y times last night.
    X is in a neighborhood // X is not in a neighborhood



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: News Reporter

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Interview (Day-Action)

    Target a player and select three accusations to make against them.
    The accusations must be of the following form:

    • You visited at least one of W, X, or Y last night!
    • You performed a Z role action last night!
    • You are in/not in a neighborhood!

    Submit these accusations to the host, where W, X, and Y are player names and Z is a type of role action from (Killing, Protective, Manipulative, Investigative, Communicative, Other, No Action).

    Your target is then informed of the accusations, but not who they are coming from and may prepare a short (max 100 characters) statement in response. You will receive their response as soon as they respond, or if they do not respond by the day action deadline.

    Regardless of their response, if at least 2 of your 3 accusations are true then you gain a charge of Penguin Shot.

    Penguin Shot (0 Charges, multitaskable)

    Target a player, you will receive one of the following pieces of information about them, picked at random:

    X visited Y last night.
    X did not visit anyone nights Y, Z, etc. // X has visited every night.
    X has a Y ability (Y being one of the aforementioned action types)
    X was targeted by a Y role last night. (Y being one of the aforementioned action types)
    X was visited Y times last night.
    X is in a neighborhood // X is not in a neighborhood

    *

    Accusation (2-shot, day action)
    Two times per game during the day phase, you may accuse a player of being mafia by using the following command in thread:

    “I accuse @Player of being mafia. The Jury of [PLAYER NAMES] will preside.”

    The players you list will act as the jury, you may not select yourself to be on the Jury, if the majority votes that the player is mafia, they will be vanillaized for the remainder of the day phase and the following night phase. If the majority votes that the player isn't mafia, nothing happens. You lose a shot regardless of outcome.

    Jury votes by posting something in the format of @Player is [GUILTY/NOT GUILTY]"

    Votes are final and cannot be changed after they're cast.

    *

    Bureaucracy (Odd-Night)
    Target a player, you will give them the ability to write a last will.




    Paranormal Investigator
    Submitted by: Pqwerty
    Randed to: FM-Lipstick aka Dyslexicon
    Original Submission
    Spoiler : Original Submission :


    Paranormal investigator. This role can talk to the recently departed using one of: an emoji board, a spirit box, a seance, or voice recorder. Because some items need a little time to prepare, during the day you must make your decision on what item you want to use during the night.

    For the emoji board: The host will give you a list of pre-approved questions to ask the ghosts. You get to ask one question for every player that died (but a minimum of 3 if less than 3 people died). Each question will be answered by a random ghost each time so you don’t know who answered, but they are allowed to use any emoji (including letters) in their response.

    For the spirit box: During the night, you can ask 10 questions to one of the players in limbo, but they can only respond with one-word answers. Preferably short words like “KILL. YES. ME.” The results will be given to you by the hosts.

    The seance: you call in a spirit medium to speak for the dead. During the night, a player in limbo of your choice can make a modpost

    Voice recorder: you go into a dark room and begin a conversation with a random ghost. You can hear their responses played back on your voice recorder. Essentially you get a 1 on 1 chat room with a random player in limbo for the entire night.

    You must use each item at least once, and then after that you can use whatever item you want.

    Ghosts that don’t follow the rules or doesn’t want to participate will be kicked from the dead chat / won’t be an option for you to interact with. Ghosts are not forced to respond. They don’t need to modpost in the seance. They don’t need to answer questions in the spirit box. They don’t need to answer PMs in the voice recorder. And they dont need to react in the emoji board.

    Special passive ability: Inheritance. As soon as you die, you may choose a player to inherit one of your items. During the night, if you gave them your seance, you get to make a modpost.

    If you give them your emoji board, they are forced to use it that night as if they were the PI. If you give them your voice recorder, they will be in a chat with you for the rest of the night. If you give them your spirit box, during the night they can ask you 10 questions and you can respond with one-word answers.

    If this role is mafia-aligned and alive, dead wolves can speak in wolf chat while being in limbo. If this role would be in limbo, they can choose to speak in mafia chat instead for 1 cycle.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Paranormal Investigator

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    This role can talk to the recently departed using one of: an emoji board, a spirit box, a seance, or voice recorder. You select the ability you wish to use during the day, and its effects take place that night. You do not lose a charge if you are Blocked. After you run out of charges of all your abilities, they may be re-used without restriction.

    Emoji Board (1-Shot): During the day choose a question to ask in limbo. All players in limbo may answer the question, each with a single standard discord emoji. In the morning you will receive the answered emojis in a random order.

    Spirit Box (1-Shot): During the day, pick 10 questions to ask one of the players that died within the previous Night phase. That Night they will receive the questions and may answer, but only with short (at most 6 letters) one-word answers. You will receive the answers in the morning.

    The Seance (1-Shot): You call in a spirit medium to speak for the dead. Pick a player that died during the previous Night phase. During the night, they may write a modpost that will be posted the following morning, with a size limit of 200 characters. The modpost will mention that it is from a Seance with the player you selected.

    Voice Recorder (1-Shot): You go into a dark room and begin a conversation with a random ghost. You can hear their responses played back on your voice recorder. You get a 1 on 1 anonymous chat room with a random player in limbo for the entire Night.

    *

    Ghosts may choose to not respond. If you receive no responses for any reason (e.g. they chose to not respond, the deceased player you targeted isn't in limbo for whatever reason, etc.) then the feedback will be flavored accordingly.

    *

    Special ability: Inheritance [HIDDEN ON FLIP]

    At any point while you are alive, you may choose a player and one of your available abilities that you wish for them to inherit. You may change your target and ability as many times as you wish but this ability will fail if you do not have at least one charge of the chosen ability remaining when you die (unlocking full access to all of your abilities counts as having unlimited charges).

    The player inheriting your ability will receive it as an item and they must use it at the earliest possible opportunity to do so. The item will always be forced to target you if it is possible for it to do so.

    • The Emoji Board question will be submitted during the Day phase you die (Day death) or the following Day phase after you die (Night death). The ability will then be activated for the following Night.
    • The Spirit Box questions will be submitted during the Day phase you die (Day death) or the following Day phase after you die (Night death). The ability will then be activated for the following Night and will target you, if possible.
    • Seance will be activated at the start of the next Night phase after you die and will target you, if possible.
    • Voice Recorder will be activated at the start of the next Night phase after you die. The random ghost selection will target you, if possible.

    You cannot choose to pass the spirit box or emoji board for inheritance if you die to the Day elimination vote.

    If this role is is part of a faction and alive, dead members of that faction can speak in the factional chat for as long as they are in limbo. If this role is dead and in limbo, they can also speak in their factional chat.




    Pride
    Submitted by: Eliza
    Randed to: FM-ZOMG aka Relm
    Original Submission
    Spoiler : Original Submission :


    **Pride**

    At the start of the game, choose five different players to gain a crown, a robe, a sword, a ring, and a scepter. Each of them grant the following ability:
    * Each day, you must pass this item to someone. This action is usable alongside other actions. They may not pass it again until the next day.

    The items grant the following effects (in addition to being passable; usage refreshes after being passed):
    1. **Crown** - Once per game, at night, you may target a player and learn if they have any items. If they hold the robe, sword, ring, or scepter, then you learn this too.
    2. **Robe** - Once per game, at night, you may send an anonymous message to someone. They may send one back the following day.
    3. **Sword** - Once per game, at night, you may fire a silent ITA at one quarter of your normal rate, processing as a night action.
    4. **Ring** - Once per game, at night, you may target a player and learn if they are attacked & succesfully protected tonight.
    5. **Scepter** - Once per game, at night, you may choose a player: you learn one sentence of an ability they use tonight, if any. The factional kill does not count.

    When any player with one of these items dies, it is passed to you automatically.
    You gain power depending on how many of your items you hold and which items you hold. [Wiml note: it's never specified but I believe the intent is that you're allowed to hold onto items once they're passed to you]

    1. **Crown** - If you hold the crown, you always know who holds your items. If you hold two or more of your items, one of which is the crown, you may redirect an item pass to someone else. This must be done before night starts.
    2. **Robe** - If you hold the robe, all investigations targeting you yield only your role (but not alignment) as feedback, and nothing else. You may disable or enable this passive freely. If you hold three or more of your items, one of which is the robe, players may also send non-anonymous messages to "Pride." These messages are sent to you. The latter effect is publicly known.
    3. **Sword** - If you hold the sword, you may fire a silent ITA at half your normal rate each night, processing as a night action. If you hold three or more items, one of which is the sword, you may fire two. If you hold all five of your items, you may fire three, at either night or the following day.
    4. **Ring** - If you hold the ring, you may once per game choose a player to protect, preventing their death if they die tonight (unless they hold an item, in which case any attacks against them are strongmanned). If you hold four or more of your items, you also strongwill your target, and may use this every night on a 1-night cooldown.
    5. **Scepter** - If you hold the scepter, each night, choose a player: if they hold one of your items, you learn their role (but not their alignment).



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Pride

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    At the start of Day 1, your royal items will be randomly distributed to five different players.

    Each item has the following compulsive ability:

    • If you held this item during the Night, then during the following Day, you must pass this item to someone. This action is multitaskable and the target receives the item at EoD.

    If one of your items is passed to a player that had previously possessed that same item, then the item will instead be passed to you.

    The items grant the following effects when held by other players (in addition to being passable; usage refreshes after being passed):

    1. Crown - At Night, you may target a player and learn what items they have.
    2. Robe - At Night, you may send an anonymous message to someone. They may send one back the following Day.
    3. Sword - At Night, target someone with a Level 3 Wound.
    4. Ring - At Night, target a player and learn what statuses and status levels they're affected by.
    5. Scepter - At Night, you may choose a player: you learn one sentence of a role ability they use tonight, if any.

    When any player with one of these items dies, it is passed to you automatically. If you are dead, then the item disappears after their death.

    You possess the following abilities to aid you in tracking down your lost items:

    Scan - Choose up to 3 people at Night, learn what royal items they have, if any. This action is multitaskable.

    Steal (2-shot) - Target a player at Night, if they pass any items during the following Day phase, you will gain those items instead.

    You gain power depending on how many of your items you hold and which items you hold. After you receive one of your royal items, it still counts as an item, but it cannot be stolen from you, you cannot pass it to another player, and you will take them with you to the grave. Items are in general multitaskable, this applies to your royal items as well.

    1. Crown - If you hold the crown, your steal action may be used during the Day. If you hold two items, including the crown, your base ITA also increases in strength by 1. If you hold 4 items, your base ITA strength increases by 2.
    2. Robe - If you hold the robe, then the first X investigative actions that target you fail without feedback, where X is the number of royal items you possess. You may disable or enable this passive freely. If you hold three or more of your items, one of which is the robe, players may also send anonymous messages to "Pride." Sending a message to “Pride” is a non-visiting, multitaskable night action. These messages are sent to you. The latter effect will be publicly revealed when active.
    3. Sword - If you hold the sword, you may target someone with it at night and affect them with a Level 10 Injure, Level 2 Wound. If you hold three or more items, one of which is the sword, you may do this twice. If you hold all five of your items, you may do this three times, including during the day as non-silent ITAs. (Note: when used during the day ITA window, these are still Wounds, not Attacks)
    4. Ring - If you hold the ring, then once per game target a player at night with a Level 15 Protect, unless they hold a one of your royal items, in which case you target them with a Level 40 Injure. If you hold all five of your items then you may additionally use the ring to target a player at Night with either a Level 10 Empower or a Level 10 Daze (you choose which). Unlike the protection, this ability has unlimited charges.
    5. Scepter - If you hold the scepter, each Night, choose a player: if they hold one of your items, you learn their role. If you possess three of your royal items, including your scepter, then you learn your target's role if they possess one of your royal items or if they ever possessed one at any point.




    Queen of Roses
    Submitted by: Bakura
    Randed to: FM-Tiny Hippo aka Dum
    Original Submission
    Spoiler : Original Submission :


    Queen of Roses

    Trespassers have begun to invade your domain, but none of them can escape your watchful gaze, and every flower beneath their feet is a trap waiting to ensnare them.

    Abilities:

    Flower Field:
    Players visiting you will bloom, making their role immune to all redirections and roleblocks next cycle.

    Pollinate:
    Players visiting you will become pollinated. Players are not informed of pollination, and the pollen ceases to spread after the end of the next night. Pollen is spread through both a pollinated player targeting a non-pollinated player and a non-pollinated player targeting a pollinated player. Up to 3 players can be pollinated at once for the first three nights. After that, 2 is the maximum. If more than the maximum amount of players is pollinated at once, non-pollinated players targeted by a pollinated player take priority.

    Flower Field and Pollinate are both non-consecutive. One can be used after the other, but neither can be used twice in a row.

    Garden Party (must be activated during the day):
    Invite all pollinated players to "pick flowers" with you, putting them in a neighborhood with you for the next 2 nights. During these 2 nights, none of the pollinated players can kill you, and you can choose 2 pollinated players to investigate each night, revealing the names of anyone who has targeted those 2 players that night. These investigations take priority over your normal abilities, and you will not be able to pollinate or bloom while in Garden Party. After Garden Party ends, all players lose their pollination.

    Crown of Thorns:
    A successful killing action on you by a pollinated player will make that player unable to act on consecutive cycles for the next 2 cycles.

    Bee Sting:
    ITAs performed on you by pollinated players have a 10% less chance to hit.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: ∞-Lunatic Queen of Roses

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Trespassers have begun to invade your domain, but none of them can escape your watchful gaze, and every flower beneath their feet is a trap waiting to ensnare them.

    Abilities:

    Flower Field (Non-Consecutive):
    Players visiting you will bloom, making their role actions Strong-Willed for the next cycle.

    Pollinate (Non-Consecutive):
    Players visiting you will become pollinated. Players are not informed of pollination. If a recently pollinated player targets or is targeted by a non-pollinated player in the following night phase, then the non-pollinated player will become pollinated. You may have at most 4 pollinated players before Night 4. After that the maximum is 3.

    Garden Party (Day Action):
    Invite all pollinated players to "pick flowers" with you, putting them in a neighborhood with you for the next 2 Night phases. During these 2 Nights, all killing actions performed by a pollinated player that target you will fail, and you may watch one of the pollinated players at night, learning of all non-killpower visitors to your target. You may not use Flower Field or Pollinate while in Garden Party. After Garden Party ends, all players lose their pollination.

    Crown of Thorns (Passive):
    A successful killing action on you by a pollinated player will make that player choose one of the following effects:

    • Unable to use non-factional actions that night
    • Unable to use non-factional actions the following night.

    Bee Sting (Passive):
    The level of ITAs performed on you by pollinated players is decreased by 2.





    Sinner
    Submitted by: tepig19283
    Randed to: FM-Eyescream aka PsychoSolider
    Original Submission
    Spoiler : Original Submission :


    You are a Sinner. Specifically, dealing with the seven deadly sins. You may submit one greater sin and one lesser sin each night.

    Wrath: During the night, target a player. During that phase, any ITAs targeting this player will have its chances to hit doubled. However, your target will gain a 100% ITA shot for this phase too. Your target learns of their 100% ITA shot, but not why. (Lesser sin)

    Pride: Protect a player from all kills tonight and make their action strongwilled (cannot be roleblocked), but they become Macho afterwards (cannot be protected). They are informed they became Macho, but not why. (Greater sin)

    Greed: During the night, select two players. Any day abilities targeting either of these players will instead target you. Players targeting the two you picked will not be informed of their target being redirected. ITAs are counted as day abilities for this ability. ITAs redirected to you by this ability will use your sequential ITA counter and not your targets. If you and at least one of your targets are still alive at the end of the day, your target will unknowingly bodyguard you for x/2 nights to pay back the debt, where X= the number of day abilities redirected to you. (Lesser sin)

    Envy: At night, select a player. You will learn their full role, including any omitted information in their original PM, but not their alignment. The next day or night, alongside any of your sinful abilities, you can use **one** of their active abilities. You do not gain any of their passive abilities. Your target still has access to their role, and is informed that their role was mirrored, but not who or why. (Greater sin)

    Lust: At night, select a player. You will fall in love with them, making them your lover. You will die if they die, but the opposite is not true. You will also, in addition to any other night action you take, visit and watch the player, seeing anybody who visits your target. You also gain a chat with your lover, who does NOT learn you are loverized to them. You can tell them, if you wish. (Greater sin)

    Sloth: At night, select this ability to do nothing. However, the next greater sin night action you take, you perform twice. If you use Envy after this, you will gain full access to the role abilities of the player you targeted in addition to your regular abilities for one day phase instead of mirroring two roles. You may not boost Gluttony. All ITA shots aimed at you will have their hit chance doubled, however. (Lesser sin)

    Gluttony: During the day, select X/4 players, where X is the number of alive players, rounding down. During the night, all the players selected including you will will join a private chat and the following (truthful) message will be posted by the hosts: “Everybody here has been invited to a feast. However, it is revealed that the main course will be somebody here! Everybody can cast one vote for the person they want to become a main course (aka die). The person who initiated this event is hidden among the guests. If that player receives the majority of the votes, all players in this feast will get some type of award. Votes are tallied at [insert time here].” The reward for the players will be determined by the hosts. The reward for you is determined by the hosts and how many votes you got. It will be tasty, probably. (Greater AND lesser sin - submitting gluttony will be your only sinful night action that night.)



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Sinner

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are a Sinner. Specifically, dealing with the Seven Deadly Sins. You may submit either one Greater Sin and one Lesser Sin each Night or one Special Sin instead

    All abilities are 1-shot and cannot be refreshed by any means.

    Wrath (Lesser Sin): During the Night, target three players, dealing a Level 1 Wound to each. However, your targets' ITA shots will be boosted by 1 level for the following Day phase. Your target learns of their boosted ITA shot, but not why.

    Pride (Greater Sin): Protect a player from all kills at Night and make all of their actions Strong-Willed (cannot be roleblocked or redirected), but they become Macho afterwards (cannot be protected by any means). They are informed they became Macho, but not why.

    Greed (Lesser Sin): During the Night, select two players. Any Day abilities targeting either of these players will instead target you. Players targeting the two you picked will not be informed of their actions being redirected. ITAs are counted as Day abilities for this ability. At the end of the Day, if you redirected at least two abilities from one of your targets onto you, you may choose to have that target unknowingly bodyguard you for the Night to pay back the debt. You many only choose one target to bodyguard you, even if both had two or more abilities redirected away from them.

    Envy (Greater Sin): At Night, select a player. You will learn their full role but not their alignment. The next Day or Night, alongside any of your sinful abilities, you can use one of their active abilities. You do not gain any of their passive abilities. If the effects of an ability you choose would cause somebody to die, the ability backfires and kills you instead. At the end of the cycle, you lose this role and any ongoing abilities caused by it will be cancelled. Your target still has access to their role, and is informed that their role was copied, but not who or why. If your target's role is uncopyable or your target is investigation-immune, this ability will not be able to copy their role.

    Lust (Greater Sin): At Night, select a player. You will fall in love with them, making them your lover for the duration of the following cycle. You will die if they die, but the opposite is not true. You will also, in addition to any other night action you take, visit and watch the player, seeing anybody who visits your target (however, you will not be able to see killpower this way). Your lover does NOT learn you are loverized to them. You can tell them, if you wish.

    Sloth (Lesser Sin): At Night, select this ability to slack off (equivalent to inflicting a Level 3 Wound on yourself). However, whichever Greater Sin (not Gluttony) you use the following Night, you perform twice. If you use Envy after this, instead of targeting two players, you will gain full use of the role abilities of the player you targeted in addition to your regular abilities for one cycle.

    Gluttony (Special Sin, N2+): During the Night, select a list of x/4 players, including yourself, where x is the number of alive players (rounded down). At the start of the following Day, all players selected will be announced and the following (truthful) message will be posted by the hosts:

    "Everybody here has been invited to a feast this Night phase. However, it is revealed that the main course will be somebody here!

    The person who initiated this event is hidden among the guests. If the host is still alive at the start of the Night, all surviving invitees will join a private chat and be able to cast a vote for the person they want to become a main course (die). If the host is the player who receives the most votes, there will be a special reward for one of the guests who helped vote them out.”

    The reward for the players will be determined by the hosts. If you survive the event, you will instead gain the reward. It will be tasty, probably.


    Last edited by Lumi; April 17th, 2024 at 02:03 PM.

  50. ISO #23000

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Sith Lord
    Submitted by: Dum
    Randed to: FM-Bad Hair Day aka Wisdom
    Original Submission
    Spoiler : Original Submission :


    **Sith Lord**
    *Once upon a time, in the distant past of KRC 2023 you were once a Jedi Master renowned for your wisdom and respected member of The Council. That all changed when the mafia infiltrated the town. At the first sign of illness, your fellow councilmen left you for dead. They said it was for the "greater good", that there was no other way to ensure the council could uphold their prime directive: to maintain balance. What a bunch of hubris. In their self righteous overconfidence, they let a mafia slip away, and the town was overunned. Pathetic.*
    *No matter. You don't need those weakling anyways. You are stronger than the council ever was. And unlike them, you will not fail.*

    **Win Condition: [Insert Here]**

    **A Master and an Apprentice. No more, no less (Passive): ** [player] is your sith apprentice. They possess weaker force powers than yours, and do not know your identity. They still possess any other role abilities from their original role. You have an private chat with your apprentice, in which you are anonymous.
    *you may see the full abilities of your apprentice in the end of the rolecard*

    **The Master (Passive):** Should you ever have proof of treachery against you by your apprentice, you will not hesitate to replace them.
    *If you have mechanical evidence that the apprentice has lied to you in the chat you share, you may choose to dispose of them, killing them at not charge to your abilities. You will not choose another apprentice.*

    **Force Visions (Passive, Night 1 or earlier): ** *You will NOT allow yourself to be left for dead again*. If you would die on night 1 or earlier by any means but being executed, you will instead avoid death. This behaves like a commute (avoiding strong kills).

    **Force Lightning (X-Shot, Night): ** Shoot force lightning at your target, stunning them and any visitors to them, causing any items to be dropped and picked up by you. They will also not receive feedback for that night, instead being told "you blacked out after being hit by lightning. You cannot remember the events of the night." Their actions will still go through."

    **Mind Rip (X-Shot, Night): ** Forcibly extract your targets memories from their mind, learning who they visited the *previous* night, as well as any feedback they received.

    **Force Choke (1-Shot, Night): ** I find your lack of faith... disturbing.
    *Choke your target to death.*

    **Mind Control (X-Shot, Night): ** Force your target to target someone of your choosing with their night action. They will received the following feedback: "You suddently stopped haing control over your body. You were forced to target X with Y!"
    ps: the mind control works exactly like if the controlled player targetted X themselves. The sith lord gets no feedback.

    **Apprentice Powers**

    **A Master and an Apprentice. No more, no less (Passive): ** You are the apprentice of the Sith Lord. Having trained you, they know all your force abilities. You share a private chat with them, but they are anonymous. They have stronger force powers then your own, and are known to be extremely paranoid. Being caught scheming against, or lying to them will surely have dire consequences.

    **The Apprentice (1 Shot, Night):** The Master trains the apprentice for the moment they will be ready to surpass them and strike them down, beginning the cycle again and carrying on the legacy of the Sith. But that doesn't mean they will make it easy for you.
    *choose an player. If they are the sith lord, you will strike them down, inheriting all their enhanced force abilities (and keeping your original role abilities). If you are wrong, the Sith Lord will be informed of your treachery.*

    **Stand Guard (2-Shot, Night): ** Stand guard outside an players house, scaring away any visitors.
    *This ability will not stop the Sith Lord from visiting your target.*

    **Force Push (3-Shot, Night): ** Force push your target, causing them to bang their head against a wall, incapatitating them, and droping any items they had on them (which you will pick up). They will not receive any feedback that night, instead being told "After executing your action, you were flung against a wall at high velocity, causing you to black out. You cannot recall the events of the previous night". Their action will still go through.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Sith Lord

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Once upon a time, in the distant past of KRC 2023 you were a Jedi Master renowned for your wisdom and a respected member of The Council. That all changed when the mafia infiltrated the town. At the first sign of illness, your fellow councilmen left you for dead. They said it was for the "greater good", that there was no other way to ensure the council could uphold their prime directive: to maintain balance. What a bunch of hubris. In their self-righteous overconfidence, they let a mafia slip away, and the town was overrun. Pathetic.
    No matter. You don't need those weakling anyways. You are stronger than the council ever was. And unlike them, you will not fail.

    A Master and an Apprentice. No more, no less (Passive): You will be informed of the identity of your Sith apprentice at SoD 1. They possess weaker force powers than yours, and do not know your identity. They still possess any other role abilities from their original role. You gain a private chat with your apprentice at SoD 1, you are anonymous in the private chat. Unless otherwise specified, you may not target your Sith apprentice with any of your abilities. You need not worry about unwanted ears listening in on your conversations, but can you trust your apprentice?
    You may see the full abilities of your apprentice at the end of the rolecard

    The Dark Side (Passive): You are rolecop-immune. Your role is not copyable.

    The Master (Passive): At the start of each Day, you are informed of who your apprentice attempted to target with their Sith powers the previous Night. However your apprentice may try to deceive you and give you false results. Mechanical Note: You are informed of who they attempted to target, not who they actually targeted such as in the case of redirections or blocks.

    Treacherous Apprentice (Day Action, Unstoppable, 2-Shot): During the day you may investigate a single line of feedback you received from your “The Master” passive. If this feedback was fabricated by your apprentice, then you have proof of treachery against you by your apprentice, and you don't hesitate to strike them down.
    If the feedback is fabricated then you instantly kill them, this kill pierces all forms of protection, and comes at no charge to your abilities. You will not choose another apprentice.

    Force Visions (Passive, Night 1 or earlier): You will NOT allow yourself to be left for dead again. If you would die on Night 1 or earlier by any means but being executed, you will instead attempt to avoid death by commuting.

    Force Lightning (1-Shot, Night): Shoot force lightning at your target, stunning them and any visitors to them, causing any items to be dropped and picked up by you. They will also not receive feedback for that night, instead being told "you blacked out after being hit by lightning. You cannot remember the events of the night." Their actions will still go through.

    Mind Rip (1-Shot, Night): Forcibly extract your targets memories from their mind, learning who they visited the previous night, as well as any feedback they received.

    Force Drain (1-Shot, Night): Drain the life force from a target, transferring all your levels of Wound onto the target. You are informed of how many levels you transferred. For every two levels of Wound (rounded up) you transfer in this way, gain a level of Scarred. (Functions identically to Wound except cannot be lowered with Mend.) The attempt on my life has left me scarred and deformed.

    Force Choke (1-Shot, Night 3+): I find your lack of faith... disturbing.
    Choke your target to death. They are affected by a Level 20 Terminate. This ability can be used on your Apprentice, if you so choose.

    Mind Control (1-Shot, Night): Target two players and force them to target each other with any non-killing single-target night actions they were using that night, including factional actions. They will receive the following feedback: "You suddenly stopped having control over your body. You were forced to target X with Y!"
    (The mind control works exactly like if the controlled player targeted X themselves. The Sith Lord gets no feedback.)

    Apprentice Powers
    A Master and an Apprentice. No more, no less (Passive): You are the apprentice of the Sith Lord. Your role's name gains the “Darth” modifier. Having trained you, they know all your force abilities. You share a private chat with them, but they are anonymous. They have stronger force powers then your own, and are known to be extremely paranoid. Being caught scheming against, or lying to them will surely have dire consequences.

    The Dark Side (Passive): You are rolecop-immune. Your role is not copyable.

    False Action Report (Every Phase, Multitaskable): Every SoD you report to the Sith Lord how you used your Sith powers that Night. You have the option to override this report by submitting a false usage alongside your night actions. There may be consequences for this.

    The Apprentice (1 Shot, Night, Unstoppable, Multitaskable): The Master trains the apprentice for the moment they will be ready to surpass them and strike them down, beginning the cycle again and carrying on the legacy of the Sith. But that doesn't mean they will make it easy for you.
    Choose a player. If they are the Sith Lord, you will strike them down, inheriting any remaining charges of their enhanced force abilities (and keeping your original role abilities). This kill pierces all forms of protection. However, if you are wrong, the Sith Lord will be informed of your treachery.

    Stand Guard (2-Shot, Night): Stand guard outside a player's house, rolestop all visiting actions to your chosen player. If they get 1 or fewer visit, not counting you or the Sith Lord, then they are affected by a Level 4 Roleblock. (This ability cannot prevent Roleblock-Immune or Redirect-Immune visits).
    This ability will not stop the Sith Lord from affecting your target.

    Force Push (3-Shot, Night, Multitaskable): Force push your target, causing them to bang their head against a wall, and suffer a Level 10 Daze.

    Study the Dark Side (Night, Multitaskable): Target up to three players, learn if any are the Sith Lord.




    Stressed, Depressed, and a Third Thing
    Submitted by: nanook
    Randed to: FM-Player 2 aka Xanjori
    Original Submission
    Spoiler : Original Submission :


    Stressed: we all do out of character stuff when we're stressed. Not all of us make people walk the plank, but you do! Target a player--if they can swim, they're fine. If they can't swim, they'll die (if not otherwise protected). To determine if a player can swim or not the host rolls a d8 when you activate this ability, on a 1, a 3, a 5, a 7, and an 8 they can swim, on a 2, 4, or 6 they cannot. You can use this ability until someone you target dies the night you target them (even if it is not your action that is technically responsible for killing them).

    Depressed: Oh man, oh god, what have you done? You killed someone, and for what? Because they mentioned in passing that they like the color red and that triggered a panic attack because you had a huge crush on them and you almost wore red that day but then you didn't, and then you directed all that anger at them? You know what actually, valid. On the night after your Stressed target died, you go see your therapist and work out your feelings--you are considered as commuting for this night.

    A Third Thing: I dunno I really just had the two ideas and couldn't think of a clever rhyme.

    If you post "LAND HO" in all caps as a quote of someone else's post during the day, the next night you'll be told the following information:

    They are a Land Ho
    A randomly selected different player alive at the start of the night is [a Land Ho if the same alignment, a Scurvy Dawg if a different alignment].

    You can only use this ability after you've used your other two, you cannot self target with it, and you don't know what alignment Land Ho and Scurvy Dawg represent.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Stressed, Depressed, and a Third Thing

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Stressed: We all do out of character stuff when we're stressed. Not all of us make people walk the plank, but you do! Target a player--if they can swim, they're fine. If they can't swim, they sink to the bottom of the ocean. Let's see any doctors just try to help 'em there (This kill is a piercing kill). To determine if a player can swim or not the hosts rolls a d50 when you activate this ability, if they roll less than the number of posts your target made in the last phase then they can, otherwise they cannot. You can use this ability until someone you target dies the Night you target them (even if it is not your action that is technically responsible for killing them).

    Depressed: Oh man, oh god, what have you done? You killed someone, and for what? Because they mentioned in passing that they like the color red and that triggered a panic attack because you had a huge crush on them and you almost wore red that day but then you didn't, and then you directed all that anger at them? You know what actually, valid. On the Night after your Stressed target died, you go see your therapist and work out your feelings--you are considered as commuting for this Night.

    A Third Thing: I dunno I really just had the two ideas and couldn't think of a clever rhyme.

    Once during the Day, you may quote somebody's post and respond with either "LAND HO" or "SCURVY DAWG" (in all caps).

    At Night, if you quoted somebody's post using one of the above phrases during the previous Day phase, you can submit your post to the hosts to unlock an ability.

    If you said "LAND HO", you'll be told what action types targeted the player you quoted that Night (action types are Investigative/Protective/Killing/Manipulative/Communicative/Other). You will not see yourself as one of the visitors.

    If you instead said "SCURVY DAWG", you'll be told what action types the player you quoted used that Night.

    You may alternate between using these two abilities for the rest of the game. You may not target the same person twice with one of your abilities.




    Swarm of Bees and The Beekeeper
    Submitted by: Ruby
    Randed to: FM-Popcorn Axolotl aka AAA
    Original Submission
    Spoiler : Original Submission :


    Swarm of Bees and The Beekeeper

    A beekeeper since she was young she always felt more secure around them, treating them with more respect than the people around her. The swarm was a special breed unlike any other, their strength and intelligence stronger than all others. The pair trusts each other with everything they have and work as one entity.

    Swarm Of Bees (Passive): Your swarm of bees has its ups and downs relying on them to help you in this game.

    - You can only perform one role action by default however can perform an additional unique role action per item you use in a night. Max 4 role actions in a night.
    - All role actions you perform show both you and a swarm of bees visiting your target.
    - You are immune to kills that trigger off you visiting.

    Swarm: Protocol Protection (Night): Target player is protected from one attack tonight performed against them. If this blocks a kill it will use an one additional charge, if it targets a player successfully and they still die you will lose all charges from this ability. (3 - Charges)

    Swarm: Order Attack (Night): When Target player is targeted with an ITA tomorrow an additional ITA shot will be ranked against them at 10% to hit if either the original or the second would hit go with that result. If the target dies by anything but an ITA you will lose an additional charge. If the target dies to an ITA recharge two of your abilities by one (3 - Charges)

    Swarm: Operation Order (Night): Target player's role action will be strong willed non kp role actions against players other than you. (2 - Charges)

    Swarm: Rushed Robbery (Night): Steal an item target player has if they have no items but would gain one tonight steal that one instead. If you intercept an item you gain a charge back. (3 - Charges)
    Swarm: Host Protection (Night): Protect yourself from a single kill tonight. You can’t gain charges in this ability by your own abilities and lose 1 charge from all other abilities upon use if able. (1 - Charges)



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: Swarm of Bees and The Beekeeper

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    A beekeeper since she was young she always felt more secure around them, treating them with more respect than the people around her. The swarm was a special breed unlike any other, their strength and intelligence stronger than all others. The pair trusts each other with everything they have and work as one entity.

    Swarm Of Bees (Passive): Your swarm of bees has its ups and downs relying on them to help you in this game.

    • You can only perform one role action by default however can perform an additional unique role action per item type you use in a night. Max 4 role actions in a Night.
    • All role actions you perform show both you and a swarm of bees visiting your target.
    • You are immune to kills that trigger off you visiting.

    Swarm: Protocol Protection (3 Charges): Target player gains 1 Shielding tonight. If this Shielding prevents a kill, lose one additional charge.

    Swarm: Order Attack (3 Charges): ITA Attacks at your target player tomorrow are rolled with advantage (i.e. roll twice and pick higher roll). If the target dies by anything but an ITA before the next Night, you lose an additional charge. If the target dies to an ITA recharge two of your abilities by one.

    Swarm: Operation Order (2 Charges): All non-killing role actions made by your target receive the Strong-Willed modifier.

    Swarm: Rushed Robbery (3 Charges): Steal a random item target player has. If they have no items but would gain one tonight, steal that one instead. If you successfully steal an item you gain a charge back.

    Swarm: Host Protection (1 Charge): Gain 1 Shielding for the duration of the night. You can't gain charges in this ability by your own abilities and lose 1 charge from all other abilities upon use.




    Tarot Prognosticator
    Submitted by: Venusaur
    Randed to: FM-Pareidolia aka Zedus
    Original Submission
    Spoiler : Original Submission :


    **Tarot Prognosticator**
    Fortune Telling; something some see as a hoax, but you have made a name for yourself with your ability to read someone’s fortune with a magical deck of cards.

    **[Deck of Cards]** At the core of your abilities as a Tarot Reader is a magical deck of cards; the following cards of the Major Arcana of Tarot are what you use to read fortunes.
    The Fool
    The Magician
    The High Priestess
    The Empress
    The Emperor
    The Hierophant
    The Lovers
    The Chariot
    Strength
    The Hermit
    The Wheel of Fortune
    Justice
    The Hanged Man
    Death
    Temperance
    The Devil
    The Tower
    The Star
    The Moon
    The Sun
    Judgement
    The World

    **[Draw & Discard Pile] **At the start of the game, all of your cards will be shuffled into the draw pile randomly. All discarded and unused cards are placed in a discard pile. At the beginning of every phase you randomly gain two cards from your draw pile. Unused cards are discarded at the end of the phase.

    **[Read Fortune]** Your flagship ability as a Tarot Reader is to read someone’s fortune with your tarot cards. If you target a player with this action, you can choose a card in your hand to read their fortune. The effects are as follows:
    No Information:
    The Fool
    Learn if they possess killpower:
    The High Priestess
    The Empress
    Justice
    Death
    Learn the player they targeted:
    The Chariot
    The Devil
    The Moon
    The Sun
    Learn the players who targeted them:
    The Magician
    The Tower
    The Hermit
    The Wheel of Fortune
    Learn what types of action targeted them (Protective/Killing/Investigative/Redirective/Other):
    Temperance
    Judgement
    The Devil
    The Star
    Learn if they are a part of a non-factional chat:
    The Lovers
    The Hierophant
    The Hanged Man
    The Emperor
    Wildcard; Choose any information type to gain:
    The World

    **[Discard Card]** At any time before night begins, you can choose to discard one of your cards and draw another. You can only perform this action once per night.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: Tarot Prognosticator

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Fortune Telling; something some see as a hoax, but you have made a name for yourself with your ability to read someone's fortune with a magical deck of cards.

    [Deck of Cards] At the core of your abilities as a Tarot Reader is a magical deck of cards; the following cards of the Major Arcana of Tarot are what you use to read fortunes.
    The Fool
    The Magician
    The High Priestess
    The Empress
    The Emperor
    The Hierophant
    The Lovers
    The Chariot
    Strength
    The Hermit
    The Wheel of Fortune
    Justice
    The Hanged Man
    Death
    Temperance
    The Devil
    The Tower
    The Star
    The Moon
    The Sun
    Judgement
    The World

    [Draw & Discard Pile] At the start of the game, all of your cards will be shuffled into the draw pile randomly. All discarded and unused cards are placed in a discard pile. At the beginning of every Day you randomly gain two cards from your draw pile. Unused cards are discarded at the end of the Night. If you run out of valid cards in the Draw Pile, then all remaining cards in the Draw Pile are discarded, and Discard Pile is shuffled and becomes the new Draw Pile.

    [Read Fortune] Your flagship ability as a Tarot Reader is to read someone's fortune with your tarot cards. If you target a player with this action, you can choose a card in your hand to read their fortune. The effects are as follows:

    Reveal your Rolecard (not alignment) to them:
    The Fool

    Learn if they possess killpower (through a role action, an item, additional ITA shots, or ITA buffs, but not the default ITA shot or factional abilities):
    The High Priestess
    The Empress
    Justice
    Death

    Learn the player they targeted:
    The Chariot
    The Devil
    The Moon
    The Sun

    Learn the players who targeted them, fails if the target dies:
    The Magician
    The Tower
    The Hermit
    The Wheel of Fortune

    Learn what types of actions targeted them (Killing, Protective, Manipulative, Investigative, Communicative, Other):
    Temperance
    Judgement
    The Devil
    The Star

    Learn if they are a part of a non-factional chat:
    The Lovers
    The Hierophant
    The Hanged Man
    The Emperor.

    Wildcard; Choose any information type to gain:
    The World

    [Discard Card] At any time before Night begins, you can choose to discard one of your cards and draw another. You can only perform this action once per day.

    [Stacked Deck] You will not be dealt any cards that correspond to the effect you used on the previous Night.




    The Core Node
    Submitted by: Bladescape
    Randed to: FM-Space Pizza aka Marshmallow Marshall
    Original Submission
    Spoiler : Original Submission :


    **The Core Node**

    *Information connects all things. Network connects that information. Where others meander through realspace, you observe the information flowing through the cyber-band and can react in netspace. Where others have to deal with - ugh - physical forms, you can appreciate the code-banks of a clever mind without having to worry about their appearance. Also helps that you don't have to take breaks for body things. Peasants.*

    **Deployment**

    *Networks are constructed. Early it's easier to connect between devices but difficult to deploy assets, as your network grows, however, such things become easier as processing power becomes available. Part of the advantage of connecting to other assets is the combined power that comes from utilising unused processing power they were unaware of.*

    1. Every Night Phase you can establish two (2) new network assets. On Night 0 you can apply this connection to any player in the game. Every subsequent night this can only be applied to players that have quoted either *your* or *one of your other assets* posts. Connected Assets are unaware that they are connected to you, but anyone with some sort of investigative power may see "connected network asset" as a status.

    **Asset Improvement**

    *Connecting is only the first step in establishing a functioning network. Once you have established base connectivity you then need to ensure integrity and security is maintained. Your second duty will be to improve the functionality of your network. Each asset has limited room, of course.*

    1. During a day phase you can "improve" two network assets. You can only do this to assets that have been part of your network for 2 phases. (So you can't do it the day after you add an asset.) (Note that improved assets aren't Active assets)
    2. Your improvements are as follows:
    2.1 Firewall deployment - You can choose a non-asset player and prevent all traffic from that node to your asset. (Prevent one person targetting the person you have as an asset. This would not defend against factional kills, but would against personal ones.) - Multiple can be built, one per player prevented.
    2.2 Mail Transmission Node - Create a private chat between any assets who have this improvement. (You will not have access to the private chat until you install the node in your own system.)
    2.3 Mail Relay Server - While this is installed it cannot be activated. It automatically counts as the Mail Transmission Node being active during the night.
    2.4 Observer Node - (Requires Syslog Server) Get a report at the end of night with who your Network Asset visited.
    2.5 Information Archival - (Requires Syslog Server) Receive any night action results that asset receives.
    2.6 Syslog Server - (Self only) Enables the ability to build log improvements
    2.7 Admin Rights Restriction - Any abiltiy that would modify something about this role (except you) or add a tag/connect to this role is prevented.
    2.8 Proxy Server - Anyone tracking you sees you visit this player instead of seeing you visit who you actually targetted
    2.9 Denial of Service - When this is active the Asset's abilities don't take place until the next appropriate phase. (A night action will go off the night after they use it.)
    2.10 Worm System - Any consumable temporary resource they gain you gain exactly one (1) of too.
    2.11 Automation Master - (Self only) Allows the deployment of Automation Nodes. When activated, all Nodes also count as activated for free.
    2.12 Automation Node - When installing, choose one other Improvement on this Asset. When the Automation Master is activated, count that Improvement as also being active

    3. Each Asset can only have 3 Improvements. You may scrap a previous improvement when you build a new one.
    **Asset Activation**

    *While building improvements is all well and good, your ability to run said assets is very reliant on the processing speed of your network. You will have to rely on asset population to increase your ability to keep your assets active.*

    1. You can only Activate 3 Improvements per night phase. If they are abilities active during the day phase then they count what was activated the previous night phase.

    **Core Upgrades**

    *As you gather more assets, more computing power can be utilised to enhance the abilities of the network. Note: This only counts for operating assets. Should an asset suffer critical hardware failure (read: Dead) then you will lose the ability to leverage the processing power from that asset.*

    1. As you gather Assets, you unlock tiers of your ability
    1.1 While you have 3 operating assets, you no longer have to wait a phase to begin improvements.
    1.2 While you have 5 operating assets, you have enough processing power to begin to build improvements on your own core-system. These improvements are only operational as long as you maintain 4 assets. (You have 5 slots for improvement.)
    1.3 While you have 7 operating assets, you can activate up to 4 Improvements
    1.4 While you have 9 operating assets, you cannot be decommissioned without Strongarm Encapsulation on the removal packet.
    1.5 While you have 11 operating assets, you can activate up to 6 Improvements

    **Artificial Status**

    *As a core-node, you are no longer human. As such there are many facets of life that no longer prove to be quite the same for you as they would for others. Some good. Some not so good. Some a little sad.*

    1. You cannot be damaged by poisons
    2. You cannot use food items
    3. You are weak to Virus attacks unless you have installed a Firewall.
    4. You cannot be affected by cold, but any heat over 80c causes functioning issues, preventing you from taking more than one action per night/day cycle.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Mafia
    Role: The Core Node

    Factional Abilities:
    Factional Communication
    You share a permanent (Day and Night) factional chat with all other members of the Mafia.

    Tactician (Night 0 Only)
    Before the night 0 action deadline, the mafia may select up to four factional members.
    They may freely redistribute roles among those members.

    Night Kill
    The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.

    Roleblock (3-shot)
    Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.

    Lost Wolf
    FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.

    Wolf Leader's Silent Shot
    The Wolf Leader is: the Mischievous Princess
    This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.

    Conditional Bonus Kill (3-Shot)
    The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.

    On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
    On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.

    The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.

    Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
    If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
    If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)

    Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)

    If no information is submitted, the kill has a 0% chance of succeeding.
    If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
    If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
    If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.

    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
    - There is at least one mafia alive
    - There are no other anti-town factions alive
    - The mafia consists of 50% or more of the living players

    Rolecard:
    Information connects all things. Network connects that information. Where others meander through realspace, you observe the information flowing through the cyber-band and can react in netspace. Where others have to deal with - ugh - physical forms, you can appreciate the code-banks of a clever mind without having to worry about their appearance. Also helps that you don't have to take breaks for body things. Peasants.

    Deployment

    Networks are constructed. Early it's easier to connect between devices but difficult to deploy assets, as your network grows, however, such things become easier as processing power becomes available. Part of the advantage of connecting to other assets is the combined power that comes from utilising unused processing power they were unaware of.

    1. On Night 0, or within the first 24 hours of Day 1, you can establish four (4) new network assets. For the sake of cooldowns, these are treated as if they were established on Night 0 regardless of when you submit them. Connected Assets are unaware that they are connected to you but certain investigative powers may be able to reveal their connection status.
    1\.1. Every subsequent Night Phase, you can establish two (2) new network assets. This can only be applied to players that have quoted either your or one of your other assets' posts (you will need to send proof to the hosts in order for your action to be considered valid).

    Asset Improvement

    Connecting is only the first step in establishing a functioning network. Once you have established base connectivity you then need to ensure integrity and security is maintained. Your second duty will be to improve the functionality of your network. Each asset has limited room, of course.

    1. During a Day phase you can "improve" two network assets. You can't improve assets that have only been deployed since the previous Night. You can't improve assets with improvements marked as "self only". (Note that improved assets aren't Active assets)
    2. Your improvements are as follows:
    2\.1 Firewall deployment (Asset only) - When activated, can choose a non-asset player and prevent all traffic from that node to your asset. (Prevent one person targeting the person you have as an asset. This cannot prevent factional killpower.) Multiple can be built, one per player prevented.
    2\.2 Mail Transmission Node (Any) - When activated, you may send an anonymous message to the asset. Activating this once allows you to activate the Mail Transmission Nodes of every other asset for free that Night.
    2\.3 Mail Relay Server (Self only) When activated, creates a private chat between you and all assets who have the Mail Transmission Node for that cycle. Your identity will be anonymous. (You will also access the chat non-anonymously if you build a Mail Transmission Node on yourself). Requires 3 actions to activate.
    2\.4 Observer Node (Requires Syslog Server, Asset only) - When activated, get a report at the end of Night with who your Network Asset visited. Requires 3 actions to activate, only one can be activated per Night, will fail if activated on the same asset two Nights in a row.
    2\.5 Information Archival (Requires Syslog Server, Asset only) - When activated, receive any Night action results that asset receives. Requires 2 actions to activate, only one can be activated per Night, will fail if activated on the same asset two Nights in a row.
    2\.6 Syslog Server (Self only) - Passive, enables the ability to build log improvements.
    2\.7 Admin Rights Restriction (Any) - When activated, all role modification abilities affecting the asset (except abilities you use) are prevented.
    2\.8 Proxy Server (Any) - When activated, anyone tracking you sees you visit this player instead of seeing you visit who you actually targeted.
    2\.9 Denial of Service (Asset only) - When activated, the Asset's abilities don't take place until the next appropriate phase. (A Night action will go off the Night after they use it.) Requires 4 actions to activate, only one can be activated per Night, will fail if activated on the same asset two Nights in a row.
    2\.10 Worm System (Asset only) - When activated, steal any items an asset possesses. Requires 2 actions to activate, will fail if activated on the same asset two Nights in a row.
    2\.11 Automation Master (Self only) - Allows the deployment of Automation Nodes. When activated, can choose to activate up to 3 Automation Nodes for free. Requires 5 actions to activate.
    2\.12 Automation Node - (Any) When installing, choose one other Improvement on this Asset. When the Automation Node is activated, count that Improvement as also being active. Activation via automation node does not override cooldowns or limitations that would be in place when activating other improvements normally. Can only be activated using the Automation Master.
    3. Each Asset can only have 3 Improvements. You may scrap a previous improvement when you build a new one.

    Asset Activation

    While building improvements is all well and good, your ability to run said assets is very reliant on the processing speed of your network. You will have to rely on asset population to increase your ability to keep your assets active.

    1. You can only Activate 3 Improvements per Night phase. If the abilities are active during the Day phase, they are activated during the previous Night phase.

    Core Upgrades

    As you gather more assets, more computing power can be utilised to enhance the abilities of the network. Note: This only counts for operating assets. Should an asset suffer critical hardware failure (read: Dead) then you will lose the ability to leverage the processing power from that asset.

    1. As you gather Assets, you unlock tiers of your ability
    1\.1 While you have 3 operating assets, you no longer have to wait to begin improvements on your assets.
    1\.2 While you have 5 operating assets, you have enough processing power to begin to build improvements on your own core-system. The improvements you can build on yourself are marked as "self-only" or "any". These improvements are only operational as long as you maintain 4 assets. (You have 4 slots for improvement.)
    1\.3 While you have 7 operating assets, you can activate up to 4 Improvements
    1\.4 While you have 9 operating assets, you you can activate up to 5 Improvements
    1\.5 While you have 11 operating assets, you can activate up to 6 Improvements

    Artificial Status

    As a core-node, you are no longer human. As such there are many facets of life that no longer prove to be quite the same for you as they would for others. Some good. Some not so good. Some a little sad.

    1. You cannot be damaged by poisons.
    2. You cannot use food items.
    3. You are weak to Virus attacks unless you have installed a Firewall.
    4. You cannot be affected by cold, but any heat over 80c causes functioning issues, preventing you from taking more than one action per cycle.




    The Deck
    Submitted by: AAA
    Randed to: FM-Not Enough Legs aka neil the eel
    Original Submission
    Spoiler : Original Submission :


    THE DECK

    The deck contains the regular 52 playing cards (Ace through King of all 4 suits (spades, diamonds, clubs, hearts)) and 2 jokers. At the start of each day, you are dealt 4 cards. 3 of them are face up, and 1 is face down. Before EoD (day action submission time), you must choose and discard 2 of them. At that point, the suit/number on the face down card is then revealed to you (you may only use it if you previously chose not to discard it). Based on the cards you chose, you gain access to specific actions.

    Normal:
    -On a spade, you get access to a limited roleblock (can roleblock 1 action type from being performed (investigative, manipulative, protective, communicative, killing, other))
    -On a diamond, you get access to a prick (if you target someone twice with this action, they are killed)
    -On a club, you get access to a neighborizer
    -On a heart, you get access to a doctor

    There are also some SPECIAL CASES:
    -On 2 Spades, you get access to a full roleblock
    -On 2 Diamonds, you get access to a night kill
    -On 2 Clubs, you get access to a neighborizer + role-cop (these are bundled together and can’t target 2 separate people)
    Note: this neighborhood is the same as the regular club neighborhood
    -On 2 Hearts, you get access to a 2-targeting doctor that also cleanses any lasting negative effects currently affecting that player (e.g. poison, primed, pricked)

    Note: you don’t get 2 copies of the regular action in addition to this action. You only get this action.

    -On a pair, both actions are upgraded (you may use both of them).
    -On a 21, in addition to whatever abilities you gain, you gain a 1-shot daykill the following day. (e.g. on a jack of hearts and an ace of clubs you get a doctor and a neighborizer that night, and then a daykill the following day)

    The Joker: When you are dealt a joker, it may be used as any card remaining in the deck (you must declare what card it is being used as). If you are dealt 2 jokers, you hit the Jackpot.
    Jackpot: You gain access to every possible action you could take. This includes:
    -A doctor
    -A prick
    -A limited roleblocker
    -A neighborizer
    -A 2-targeting doctor that cleanses
    -A night kill
    -A full roleblocker
    -A rolecop + neighborizer
    -A daykill the following day
    These are also all strongmanned (including the daykill). You also gain a 1-shot bulletproof vest.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The Deck

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    The deck contains the regular 52 playing cards (Ace through King of all 4 suits (spades, diamonds, clubs, hearts)) and 2 jokers. At the start of each Day, you are dealt 4 cards. 3 of them are face up, and 1 is face down. Before EoD (Day action submission time), you must choose and discard 2 of them. At that point, the suit/number on the face down card is then revealed to you (you may only use it if you previously chose not to discard it). Based on the cards you chose, you gain access to specific actions. You may only perform one of the actions you have access to unless otherwise specified. All four dealt cards are discarded from the Deck without replacement. The deck is NOT reshuffled if you run out of cards.

    Single Suit:
    • On a Spade, you get access to a limited Level 1 Roleblock (can only target one action type from being performed (investigative, manipulative, protective, communicative, killing, other))
    • On a Diamond, you get access to a Level 4 Wound
    • On a Club, you get access to a Status Cop (see what Statuses+Levels a player is affected by)
    • On a Heart, you get access to a Level 10 Protect that also applies a Level 10 Injure at SoD

    Matching Suit:
    • On 2 Spades, you get access to a Level 3 Roleblock
    • On 2 Diamonds, you get access to a Level 10 Wound
    • On 2 Clubs, you get access to a Status Cop + Role Cop
    • On 2 Hearts, you get access to a Level 25 Protect that also Cleanses all levels of Injured and negative debuffs. (If a debuff can be cleansed is left to host discretion)

    Pairs:
    -On a pair, you may choose between the upgraded ability for either suit and receive the Strong-Willed modifier for that action. Additionally you may return any number of non-joker discarded cards (including the pair) to your draw deck.

    Blackjack:
    -On a 21, you may choose between the upgraded ability for either suit, and receive a Silent, 1-Shot, Day-Action, Level 1 Terminate for the following Day. The Terminate can only be received once, on future blackjacks you instead receive the un-upgraded ability for the other suit in addition to the upgrade ability for the chosen suit. Finally, you peek at the next 10 cards in the deck, move as many as you'd like to the discard pile, return the rest, and then reshuffle your draw deck.

    The Joker:
    When you are dealt a joker, it may be used as any card remaining in the deck, search the draw deck for said card, replace the joker with said card, and discard the joker (this replacement does not count as an ability, i.e. the "you may only perform one action" clause does not apply to it)

    If you are dealt 2 jokers, you hit the Jackpot.

    Jackpot: You gain access to every possible action you could take. This includes:
    • A limited Level 1 Roleblock
    • A Level 4 Wound
    • A Status Cop
    • A Level 10 Protect -> Level 10 Injure
    • A Level 3 Roleblock
    • A Level 10 Wound
    • A Status Cop + Role Cop
    • A Level 25 Protect that also Cleanses
    • A Silent, 1-Shot, Day-Action Terminate for the following day
    • The Strong-Willed modifier for all these actions.
    • Return any number of non-joker discarded cards to your draw deck.
    • Peek at the next 10 cards, move as many as you'd like to the discard pile, and reshuffle the draw deck.

    Additionally you gain a multitaskable 1-shot action that you may activate on a future Night to become Kill-Immune for that Night.

    Footnotes:

    • The limited Roleblock will decrease Willpower.
    • The limited Roleblock will only grant the target Willpower at SoD if it successfully prevented an action..






    The Gambler
    Submitted by: lilypetal
    Randed to: FM-Fluffernuts aka Hollowkatt
    Original Submission
    Spoiler : Original Submission :


    The Gambler

    Day action: Choose a player, you will be put into a special neighborhood with them for the duration of the following Night phase.

    While in the chat, the other player will be asked if they wish to flip a coin with you. If the player wishes to play, they may message the hosts and choose either "Heads" or "Tails". If they guess the result of the coinflip correctly, they win.

    The winner will be revealed at the end of the Night phase. If the other player declines to flip a coin or does not submit then it's an automatic win for you.

    The winner of the game wins a prize at the end of the Night.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The Gambler

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Day action: Receive a list of three random items from your prize pool. Select one of the items to be the prize for that Night. Each prize can only be selected once.

    Day action: Choose a player after you have selected the prize for the Night, you will be put into a special neighborhood with them for the duration of the following Night phase. You may not target the same person consecutively.

    While in the chat, the other player will be asked if they wish to flip a coin with you. If the player wishes to play, they may message the hosts and choose either "Heads" or "Tails". If they guess the result of the coinflip correctly, they win.

    The winner will be revealed at the end of the Night phase. If the other player declines to flip a coin or does not submit then it's an automatic win for you.

    The winner of the game wins the chosen prize at the end of the Night.

    Prize Pool

    • 1-cycle passive Last Will (activates on death at any point during the next cycle)
    • 1-shot Item Cop
    • 1-shot Stat Cop
    • 1-shot Status Cop
    • 1-cycle passive Treestump (activates on death at any point during the next cycle, being a treestump lasts 1 cycle)
    • 1-shot Poison Healer (Day or Night)
    • 1-shot Fake Poison
    • Lucky Coin (Passable item at Night, 1-shot ability to sacrifice the item for 10 rupees, only winnable if both players agreed to play)





    The Gambler
    Submitted by: Rem
    Randed to: FM-Pilgrim Anatomy aka JeremiahS
    Original Submission
    Spoiler : Original Submission :


    The Gambler

    every day choose a player to play a game with them, you will be in an anonymous chat with your target, until results.

    The game is the prisoner dilemma

    Both of you have to choose Ally or Betray

    If both players choose Ally you will both receive a prize

    if one of you chooses Betray and the other Ally, the player who choose Ally will die

    If both players choose Betray you will both be vanillized

    Prizes:

    x1 shot day vig
    or
    x1 shot doctor
    or
    x1 shot rolecop

    Only the gambler knows what prizes can be received

    Time limits:

    To target a player: 6 hours after the start of the day

    To choose Ally or Betray: 6 hours before End of the day

    if a player doesn't submit their action, they will default to Ally.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The Gambler

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Your role is Uncopiable and Rolecop-Immune.

    Every Day you must choose a player to play a game with, the game with begin at the start of the next Night phase. If you do not choose a player, one will be selected randomly.

    The game is a modified prisoner's dilemma.

    Your target is able to choose either Ally or Betray.

    You are only able to choose Ally.

    After choosing a player a temporary anonymous neighborhood is created. Both you and your target have the option to de-anonymize yourself, each of you will receive the following feedback:

    “You have been chosen to play a game.

    Both you and your opponent are anonymous. If you wish to reveal your true identity you may submit the action “REVEAL” to the hosts, and your identity will be host-confirmed in the neighborhood.

    You both have the option to either Ally or Betray.

    If you both Ally, then you both will receive a Silent Pistol (Silent, ITA, Level 3 Attack).

    If one of you Allies and the other Betrays, then the one who Allied dies and the one who Betrayed receives a Silent Sniper Rifle (Silent, ITA, Level 5 Attack).

    If you both Betray, then you both get affected by an Unhealable Poison that will kill you both at EoD.

    You must lock in your action before the Day action deadline. Failure to do so will default to allying.

    This neighborhood will close at the day action deadline.

    To lock in your action you may submit either “ALLY” or “BETRAY” to the hosts. This action is final. The results will be determined at the end of the Night.
    All of the information in this feedback is true and reflects the mechanics of your role - however you may not select “BETRAY”.

    You will no longer be able to use your role after ITAs are permanently disabled.




    The Gardener
    Submitted by: Litten
    Randed to: FM-The Hat aka deathworlds
    Original Submission
    Spoiler : Original Submission :


    The Gardener
    “A society grows great when old men plant trees in whose shade they shall never sit.”

    Each day you may plant two seeds. Seeds bloom the next day. When a seed blooms, you gain a 1-shot ability, which depends upon what seeds you plant. You may plant the same seed as many times as you want. Each night you may one ability that you have. When you learn you have died, distribute all of the abilities and seeds you have left over/planted to any players of your choosing. They may choose to use any abilities they gain in addition to their night actions. Some seeds are considered “special” and may only be planted once.

    Seed of Healing - When this seed blooms, you gain the following ability: Heal a player from all attacks during the night.
    Seed of Disruption - When this seed blooms, you gain the following ability: Prevent a player from using any actions that night.
    Seed of Tracking: When this seed blooms, you gain the following ability: Track a player and learn who they visit that night
    Seed of Boosting: When this seed blooms, you gain the following ability: Boost a players ITA chance tomorrow by 45%
    Seed of Dodging: When this seed blooms, you gain the following ability: Boost a players ITA dodge by 7%.

    Special Seeds:
    Seed of Democracy - When this seed blooms, you gain the following ability: Make a players vote count for double the next day.
    Seed of Negation: When this seed blooms, you gain the following ability: Make a player’s day actions fail the next day.
    Seed of All Knowing: When this seed blooms, you gain the following ability: Select a player and learn their role.
    Seed of Pranking: When this seed blooms, you gain the following ability: Replace a players role for one cycle with the following role: “Each night target a player, you visit them and they learn that you did. You regain your previous role in a cycle.”
    Seed of Double Shot - When this seed blooms, you gain the following ability: You have a double ITA shot the next day if you use this ability.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The Gardener

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    “A society grows great when old men plant trees in whose shade they shall never sit.”

    Each Day you may plant two seeds. Seeds bloom the next Day. When a seed blooms, you gain a 1-shot ability, which depends upon what seeds you plant. You may plant the same seed as many times as you want, however you may not plant the same seed twice in the same Night, nor may you plant a seed if you've planted it the previous Night. Each Night you may use one ability that you have. When you learn you have died, distribute all of the abilities and seeds you have left over/planted to any players of your choosing. The seeds count as abilities for you, but count as items after your death. They may choose to use any abilities they gain in addition to their Night actions. Some seeds are considered “special” and may only be planted once.

    Seed of Healing - When this seed blooms, you gain the following ability:
    Target a player with a Level 25 Protect

    Seed of Willpower- When this seed blooms, you gain the following ability:
    Target a player with a Level 10 Empower

    Seed of Tracking: When this seed blooms, you gain the following ability:
    Track a player and learn who they visit that night

    Seed of Boosting: When this seed blooms, you gain the following ability:
    Boost a player's ITA by 3 levels tomorrow.

    Seed of Mending: When this seed blooms, you gain the following ability:
    Target a player with a Level 4 Mend

    Special Seeds:

    Seed of Democracy - When this seed blooms, you gain the following ability:
    Make a player's vote count for double the next day.

    Seed of Negation: When this seed blooms, you gain the following ability:
    Make a player's Day actions fail the next day.

    Seed of All Knowing: When this seed blooms, you gain the following ability:
    Select a player and learn their role.

    Seed of Pranking: When this seed blooms, you gain the following ability:
    Replace a player's role for one cycle with the following role: “Each Night target a player, you visit them and they learn that you did. You regain your previous role in a cycle.”

    Seed of Double Shot - When this seed blooms, you gain the following ability:
    Gain an additional Level 5 ITA Attack tomorrow.




    The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)
    Submitted by: didistetter
    Randed to: FM-Chromatography aka Animal Midwife
    Original Submission
    Spoiler : Original Submission :


    The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)

    Watching the progression of these people around you as they grow up from snot nosed little buggers to decrepit old men is rewarding, but also draining. As a tree, you want to embrace your faction within your branches to keep them safe, but sometimes helping foster life means letting your loved ones make their own choices.

    Active abilities:
    The Sacred Trees:
    Each night, you are tasked with giving away bits of your own life force in order to help your beloveds live, You have 5 unique tree powers to give out. Giving is compulsory, and each power can only be given out a single time. You may not gift the same player multiple trees, because that’s just silly. No one has the space to plant multiple trees. In this economy????

    The Assyrian Sacred Tree:
    The three most common images in Assyrian palace reliefs are sacred trees, lion hunts, and self-inserts of Ashurnasirpal II as a divine god king taking over duties that don’t really belong to him. Since art is a perfect and flawless depiction of history, this means that the most important aspects of Assyrian life were maintaining the sacred tree of life, and hunting lions.

    In honor of this kingly life, the player who receives this tree is granted a 45% boosted ITA that can only be used against a player with an animal in their pfp. Additionally, the tree's life-giving branches grant the recipient of this tree one-time protection against any daykill, so that they might hunt in peace.
    The Tree of Life & Tree of the Knowledge of Good and Evil
    At the intersection of the Pishon, the Gihon, the Tigris, and the Euphrates sit two trees with extremely tempting fruit. The tree of Life is fair game for afternoon munchies, but if you eat of the other… well, the wrong kind of knowledge can come at the ultimate cost.

    The player who receives this tree is perpetually protected from night deaths. However, they can choose to trade that protection in order to gain the ability to track and follow a player and see both who they visited, and what type of action they performed. If this power is used to track any sort of killing action, the player instead dies.

    Yggdrasill
    The Poetic Edda recounts how the god Odin sacrificed himself by hanging from the world tree for nine days in order to gain knowledge of the nine worlds to better protect his people and ensure them victory in battles across the realms so that they might retire to Valhalla. This sacrifice led to the world tree becoming known as Yggdrasill, meaning Odin’s Gallows.

    The player who receives this tree must mimic Odin’s sacrifice by striving to be a wagon each day. If the receiver is a wagon on the EoD VC (being voted by the Giving Tree does NOT count as a wagon for the sake of this ability), they earn a single doctor shot to be used the following night.
    The Mahabodhi Tree
    According to legend, the Buddha attained enlightenment while meditating under the Mahabodhi tree. While this tree is less of a traditional tree of life, it is still an important symbolic representation of the moment where one was freed from the cycle of life and death. In a way, a mafia game is also a samsara—a painful cycle of life, death, and life.

    In order to find closure in the samsara that is mafia, the player who receives this tree must work towards their own enlightenment. Each night upon receiving this gift, the recipient must predict 3 ITA targets for the following cycle. Their own target cannot count towards this number. If all 3 predicted targets die, the player earns a dayvig shot. To activate the dayvig, the player must post “I HAVE ATTAINED NIRVANA WITH [insert target name]” in thread. If the target is the same alignment as the Mahabodhi holder, only the target dies, and the shoot must live with their dukkha. If the target is a different alignment, both the shooter and target die.
    The Egyptian Tree of Life
    Sacred trees in mythology are often tied to fertility and mother goddesses. One quirk of Egyptian mythology is that the names of duties of gods and goddesses would change across dynasties. The original mother goddess, Nut, was often depicted next to sycamore trees, and would provide life by secreting fruit, milk, and sap from her own body. The later usurper goddess, Isis, was born out of an Acacia tree, which turned the tree into an ultimate symbol of fertility and motherhood.

    The player who receives this tree can “bear fruit” (or Nut, if you would rather) once per day by quoting a post in thread with “MOMMY LOVES YOU!!.” The player can then submit this maternal profession to the mods in order to take the quoted player's place the following night. Any actions that would target the quoted player target “mommy” instead. This swap will be publicly announced, and since no good mommy has a favorite child, the receiver of this gift cannot target the same player on consecutive days.

    Passive Ability:
    “And the tree was happy”: Once you give out all 5 powers, you become a tree stump for the following cycle, and then die. As a tree stump, you will be limited to 20 messages, cannot participate in ITAs, don’t count for parity, and cannot vote.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)

    Watching the progression of these people around you as they grow up from snot nosed little buggers to decrepit old men is rewarding, but also draining. As a tree, you want to embrace your faction within your branches to keep them safe, but sometimes helping foster life means letting your loved ones make their own choices.

    Active abilities:
    The Sacred Trees:
    Each night, you are tasked with giving away bits of your own life force in order to help your beloveds live, You have 5 unique tree powers to give out. Giving is compulsory, and each power can only be given out a single time. You may not gift the same player multiple trees, because that's just silly. No one has the space to plant multiple trees. In this economy????

    The Assyrian Sacred Tree:
    The three most common images in Assyrian palace reliefs are sacred trees, lion hunts, and self-inserts of Ashurnasirpal II as a divine god king taking over duties that don't really belong to him. Since art is a perfect and flawless depiction of history, this means that the most important aspects of Assyrian life were maintaining the sacred tree of life, and hunting lions.

    In honor of this kingly life, the player who receives this tree is granted a single-use Level 5 ITA Attack that can only be used against a player with an animal in their profile picture. Additionally, the tree's life-giving branches grant the recipient of this tree one level of Shielding, so that they might hunt in peace. This Shielding is only active during the day and does not regenerate after it is consumed.

    The Tree of Life & Tree of the Knowledge of Good and Evil
    At the intersection of the Pishon, the Gihon, the Tigris, and the Euphrates sit two trees with extremely tempting fruit. The tree of Life is fair game for afternoon munchies, but if you eat of the other… well, the wrong kind of knowledge can come at the ultimate cost.

    The player who receives this tree gains one level of Shielding for the duration of the night phase. However, they can choose to trade in that protection in order to gain the ability to track and follow a player that Night instead and see both who they visited, and what type of action they performed. If this power is used to track any sort of killing action, then they have seen too much and immediately die.

    Yggdrasill
    The Poetic Edda recounts how the god Odin sacrificed himself by hanging from the world tree for nine days in order to gain knowledge of the nine worlds to better protect his people and ensure them victory in battles across the realms so that they might retire to Valhalla. This sacrifice led to the world tree becoming known as Yggdrasill, meaning Odin's Gallows.

    The player who receives this tree may attempt to channel Odin's sacrifice. The first time they end the Day with a wagon of at least three votes cast against them (not including you or themselves), they earn a single Level 30 Protect to be used the following Night.

    The Mahabodhi Tree
    According to legend, the Buddha attained enlightenment while meditating under the Mahabodhi tree. While this tree is less of a traditional tree of life, it is still an important symbolic representation of the moment where one was freed from the cycle of life and death. In a way, a mafia game is also a samsara—a painful cycle of life, death, and life.

    In order to find closure in the samsara that is mafia, the player who receives this tree must work towards their own enlightenment. Each night upon receiving this gift, the recipient must predict 3 ITA targets for the following cycle. Their own target cannot count towards this number. If all 3 predicted targets die from ITAs, then the player has obtained enlightenment and they gain a one-shot, Level 10 Mend day action. (This action cannot be gained multiple times)

    The Egyptian Tree of Life
    Sacred trees in mythology are often tied to fertility and mother goddesses. One quirk of Egyptian mythology is that the names of duties of gods and goddesses would change across dynasties. The original mother goddess, Nut, was often depicted next to sycamore trees, and would provide life by secreting fruit, milk, and sap from her own body. The later usurper goddess, Isis, was born out of an Acacia tree, which turned the tree into an ultimate symbol of fertility and motherhood.

    The player who receives this tree may channel Nut and Isis once per Night, to bind their soul with the tree and allow it to “bear fruit”. They may target a player and provide them with the fruit, milk, and sap from the Tree of Life. If the targeted player were to die that Night then instead the Tree of Life will nourish them back to health, but doing so is gravely taxing and the player who bound their soul to the tree of life will perish in their stead.

    Passive Ability:
    “And the tree was happy”: Once you give out all 5 powers, you will become a tree stump for one cycle after death. As a tree stump, you cannot participate in ITAs, don't count for parity, and cannot vote.




    The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness.
    Submitted by: Ewianking
    Randed to: FM-Mr Clean aka tepig19283
    Original Submission
    Spoiler : Original Submission :


    The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness.

    They just really like people…. Really really fast. They are a hopeless romantic and just fall in love with one person really fast, pretend to not like them, then secretly help them out.

    I’ll help you out buddy-
    Every night target one person to shift to the top of the OOO.

    I dislike you buddy-
    Every night shift a target to the bottom of the OOO.

    These two abilities can both be used in the same night.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness.

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    They just really like people…. Really really fast. They are a hopeless romantic and just fall in love with one person really fast, pretend to not like them, then secretly help them out.

    These two role actions are multitaskable and occur before the Night Phase OoO.

    I'll help you out buddy-
    Every night target one person, their non-factional actions are processed fully before the Night Phase OoO. (e.g. players killed at Night normally still take their action. However a killer buffed in this way will pre-empt any actions their target would have taken). Investigative actions buffed in this way will still receive typical feedback.

    I dislike you buddy-
    Every night target one person, their non-factional actions are processed after the entire Night Phase OoO.




    The Knight
    Submitted by: Michelle
    Randed to: FM-Tinnitus aka Stick
    Original Submission
    Spoiler : Original Submission :


    The Knight (chess)
    Passive: if he is targeted with a killing action the knight will perform a leap from its place to outside the game - 1 shot (The Knight will know when this passive was triggered)
    Passive: The Knight will copy the first action targeting him as one shot, with the possibility to use it from next night onwards (except the killing actions).
    Active: The Knight can track a player and see who was(were) the target(s) of that player during the night.
    Active: Once during the game the knight can protect a player against any harmful actions, including superkills.
    Active: if the knight collected 3 one shot actions by his passive he can make a custom new action related to the three he collected.



    Role Implementation
    Spoiler : Role PM :


    Alignment: Town
    Role: The Knight

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Passive: The Knight will copy any copyable, non-killing actions targeting it at night as one-shot abilities that it can use from the next Night onwards. The Knight can gain a maximum of 5 abilities this way per Night and can only use one active ability obtained from this passive or from trade-in per Night.

    Passive: All investigative abilities that see who targets the player being investigated (e.g watchers) will fail when targeting The Knight.

    Active: If The Knight has collected at least 3 one-shot actions from its passive, it can trade 3 of them in for permanent access to a new ability of its choice (each ability may only be claimed once). This ability is multitaskable and Unstoppable.

    Trade-in Options:

    Passive (1-shot): If The Knight is targeted with a killing action, they will will leap out of the way and the killing action fails. In effect, the Knight has 1 level of Shielding. The Knight knows when this passive is triggered.

    Active (1-shot): Target a player with a Level 500 Protect.

    Active (1-shot): Track and Follow a player and see who they visited during the night and what action types they performed.



    Last edited by Lumi; April 17th, 2024 at 02:03 PM.

 

 

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