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Forum Mafia GM
March 13th, 2014, 09:39 AM
FM XXI


Roles List:


VIKING INVADERS
Ragnar Lodbrok (Hidden Norseman)
Hidden Norseman
Hidden Norseman
Hidden Norseman

KINGDOM OF NORTHUMBRIA
King Aelle (Hidden Anglo-Saxon)
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon
Hidden Anglo-Saxon

UNKNOWNS
Hidden Non-Town
Hidden Non-Town
Hidden Non-Town
Hidden Non-Town
Hidden Any
Hidden Any
Hidden Any
Hidden Any
Hidden Any



Possible Roles:

Norsemen: Actress, Agent, Mafia Architect, Arms Dealer, Beguiler, Blackmailer, Chauffer, Consigliere, Consort, Disguiser, Drug Dealer, Framer, Grave Robber, Janitor, Kidnapper, Lawyer, Mafia Journalist, Mafioso, Mortician, Tailor, Thief, Ventriloquist, Witch.
Anglo-Saxons: Architect, Armorsmith, Blacksmith, Bodyguard, Bulletproof, Bus Driver, Citizen, Coroner, Crier, Detective, Doctor, Enchantress, Escort, Gunsmith, Intern, Jailor, Journalist, Lookout, Mason, Mason Leader, Matchmaker, Mayor, Nurse, Operator, Sheriff, Spy, Veteran, Vigilante.
Christian Church: Cult Leader.
Evil Neutrals: Arsonist, Corrupt Journalist, Serial Killer, Mass Murderer, Shaman, Toxicologist, Ventriloquist, Witch.
Benign Neutrals: Amnesiac, Arms Dealer, Executioner, Ghost, Jester, Ninja, Student, Survivor



Defined Roles List, including Sub-roles:

Ragnar Lodbrok:
Immune to attacks, including poison.
Immune to Sheriff detection.
Receives an additional Norseman role.

Hidden Norsemen
Can be any possible Norseman role.

King Aelle
Invulnerable to Blackmailer, Lawyer, and Tailor.
Receives an additional Anglo-Saxon role.

Hidden Anglo-Saxon
Can be any possible Anglo-Saxon role.

Hidden Non-Town
Can be any possible Norseman, Christian Church, Evil Neutral, or Benign Neutral role.

Hidden Any
Can be any possible Norseman, Anglo-Saxon, Christian Church, Evil Neutral, or Benign Neutral role.



Win Conditions:

Norsemen: Eliminate the Anglo-Saxons and the Christian Church and have at least one member alive.
Anglo-Saxons: Eliminate the Norsemen, the Christian Church, and the Evil Neutrals and have at least one member alive.
Christian Church: Eliminate the Norsemen and the Anglo-Saxons and have at least one member alive.
Evil Neutrals: Eliminate the Anglo-Saxons and survive until the end.
Amnesiac: Survive until the end. If you become another role, you must achieve that role's win condition.
Arms Dealer: Survive until the end.
Executioner: Be alive to see your target sacrificed during the day.
Ghost: You must die; you then win if the faction that killed you loses.
Jester: Get sacrificed during the day.
Ninja: Survive until the end.
Student: You win if your mentor wins.
Survivor: Survive until the end.



Rolecards:

Actress
Action: Target one player at night, appearing as that role in the graveyard if you die.
* Getting sent for the kill does not change your role.
* You may be sent for the nightly factional kill.

Agent
Action: Target a player at night, either learning who they visited or who visited them.
* Learns the first target that their target chose in their night action (Detective).
* You choose which type of result you receive.
* You may be sent for the nightly factional kill.

Mafia Architect
Action: Target two players during the day, placing them in an anonymous night chat together during the following night.
* You may target yourself.
* You can read the chat, but cannot post unless you place yourself in the chat.
* You may be sent for the nightly factional kill.

Arms Dealer
Action: Target one player at night, giving them a real or a fake 1-shot gun.
* You may not give Norsemen a real gun, even through redirection.
* If targeting a Norsemen through redirection, a real gun will turn into a fake gun.
* Real and fake guns can not be used with night actions.
* You may be sent for the nightly factional kill.

Beguiler
Action: Target one player at night, redirecting all night action done to you towards your target.
* Limited to 5 uses.
* You may be sent for the nightly factional kill.

Blackmailer
Action: Target one player at night, demanding they do something.
* The demand can be anything as long as it is not restricted by time.
* The player must meet the demand the following day.
* A player that does not meet the demand will die at the end of the day.
* You may be sent for the nightly factional kill.

Chauffer
Action: Target two players at night, swapping their locations. Players targeting one of them will instead target the other.
* You may be sent for the nightly factional kill.
* You may bus yourself.

Consigliere
Action: Target one player at night, receiving an exact copy of their rolecard.
* You may be sent for the nightly factional kill.

Consort
Action: Target one player at night, roleblocking them.
* Immune to roleblock.
* Informed if someone tried to roleblock you.
* Not informed if target is immune to roleblock.
* You may be sent for the nightly factional kill.

Disguiser
Action: Target one player at night, taking over their account and killing your own.
* Limited to one use.
* You choose whether you clean your target's role or not.
* You are not informed of your target's last will or role.
* You may be sent for the nightly factional kill.

Drug Dealer
Action: Target one player at night, drugging them with fake feedback.
Possible feeback:[list=1]
* Roleblocked.
* Attacked & healed.
* Bussed.
* Witched.
* Doused.
* Poisoned.
* Fake vest.
* Fake gun.
* Lured.
* Repelled.
* Lawyered.
* Fake suit.
* You may be sent for the nightly factional kill.


Framer
Action: Target one player at night, tricking investigative roles that visit your target.
* You choose what alignment your target appears as to Sheriffs.
* You choose who your target appears to have visited to Detectives.
* You may also make your target appear to have visited the target of the factional night kill to Lookouts.

Grave Robber
Action: Target one dead player at night, gaining a 1 time use of their night action.
* Can't rob from Mafia members.
* You may not steal from the same dead player more than once.
* You may be sent for the nightly factional kill.

Architect
- Yes.
Armorsmith
- Yes.
Blacksmith
- Yes.
Bodyguard
- Yes.
Bulletproof
- No.
Bus Driver
- Yes.
Citizen
- No.
Coroner
- Yes.
Crier
- No.
Detective
- Yes.
Doctor
- Yes.
Enchantress
- Yes.
Escort
- Yes.
Gunsmith
- Yes.
Intern
- Yes.
Jailor
- Yes.
Journalist
- Yes.
Lookout
- Yes.
Mason
- No.
Mason Leader
- No.
Matchmaker
- Yes.
Mayor
- No.
Nurse
- Yes.
Operator
- Yes.
Sheriff
- Yes.
Spy
- Yes.
Veteran
- Yes.
Vigilante
- Yes.
Cult Leader
- No.
Arsonist
- Yes.
Corrupt Journalist
- Yes.
Serial Killer
- Yes.
Mass Murderer
- Yes.
Shaman
- Yes.
Toxicologist
- Yes.
Ventriloquist
- No.
Witch
- Yes.
Amnesiac
- No.
Arms Dealer
- Yes.
Executioner
- No.
Ghost
- No.
Jester
- No.
Ninja
- No.
Student
- No.
Survivor
- Yes.

Janitor
Action: Target one player at night, hiding the players role and last will if they die in the same night.
* Limited to 6 uses.
* You may be sent for the nightly factional kill.

Kidnapper
Action: Target one player during the day, jailing them the following night.
* Limited to 1 execution.
* Can jail on lynch days.
* Target is immune to attacks (including poison) and is perfectly roleblocked.
* You may be sent for the nightly factional kill.

Lawyer
Action: Target one player at night, permanently changing their last will.
* Limited to 3 living players with altered last wills.
* You may be sent for the nightly factional kill.

Mafia Journalist
Action: Target one player during the day, allowing them to post an anonymous article to the entire game the following morning.
* May instead choose to write the article yourself.
* You may be sent for the nightly factional kill.

Mafioso
Action: None.
* You may be sent for the nightly factional kill.

Mortician
Action: Target one player at night, learning their real role, last will, and who they visited each night.
* You may target a living person, gaining the information if your target dies that night.
* You may be sent for the nightly factional kill.

Tailor
Action: Target one player at night, giving them a suit of another role.
* Limited to 6 uses.
* If a target dies while wearing a suit, the role of the suit will be revealed instead.
* You choose which role your target will appear as.
* You may be sent for the nightly factional kill.

Thief
Action: Target one player at night, stealing a 1 time use of their night action.
* Can not steal from other Mafia members.
* Target is not informed if they were stolen from.
* You may choose to dispose of a night action if you don't want to use it.
* You can only hold one night action at any time.
* You may be sent for the nightly factional kill.

Architect
- Yes.
Armorsmith
- Yes.
Blacksmith
- Yes.
Bodyguard
- Yes.
Bulletproof
- No.
Bus Driver
- Yes.
Citizen
- No.
Coroner
- Yes.
Crier
- No.
Detective
- Yes.
Doctor
- Yes.
Enchantress
- Yes.
Escort
- Yes.
Gunsmith
- Yes.
Intern
- Yes.
Jailor
- Yes.
Journalist
- Yes.
Lookout
- Yes.
Mason
- No.
Mason Leader
- No.
Matchmaker
- Yes.
Mayor
- No.
Nurse
- Yes.
Operator
- Yes.
Sheriff
- Yes.
Spy
- Yes.
Veteran
- Yes.
Vigilante
- Yes.
Cult Leader
- No.
Arsonist
- Yes.
Corrupt Journalist
- Yes.
Serial Killer
- Yes.
Mass Murderer
- Yes.
Shaman
- Yes.
Toxicologist
- Yes.
Ventriloquist
- No.
Witch
- Yes.
Amnesiac
- No.
Arms Dealer
- Yes.
Executioner
- No.
Ghost
- No.
Jester
- No.
Ninja
- No.
Student
- No.
Survivor
- Yes.


Ventriloquist
Action: Target one player at night, taking over their account the following day.
* You may vote and speak as both yourself and your target.
* May not target the same player 2 days in a row.
* You may be sent for the nightly factional kill.

Witch
Action: Target one player at night, forcing them to target another player of your choice.
* Target is informed that they were witched.
* You may be sent for the nightly factional kill.


Architect
Action: Target two players during the day, placing them in an anonymous night chat together during the following night.
* You may not target yourself.
* You can not read the chat.

Armorsmith
Action: Target one player at night, giving them a Bulletproof vest.
* Vests can be used with night actions.

Blacksmith
Action: Target one player at night, choosing to give them one-use vest or a one-shot gun.
* You cannot give out the same item two days in a row.
* Vests can be used with night actions.
* Guns cannot be used with night actions.

Bodyguard
Action: Target one player during the day, fighting off their attacker if they are attacked.
* Your attack pierces immunity, but not healing.
* Prevents dousing & poisining (not informed).
* You cannot be healed during a fight.

Bulletproof
Action: None.
* You are immune to all forms of death, except sacrifice.

Bus Driver
Action: Target two players at night, swapping their locations.
* Your targets are informed of bussing.
* You may bus yourself.

Citizen
Action: None.

Coroner
Action: Target one player at night, learning their real role, last will, and who they visited each night.
* You may target a living person, gaining the information if your target dies that night.

Crier
Action: At night, you may write a message that will be anonymously revealed to the game the following morning.

Detective
Action: Target one player at night, learning who they visited.
* Learns the first target that their target chose in their night action
* Cannot see vests being used.

Doctor
Action: Target one player at night, healing them.
* Removes poison.
* Can prevent Arsonist burns.
* You and your target are notified of successful healing.

Enchantress
Action: Target two players during the day, repelling one and luring the other.
* Successfully repelled target will instead target themselves.
* Target is informed if they were successfully repelled.
* Target is informed if they were lured.

Escort
Action: Target one player at night, roleblocking them.
* Not immune to roleblock.
* Not informed if target is immune to roleblock.

Gunsmith
Action: Target one player at night, giving them a one shot gun.
* Guns cannot be used with night actions.

Intern
Action: Target one player at night, choosing to either roleblock them or heal them.
* You may not use the same night action two nights in a row.
* You and you target are informed of successful healing.
* Not immune to roleblock.
* Not informed of roleblock immunity.

Jailor
Action: Target one player during the day, jailing them the following night.
* Limited to X executions.
* Target is immune to attacks (including poison) and is perfectly roleblocked.
* Can jail on lynch days.

Journalist
Action: Target one player during the day, allowing them to post an anonymous article to the entire game the following morning.
* You cannot target yourself.

Lookout
Action: Target one player at night, learning who visited them.
* Can not see vests being used.

Mason
Action: None.
* You can talk to other Masons during the night.
* You do not replace the Mason Leader upon his or her death.

Mason Leader
Action: Target one player at night, converting them if they are a Citizen and attacking them if they are a member of the Christian Church.
* Limited to 4 successful night actions.

Matchmaker
Action: Target two players at night, causing any night action on one to also affect the other.
* Investigative roles will receive two feedbacks, but will not be told to who each belongs to.

Mayor
Action: Reveal yourself during the day, increasing your vote power, reseting votes, and becoming immune to sacrifice for the rest of the day.
* Vote counts for 4.
* Can be healed.

Nurse
Action: Target one player at night, allowing them to target two players the following day/night.
* If your target's ability has charges, they will not lose a charge while using their action instead of targeting two people.
* The Nurse has no effect on the following roles: Actress, Mafioso, Ventriloquist, Bulletproof, Citizen, Crier, Mason, Mason Leader, Ventriloquist, Amnesiac, Executioner, Ghost, Jester, and Student.

Operator
Action: Target two players at night, causing them to switch targets.
* No visit counts as a self-visit.

Sheriff
Action: Target one player at night, learning their alignment.
* Targets appear as either Norseman, Anglo-Saxon, Christian, and Neutral.
* Targets immune to Sheriff detection appear as Anglo-Saxon.

Spy
Action: You will learn who the Mafia targeted at night.
* Limited to 3 charges.

Veteran
Action: Go on alert at night, killing everyone who visits you.
* Limited to X uses.
* Attacks ignore invulnerability.

Vigilante
Action: Target one player at night, killing them.
* Limited to X uses.

Cult Leader
Action: Target one player at night, converting them to the Christian Church.
* Has 1 auto-vest. Poison activates auto-vest.
* Mafia and Masons are immune to conversion.
* Players retain their night action, and their role will be revealed in the graveyard (as Culted ROLE).
* Converted killing roles lose their night action and become Culted Citizen.
* Upon your death, all members of the Christian Church will die except one.

Arsonist
Action: Target one player at night, dousing them in gasoline.
* Immune to attacks, including poison.
* Immune to Sheriff investigation.
* May anonymously burn during the day.
* Roles and lastwills are cleaned if burning is done at night.

Corrupt Journalist
Action: Target one player during the day, allowing them to post an anonymous article to the entire game the following morning.
* May instead choose to write the article yourself.

Serial Killer
Action: Target one player at night, killing them. You may also choose to disguise as your target, instead.
* Immune to attacks, including poison.
* Immune to Sheriff investigation.
* Limited to 2 Disguiser charges.
* You choose if you clean your target's role or not.

Mass Murderer
Action: Target one player at night, killing everyone who visits them.
* Immune to attacks, including poison.
* Immune to Sheriff investigation.
* Roles and lastwills are cleaned if only one person is killed.
* Must wait 1 night between sprees (2+ kills in 1 night).

Shaman
Action: Target one dead player at night, using their night action on another player of your choice.
* Does not receive any feedback from target's night actions.
* Roles you cannot control: Kidnapper, Beguiler, Disguiser, Mafioso, Ventriloquist, Mason Leader, Cult Leader, Amnesiac, Ghost, Student, any self targeting role, and any role without a night action.

Toxicologist
Action: Target one player at night, poisoning them.
* Immune to attacks, including poison.
* Targets are notified if they are successfully poisoned.
* A poisoned target will die at the end of the following day.

Ventriloquist
Action: Target one player at night, taking over their account the following day.
* You may vote and speak as both yourself and your target.
* May not target the same player 2 days in a row.

Witch
Action: Target one player at night, forcing them to target another player of your choice.
* Target is informed that they were witched.

Amnesiac
Action: Target one dead player at night, becoming their role and gaining their win condition.
* New role is revealed to the Town.
* Cannot become Mayor.
* Does not gain abilities of Sub-roles.

Arms Dealer
Action: Target one player at night, giving them a one shot gun, or a fake one shot gun.
* Real and fake guns can not be used with night actions.

Executioner
Action: None.
* Immune to attacks after target is sacrificed.
* Becomes Jester upon failure.

Ghost
Action: Target one player at night after you die, taking over their account the following day.
* May not target the same person two nights in a row.
* You may vote and speak as your target.

Jester
Action: Target one player at night, which will do nothing except visit.
* 1/4 of voters will die if you are sacrificed.

Ninja
Action: Target one player at night, permanently gaining a copy of their night action.
* Can have multiple night actions.
* Target is not informed they were visited by a Ninja.
* You may instead use a night action you've obtained.

Student
Action: Target one player during the day, making them your mentor.
* You and your mentor gain a night chat with eachother every following night.

Survivor
Action: Put on a vest at night, making yourself perfectly immune to all forms of attacks that night.
* Limited to 4 uses.
* Vesting makes you immune to Veteran.
* Vesting makes you immune to Arsonist burning.
* Vesting makes you immune to poison.
* Vesting makes you immune to Cult Leader conversion.