Log in

View Full Version : [Abandoned] M-FM Throne of Lies (16P)



Banshis
January 7th, 2019, 11:34 AM
Throne of Lies


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


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

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

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

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

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

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

Passives:
Occupy and Redirect Immune
Immune to conversion

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

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

The Neutral King
Win Condition: Survive until the end.

Passives:
Occupy and Redirect Immune
Immune to conversion

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

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

The Pretender King
Win Condition: Survive until the end.

Passives:
Occupy and Redirect Immune
Immune to conversion

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

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

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

Passives:
Occupy and Redirect Immune
Immune to conversion

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

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



The Butler
Type: Offensive
Converts into Servant or Invoker

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

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

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

Chronomancer
Type: Support
Converts into Timesnatcher or Ritualist

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

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

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

The Court Wizard
Type: Support
Converts into Sage or Ritualist

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

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

The Drunk
Type: Offensive
Converts into Alchoholic or Invoker

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

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

The Hunter
Type: Killer
Converts into Poacher or Invoker

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

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

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

The Knight
Type: Killer
Converts into Enforcer or Invoker

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

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

The Maid
Type: Investigative
Converts into Handmaiden or Seeker

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

The Mystic
Type: Social
Converts into Illusionist or Apostle

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

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

The Noble
Type: Social
Converts into Aristocrat or Apostle

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

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

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

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

The Observer
Type: Investigative
Converts into Nightwatch or Seeker

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

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

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

The Physician
Type: Support
Converts into Herbalist or Ritualist

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

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

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

The Prince
Type: Killer

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

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

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

The Princess
Type: Investigative
Converts into Duchess or Seeker

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

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

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

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

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




The Alcoholic
Type: Offensive
Converted from The Drunk

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

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

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

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

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

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

The Aristocrat
Type: Social
Converted from The Noble

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

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

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

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

The Duchess
Type: Investigative
Converted from The Princess

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

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

The Enforcer
Type: Support
Converted from The Knight

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

The Handmaiden
Type: Investigative
Converted from The Maid

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

The Herbalist
Type: Support
Converted from The Physician

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

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

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

The Illusionist
Type: Social
Converted from The Mystic

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

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

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

The Marshal
Type: Investigative
Converted from The Sheriff

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

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

The Mastermind
Type: Special

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

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

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

The Nightwatch
Type: Investigative
Converted from The Observer

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

The Poacher
Type: Offensive
Converted from The Hunter

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

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

The Sage
Type: Support
Converted from The Court Wizard

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

The Servant
Type: Offensive
Converted from The Butler

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

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

The Timesnatcher
Type: Support
Converted from The Chronomancer

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

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



The Apostle
Type: Social
Converted from any Social role

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

Passives:
Immune to conversion
Coagulate: Immune to bleeding

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

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

The Fool
Type: Social
Win Condition: Get lynched.

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

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

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

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

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