* * * SC2 Mafia Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : S-FM Last Hope (14P) https://www.sc2mafia.com/forum/showthread.php?t=47824 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Auteur : Auwt Date : November 29th, 2020 08:23 AM Title : S-FM Last Hope (14P) LAST HOPE ROLE LIST : Darkness Random Shadow Random Shadow Elemental Magus Random Hero Random Hero Villager Villager Villager Villager Villager Villager Villager Templar Villager (LVL 0) : You are a powerless member of the Village. Whenever someone levels you up, you can choose a level 1 Village role and will then become this role at the start of the next phasis (Day/Night). Elemental Magus (Utility) (LVL 3) You are a unique role. You cannot be downgraded to a lower level. On every odd days, target someone to level them up (you keep this power even when you choose an element). During each night, choose one of your form and use their power (you cannot choose twice the same form) : Fire Magus (Kill) (LVL 3) Target 2 players at night. The lowest level player between them, will receive a nice fireball in the face, killing them. In the event of a tie, a coinflip would happen. Water Magus (Investigation) (LVL 3) Target a player at night. The waves will notify you about any change that may happen to your target's level during that night (increasing,decreasing,unchanged). Ground Magus (Protection) (LVL 3) Target a player at night. You will create a huge wall all around their house, making it impossible for the player to be visited. Ice Magus (Roleblock) (LVL 3) Target 2 players at night. You will freeze the highest level role between them, roleblocking them. Thunder Magus (Utility) (LVL 3) Target 2 players at night. You will create an electric trap between them. If any of them is visiting the other, the player visiting dies. Psychic Magus (Intelligence) (LVL 3) Target a player at night. You will manipulate them to visit the player you would like to. Explosive Magus (Kill) (LVL 3) Target a player at night. This player will explode at the end of the following night. Knight (Investigation) (LVL 1) Target a player at night, you will know if your target is a Member of the Shadows You become a Relentless Justiciar after having successfully found a member of the Shadows. Relentless Justiciar (Kill) (LVL 2) Whenever a Village member is getting killed or lynched, you gain a one-time kill that you can use during the night. You cannot accumulate several kills, and the count starts at 0. Priest (Protection) (LVL 1) Target a player at night, if this target is attacked, you heal them. You become an Holy Cleric after successfully healing someone. Holy Cleric (Protection) (LVL 2) You can give someone a 2-night protection. This player will then be able to survive any attacks that would occur the same night this protection has been set, and the following night. This is a one-time ability use. You can set this protection on yourself. Whenever you've used this ability, you can then heal normally again, at the start of the following night. Rogue (Hide) (LVL 1) Each night, choose to hide at someone's house, redirecting every actions that are supposed to hit you, to instead hit your target. Whenever you successfully redirect someone's action you then become a Stealthy Assassin. Stealthy Assassin (Kill) (LVL 2) Target a player at night, you will slaughter them. Your attack is unstoppable. You will automatically janitize your murder, therefore your target's role won't be revealed. This is a one-time ability. Archer (Investigation) (LVL 1) Target a player at night. You will track their movements, and will therefore know who they visited. Upon successfuly tracking a player that is visting someone, you then become a Watchful Ranger. Watchful Ranger (Investigation) (LVL 2) Each night, target a player. You will know who they visit and who visit them. You can target yourself. Wizard (Utility) (LVL 1) Target a player at night. You will grant this player an extra level. You can increase anyone's level, including Shadows, Heroes, Templar, and Villager. This is a one-use ability. Whenever your ability is used up, you then become a Passive Arcanist. Passive Arcanist (Intelligence) (LVL 2) Each night, target a player. Their action will be reflected onto themself. Paladin (Investigation) (LVL 1) Target a player at night. You will know what level your target is. Upon targeting the Magus or the Darkness, you will become the Glorious Master. Glorious Master (Utility) (LVL 2) Choose to reveal at night to be publicly announced at the start of the day to be a Glorious Master. Your vote count will be set to 2. You can be downgraded to a lower level, but your role won't change. You can still be killed by reaching LVL 0. You are a unique role. Monk (Roleblock) (LVL 1) Each night, roleblock a player. If this player was about to visit you, you become a Bloody Warrior Bloody Warrior (Kill) (LVL 2) Once per game, choose to take action, killing any player visiting you. After using this ability, you become a Villager (LVL 0). Armorsmith (Protection) (LVL 1) Target a player at night. You will provide them a vest that prevent ANY level change (e.g. increasing,decreasing) Your target can only wear that vest by the start of the next night, they can also decide not to wear it and keep it for future nights. The vest does not count as a night action, and can therefore be used alongside the night action. Whenever your target decides to put on this vest AND being Armorsmith, you then become a Blacksmith. Blacksmith (Utility) (LVL 2) Target a player at night, you will provide them a boost in speed changing the position of his role to get 1st place in the OoO. Whenever your boost is having a significant impact on the game (i.e someone's death prevented, someone else killed, anything that would have happen differently if your action did not take place...) you become a Selfish Levelsmith. Selfish Levelsmith (Utility) (LVL 3) Once in the game, swap two players' levels with each other. You will die in the process if you don't target yourself. Their roles will be adapted to their newly changed level. LVL0 : Villager or DEAD (if they cant be Villager). LVL1 : The LVL1 version of their role, or if Vilager, can decide a LVL1 Hero role. LVL2+ : The LVL2 version of their role, or if Villager, can decide a LVL1 Hero role. Roles that are immune to level changes are unaffected by your swap. Trying to swap with one of those roles would result in a fail, and your death. Darkness (Kill, Roleblock, Utility) (LVL 3) : Target a player at night, if this player is a Shadow or a Templar, you level them up. If your target is a Hero(LVL1+), you level them down. If your target is a Villager (LVL0), you kill them. If your target is the Magus or yourself, you roleblock them. You are a unique role, and stuck at the level 3. You have a one-time weapon that can only kill the Magus. (this weapon can be used along your other night action, and when used, cannot be inherit to the following Darknesses) If you die, another Shadow member will become the new Darkness (decided by RNG) AND will keep their previous power. (Upon being investigated they would appear as their original role, though) Gargoyle (Investigation) (LVL 1) You cannot move/target anyone. You will learn which roles visit your Shadow team. Upon successfully seeing a role visting a Shadow member, you then become a Dreadful Nightmare. Dreadful Nightmare (Investigation) (LVL 2) You cannot move/target anyone. You will learn the names of the players visiting your Shadow team. Shaman (Utility) (LVL 1) Target a member of the Shadows at night, and a member of the Village. Whenever either of them is killed or lynched, both players die. You can target yourself. Upon seeing this double flip, you become a Wicked Necromancer. Wicked Necromancer (All) (LVL 2) Target a dead player at night, gaining a one-time use of their ability. You can directly use this player's power on the same night. You cannot use twice the same corpse in a row. Fanatic (Protection) (LVL 1) Target a member of the Shadows at night. You will give them a protection that will only last for this night. You can target yourself. Upon preventing a Shadow from dying, you then become a Terrible Prophet. Terrible Prophet (Kill) (LVL 2) Target someone at night, this player will die at the end of the following night. Your target will become aware of their own death's prediction at the start of the day. This ability has 2 charges and reloads 1 charge if all charges are used up without a kill occurence. Horror (Roleblock) (LVL 1) Target a player at night, you will scare people away from the player's house, making them randomly visiting someone else. Note that, even the player in question, will be leaving their own house and will randomly visit someone else. This player will only visit the randomized new visit. Players that get spooked away from this house will receive a feedback. Upon scarying away someone visiting your target, you then become a Disruptive Thing. Disruptive Thing (Roleblock) (LVL 2) Target 2 players at night, you will roleblock them. Slime (Utility) (LVL 1) Target a player at night, you will clean the murder, if a murder happens. The role and lw of this player won't be displayed. You will also prevent anyone visiting your target from receiving feedback, whether the player dies or stays alive. Upon cleaning a murder, you become a Sticky Impersonator Sticky Impersonator (Intelligence) (LVL 2) You can choose a Level 1 Village role and impersonate it as a Shadow version. (You cannot choose Magus or its subsequent forms) You will keep this role (You can still level up or level down). Skeleton (Utility, Kill) (LVL 1) Twice per game at night, predict which player is going to be the top-train at the middle of the next day phasis(can be tied). If this player is indeed the top-train, you can decide to kill him (or not) the next night. You can target a member of the Shadows. Upon correctly guessing with your ability, you become a Vengeful Minotaur. Vengeful Minotaur (Kill) (LVL 2) Once per game, target a player at night. You will reduce by one level each person who's visiting your target the same night. You can target a member of the Shadows. Wraith (Intelligence) (LVL 1) Target a player each night, if this player levels up, you also level up. You can target a member of the Shadows. Upon reaching level 4, you become a Wandering Monster. Wandering Abomination (Kill) (LVL 4) Each night, kill two players. Swindler(Hide) (LVL 1) Each night, decide to bring your target to your own place and hide them here. They won't be able to be targeted for the duration of the night. You can target a member of the Shadows. Upon succesfully preventing your target from being visited by someone, you then become a Ruthless Witch. Ruthless Witch (Utility) (LVL 2) Once in the game, at night, you can lock the level of a player for the next 2 nights. You can target a member of the Shadows. Mirror (Intelligence) (LVL 1) Each night, target two players to frame them. They will be framed for as many days as their current levels are (Villager will be framed for 1 day). Framed targets will appear as members of the Shadows. Upon successfully targetting two players with the same role, you become a Drunk Alchemist Drunk Alchemist (Utility) (LVL 2) Each night, decrease a player's level. You can target a member of the Shadows. Reducing the level of a Shadow from 1 to 0 will allow that Shadow to re-roll a new Shadow role. You cannot kill someone with that level reduction, thus it would have no effect against a Villager (LVL0), for example. Templar (LVL 1) : You are a templar. Upon being level 1 AND voted off, you will take down one of your voters with you (decided by RNG). Cool Templar (LVL 2) You are a templar, but one that is more cool :) . You earn a permanent night immunity. Being voted off won't make you win anymore. You are close to a victory. Very Cool Templar (LVL 3) You are a templar, and you are so cool that, You have won ! :D GAME MECHANICS : Days last 48H, Nights last 24H. Voting system is Plurality+Majority. Skip votes and suicides are not allowed. Death notes and last wills are allowed. No death descriptions. The Shadows own a night only chat. Random Hero excludes Villager, and can only roll LVL 1 Hero. Random Shadow can only roll LVL 1 Shadow. Reaching the 3rd level as a Templar will end the game and will be announced in the SOTD post. Trying to level-up a player beyond their maximum level will result in a fail, no feedback will be given for such actions. If you get leveled up or leveled down, your action still go through for that night. WIN CONDITIONS : The Village : Eliminate all the members of the Shadows. The Shadows : Have at least 50% of the votes, or kill all the Village. The Council : Be upgraded to level 3. OR Get lynched before level 2. OR Enter in a 1v1 tie situation against the Village or the Shadows. Win tie order : Council > Shadows > Village ORDER OF OPERATIONS : Hide Intelligence Roleblock Protection Kill Utility Investigation Logical order prevails, in doubt ask the host OoO Tie order : Shadows > Village Trying to visit a player who has been blocked by the Ground Magus. A house you were about to visit has got unreachable. Being frozen by the Ice Magus. You suddenly feel you cannot move anymore. Being unable to talk in the Shadows scum chat due to the Water Magus. You have been drowned, you cannot share the night chat with the other members, tonight. Investigative roles. (Archer, Watchful Ranger, Knight, Paladin) Your target visited X / Your target has been visited by X / Your target is(isn't) a member of the Shadows/ Your target is level L. Being leveled up or leveled down. You feel an overwhelming power all around you; your level has just increased ! / You feel an overwhelming curse all around you; your level has just decreased ! Being roleblocked. You suddenly feel you cannot move anymore. Holding someone's LW (Dreadful Blackmailler) Do you wish to make this player keep their LW or remove it ? Being spooked away from someone's house (Horror) You got scared at the moment you entered your target house, you've got randomly redirected to someone else house's. This list of feedbacks is not full, and only depicts some examples. Host is free to change/remove/add the ones they want. RULES : *General FM rules apply to this setup. (play to win conditions, no editing, no quoting pm from host, no out of game com, ect...) General Forum Mafia Rules (https://www.sc2mafia.com/forum/showthread.php/42151-Forum-Mafia-Rules), by FM staff. *No personal attacks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Auteur : Auwt Date : December 24th, 2020 09:25 AM Title : Re: S-FM Last Hope (9P) READY FOR REVIEW. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Auteur : OzyWho Date : December 24th, 2020 10:45 AM Title : Re: S-FM Last Hope (9P) I haven't read any of it, but I just wanted say that this setup page is very very pretty. A bit more color variety, and it would be worthy of being described as a Christmas Decoration. ¯\_(ツ)_/¯ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Auteur : Marshmallow Marshall Date : December 26th, 2020 12:35 AM Title : Re: S-FM Last Hope (9P) Review in progress. Please specify the following in the OP: - When can Villagers choose to pick a power (only at night, only at day, always)? - When a Villager levels up, he becomes a Hero (and therefore gets leveled down by Darkness if gets targeted by his ability), correct? The Villager rolecard only says "village role". - Does the Elemental Magus lose his ability to level a player up when he chooses another element? - Can the Elemental Magus both use his element's ability and change his element on the same night? - What happens if the Fire Magus targets two players of the same level? - What happens if the Psychic Magus (Intelligence) targets a role who's using a Kill ability? According to the OoO, the manipulation happens after the kill, which is a bit strange. - On the Archer's rolecard, "upon entering an even-numbered night, you become a Watchful Ranger" only applies if the transformation happened before the start of the night, correct? - Can the Shaman target himself? - Does the game end if the level 1 Templar gets lynched? - Are last wills, death notes and suicides allowed? Balance/fun concern: The Very Cool Templar looks like a major kingmaker factor to this game. His ability to empower another player is strong and unnecessary. I'd even suggest that he ascends to supreme coolness and gets effectively removed from the game as soon as he reaches level 3, with only the ability to post (without voting) and without counting as a living player for the sake of determining what majority is for the lynch. This would avoid kingmaker situations while keeping the cool factor. Balance concern: The town/scum ratio seems scum-favored, considering scum have a night kill and another ability, along with an half-ally (the Templar). Perhaps adding a Villager should be considered? On another note, this would make a great 14P (10 villager-aligned players, 3 Shadows, 1 Templar), although I'm obviously not going to ask you to change your setup that much if you don't want to. The amount of potential interesting plays would be increased, and the usefulness of level 2 roles would increase, since they would actually have a chance to get used more than once (I doubt they do here). Balance/fun question: The Passive Arcanist limits the scum's communication ability. Is this really what you want? I ask because this is rarely fun (although this may be more of a personal opinion than an objective judgment). Don't feel forced to change it, I'm only asking. ****************************************** This setup is very good-looking! It looks angelic lol. I also like the theme, both lore-wise and mechanics-wise. Nice work. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Auteur : Auwt Date : December 27th, 2020 04:24 AM Title : Re: S-FM Last Hope (9P) - When can Villagers choose to pick a power (only at night, only at day, always)? Added, they can do it during at the start of the following night (because the level up action from the Magus/Wizard has to happen during the day). Meaning that if D1, a Villager is being leveled up, they can choose their Heroes role at the start of N1 and use their night action. - When a Villager levels up, he becomes a Hero (and therefore gets leveled down by Darkness if gets targeted by his ability), correct? The Villager rolecard only says "village role". The action of leveling someone up happens during the day (for a Villager). So if the Villager becomes for example a Paladin, then this player could check someone, and will get a feedback, and then at the end be leveled down back to a Citizen. Also I've just added in the game mechanics to solve this problem : If you get leveled up or leveled down, your action still go through. - Does the Elemental Magus lose his ability to level a player up when he chooses another element? Added, the Elemental Magus will keep their ability to level up a player, in addition to the form this player is choosing. - Can the Elemental Magus both use his element's ability and change his element on the same night? As the Magus can target a player during the day (to level them up) AND during the night (to choose a form and use it), yes. - What happens if the Fire Magus targets two players of the same level? Added, good old coinflip. - What happens if the Psychic Magus (Intelligence) targets a role who's using a Kill ability? According to the OoO, the manipulation happens after the kill, which is a bit strange. Fixed, the OoO has been modified. - On the Archer's rolecard, "upon entering an even-numbered night, you become a Watchful Ranger" only applies if the transformation happened before the start of the night, correct? Fixed, the Archer now needs to successfuly track a player visiting another to level up. - Can the Shaman target himself? Added, the Shaman can indeed self-target. - Does the game end if the level 1 Templar gets lynched? Added, the game will keep running even though the Templar would win. - Are last wills, death notes and suicides allowed? Added, last wills and death notes are, whereas suicides aren't. Balance/fun concern: The Very Cool Templar looks like a major kingmaker factor to this game. His ability to empower another player is strong and unnecessary. I'd even suggest that he ascends to supreme coolness and gets effectively removed from the game as soon as he reaches level 3, with only the ability to post (without voting) and without counting as a living player for the sake of determining what majority is for the lynch. This would avoid kingmaker situations while keeping the cool factor. I've removed the Templar's ability. Your point of view seemed to be a good option imo, so I changed a the Templar a bit, as you suggested. Balance concern: The town/scum ratio seems scum-favored, considering scum have a night kill and another ability, along with an half-ally (the Templar). Perhaps adding a Villager should be considered? On another note, this would make a great 14P (10 villager-aligned players, 3 Shadows, 1 Templar), although I'm obviously not going to ask you to change your setup that much if you don't want to. The amount of potential interesting plays would be increased, and the usefulness of level 2 roles would increase, since they would actually have a chance to get used more than once (I doubt they do here). The setup has been extended to a 14P. Let me know if the power role ratio looks correct. Balance/fun question: The Passive Arcanist limits the scum's communication ability. Is this really what you want? I ask because this is rarely fun (although this may be more of a personal opinion than an objective judgment). Don't feel forced to change it, I'm only asking. Fixed, I've modified the role in a way that seems more pleasant to play with ! Also on a side note, I wondered if a one-time gun would be helpful for the Darkness, as currently the Magus seems a bit overpowered. I'm adding it to the Darkness rolecard, tell me if you believe it's a good idea or not, please. ****************************************** This setup is very good-looking! It looks angelic lol. I also like the theme, both lore-wise and mechanics-wise. Nice work.[/SIZE] Thanks, appreciated ! I've added another section regarding the feedbacks, I will most likely elaborate it a bit more. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Auteur : Marshmallow Marshall Date : December 28th, 2020 03:12 AM Title : Re: S-FM Last Hope (14P) Garamond is a pain for the eye when quoted, so I guess I'll drop it xD. Thanks for the updates. The anti-Magus gun is a good idea: it completely prevents Magus claims and gives a small skill-based weapon to scum. 3 Heroes + a Magus may be a little much, especially considering the Magus will very likely make new Heroes out of the Villagers. There would be too many TPRs, which would make town overpowered. 2 Heroes should be enough. Do you agree? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Auteur : Auwt Date : December 29th, 2020 10:44 AM Title : Re: S-FM Last Hope (14P) Garamond is a pain for the eye when quoted, so I guess I'll drop it xD. Thanks for the updates. The anti-Magus gun is a good idea: it completely prevents Magus claims and gives a small skill-based weapon to scum. 3 Heroes + a Magus may be a little much, especially considering the Magus will very likely make new Heroes out of the Villagers. There would be too many TPRs, which would make town overpowered. 2 Heroes should be enough. Do you agree? Ok perfect then, I changed the role list to only implement 2 TPRs and kept the one-time anti-Magus gun. I've also filled the different possible feedbacks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Auteur : Marshmallow Marshall Date : December 30th, 2020 05:06 AM Title : Re: S-FM Last Hope (14P) If you die, the other Shadow member will become the new Darkness, AND will keep their previous power. How is the successor chosen, given there can be two Shadows alive to replace Darkness in the event it dies? RNG? I guess it does not matter much, since the Shadow keeps its previous power, but the wording is strange considering there are now 2 other Shadows. And yes, I do realize that's because of my player count suggestion :P Does Horror give any form of feedback? Please specify in the rolecard. The feedback for Dreadful Blackmailer is missing. Can the Wicked Necromancer both steal a corpse's ability and use that ability on the same night? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Auteur : Auwt Date : December 30th, 2020 01:30 PM Title : Re: S-FM Last Hope (14P) How is the successor chosen, given there can be two Shadows alive to replace Darkness in the event it dies? RNG? I guess it does not matter much, since the Shadow keeps its previous power, but the wording is strange considering there are now 2 other Shadows. And yes, I do realize that's because of my player count suggestion :P Does Horror give any form of feedback? Please specify in the rolecard. The feedback for Dreadful Blackmailer is missing. Can the Wicked Necromancer both steal a corpse's ability and use that ability on the same night? Added the RNG part in the Darkness' rolecard (related to the successor), also added an extra line locking the Darkness' level at 3. Two more feedbacks were also added regarding the Dreadful Blackmailer and the Horror. Indeed the Wicked Necromancer can both steal and use the stolen ability on the same night. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Auteur : Marshmallow Marshall Date : December 30th, 2020 03:03 PM Title : Re: S-FM Last Hope (14P) What happens if a level 2 player gets leveled up? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Auteur : Auwt Date : December 30th, 2020 03:17 PM Title : Re: S-FM Last Hope (14P) Reaching level 3 as a non-Templar will only work if there is no other level 3 alive in your alignment. So depending on the gamestate, i.e. if the Darkness is still alive and a level 2 Shadow get upgraded, it would fail. I will add this to the game mechanics section. To follow the previous mechanic, trying to increase a player to level 3, while already having a level 3 alive in your team would end up in a fail, no feedback however. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Auteur : Marshmallow Marshall Date : December 30th, 2020 03:56 PM Title : Re: S-FM Last Hope (14P) So depending on the gamestate, i.e. if the Darkness is still alive and a level 2 Shadow get upgraded, it would fail. I will add this to the game mechanics section. What if the Magus is dead and a level 2 Hero gets leveled up? I'd assume the ability fails too, since the Magus is unique (and for balance's sake, it's probably better this way), but your statement doesn't specify what happens in this scenario. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Auteur : Auwt Date : December 31st, 2020 04:30 AM Title : Re: S-FM Last Hope (14P) What if the Magus is dead and a level 2 Hero gets leveled up? I'd assume the ability fails too, since the Magus is unique (and for balance's sake, it's probably better this way), but your statement doesn't specify what happens in this scenario. You're right, I haven't thought about this. Likely to be too op to have multiple Magus in a row. I reworded the mechanic this way : As a non-Templar, you are capped at level 2. Trying to level up a non-Templar over the second level will result in a fail, no feedback will be given however. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Auteur : OzyWho Date : December 31st, 2020 07:05 AM Title : Re: S-FM Last Hope (14P) Darkness has a one-time weapon that can only kill the Magus. Does "one-time" mean 1 try or 1 successful attempt? If the former, then would a new Darkness gain a new weapon? If Darkness dies, another Shadow member will become the new Darkness. Technically speaking it's contradicting this mechanic: As a non-Templar, you are capped at level 2. Trying to level up a non-Templar over the second level will result in a fail, no feedback will be given however.(Also, the wording of the mechanic is something that I think would be more suited in role cards than mechanics tbh.) Also technically speaking: Spamming in the Shadows' chat isn't allowed. is a rule, not a mechanic. People have different ways of dying. Are there death descriptions? I think role cards look nicer when they all have the usual "you belong to x faction, you have private chat" stuff. There's a feedback for when you level up/down. I feel like there needs to be another one. Because as it is now, unlike the other roles, the Villager would get this same feedback twice from 1 level up - once before choosing and once after choosing his new role. (unless I'm mistaken) For the other roles, it would be both in 1 feedback I think. Edit: Is there any reason for the Templar not to claim at the start of the game, and for the majority not to just lynch him and give him the win? Both parties benefit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Auteur : Light_Yagami Date : December 31st, 2020 11:09 PM Title : Re: S-FM Last Hope (14P) So How Do You Level Up? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 16] Auteur : OzyWho Date : January 1st, 2021 03:14 AM Title : Re: S-FM Last Hope (14P) So How Do You Level Up?Darkness and Elemental Magus. Petition to rename Heroes to Mystic Knights. https://www.youtube.com/watch?v=MURRgSd4ecM Kappa -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 17] Auteur : Auwt Date : January 1st, 2021 05:40 AM Title : Re: S-FM Last Hope (14P) Darkness has a one-time weapon that can only kill the Magus. Does "one-time" mean 1 try or 1 successful attempt? If the former, then would a new Darkness gain a new weapon? They are sharing a one and only one weapon, in the event of a Darkness using it and then dying, the next Darkness wouldn't be able to use it. If Darkness dies, another Shadow member will become the new Darkness. Technically speaking it's contradicting this mechanic: (Also, the wording of the mechanic is something that I think would be more suited in role cards than mechanics tbh.) Not really contradicting, the Darkness rolecard shows that upon being investigated, a new Darkness would still appear as their previous role, and therefore level. It's just that they would inherit the "Darkness power". By this meaning, they are still capped at level 2. Actually the only exception to this mechanic would be the starting Darkness and the Magus (but they are locked level 3, as the rolecard is stating). Also I wouldn't put a global mechanic in every possible rolecards, that would make the rolecard list heavier without really a reason ^^. Also technically speaking: is a rule, not a mechanic. Thanks for pointing this out, I forgot to remove this rule. Was originally created due to the 'old' Passive Arcanist being able to spy the Shadows' chat. People have different ways of dying. Are there death descriptions? Nope, no death descriptions. There's a feedback for when you level up/down. I feel like there needs to be another one. Because as it is now, unlike the other roles, the Villager would get this same feedback twice from 1 level up - once before choosing and once after choosing his new role. (unless I'm mistaken) For the other roles, it would be both in 1 feedback I think. Do you mean a feedback when they carry a new role and level up from a level 1 Hero role to a level 2 Hero role? When a Villager gets leveled up, they get a feedback for it, and can then choose a role. They would get a second feedback if they get leveled up manually by someone else, or by achieving their role's objectives. EDIT : Actually I don't think it's needed? The already existing feedback seems fine? Edit: Is there any reason for the Templar not to claim at the start of the game, and for the majority not to just lynch him and give him the win? Both parties benefit. Good point. I may have an idea, but do not know the quality of it. What if, upon being lynched (at the level 1), the Templar could curse a player (either by their own choice, or RNG) making them unable to vote for the next day? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 18] Auteur : OzyWho Date : January 1st, 2021 08:39 AM Title : Re: S-FM Last Hope (14P) Also I wouldn't put a global mechanic in every possible rolecards, that would make the rolecard list heavier without really a reason ^^. I was more thinking of rewording it to look more like a general mechanic than to look like a line in a role card. Doesn't matter ofc, just a thought. Do you mean a feedback when they carry a new role and level up from a level 1 Hero role to a level 2 Hero role? When a Villager gets leveled up, they get a feedback for it, and can then choose a role. This is how I envisioned it when I wrote it: -Villager levels up -Host PM's "You've leveled up!" -Villager PM's new role -Host PM's "You've leveled up!" Due to there being no "Your new role card!" feedback. Don't mind me, I'm just being me. :cheesy: Good point. I may have an idea, but do not know the quality of it. What if, upon being lynched (at the level 1), the Templar could curse a player (either by their own choice, or RNG) making them unable to vote for the next day? I think the "Jester Death" from the mod would be good deterrent. Losing a vote for a day I personally feel like is not enough. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 19] Auteur : Mike Date : January 1st, 2021 01:07 PM Title : Re: S-FM Last Hope (14P) Auwt I am impressed this setup looks like a lot of fun. Very well made. Once all the kinks are fixed looking forward to playing this. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 20] Auteur : Auwt Date : January 2nd, 2021 03:04 AM Title : Re: S-FM Last Hope (14P) Thanks for the support everyone by the way ! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 21] Auteur : Auwt Date : January 2nd, 2021 03:06 AM Title : Re: S-FM Last Hope (14P) I was more thinking of rewording it to look more like a general mechanic than to look like a line in a role card. Doesn't matter ofc, just a thought. This is how I envisioned it when I wrote it: -Villager levels up -Host PM's "You've leveled up!" -Villager PM's new role -Host PM's "You've leveled up!" Due to there being no "Your new role card!" feedback. Don't mind me, I'm just being me. :cheesy: I think the "Jester Death" from the mod would be good deterrent. Losing a vote for a day I personally feel like is not enough. Okay I'm gonna put the Jester revenge on the Templar then, thanks for the input. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 22] Auteur : Marshmallow Marshall Date : January 7th, 2021 01:20 AM Title : Re: S-FM Last Hope (14P) Okay I'm gonna put the Jester revenge on the Templar then, thanks for the input. About the Jester kill, is it RNGed among voters or among all players? The current wording implies the latter, but I doubt it's what you intended; is it? The rest of the setup seems good; approved. Due to the setup's rather innovative and perhaps a tad bit unstable nature, it will be marked as Experimental. Do you wish this setup to be added to the Queue? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 23] Auteur : Auwt Date : January 7th, 2021 02:01 AM Title : Re: S-FM Last Hope (14P) About the Jester kill, is it RNGed among voters or among all players? The current wording implies the latter, but I doubt it's what you intended; is it? The rest of the setup seems good; approved. Due to the setup's rather innovative and perhaps a tad bit unstable nature, it will be marked as Experimental. Do you wish this setup to be added to the Queue? Oh yeah, it was supposed to only be among the different voters. Will clarify this. Yes, please I would like to add it to the Queue ! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 24] Auteur : Marshmallow Marshall Date : January 8th, 2021 03:29 PM Title : Re: S-FM Last Hope (14P) Oh yeah, it was supposed to only be among the different voters. Will clarify this. Yes, please I would like to add it to the Queue ! Done! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 25] Auteur : OzyWho Date : March 22nd, 2021 11:41 AM Title : Re: S-FM Last Hope (14P) Auwt Marshmallow Marshall I'm thinking that the Town Win Condition could take a quick revision. Because, according to it, Town have to lynch the Council anyways - making the change in #21 perhaps insufficient for it's intended purpose? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 26] Auteur : Auwt Date : March 22nd, 2021 12:17 PM Title : Re: S-FM Last Hope (14P) Auwt Marshmallow Marshall I'm thinking that the Town Win Condition could take a quick revision. Because, according to it, Town have to lynch the Council anyways - making the change in #21 perhaps insufficient for it's intended purpose? Fixed. Thank you Ozy. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 27] Auteur : Lumi Date : May 11th, 2021 03:36 AM Title : Re: S-FM Last Hope (14P) The Forger (level 1 and level 2 versions) can be entirely thwarted if every player generated a private key/public key pairing and then digitally signed their last will, preventing forgery. This is (in my opinion at least) kind of against the spirit of the game, but what about things like riddles? Or references that only certain other players would know which would confirm your identity? Or posting a puzzle in day chat with the answer to the puzzle in your last will (so the forger would have to solve the puzzle to forge your last will... at least until they reach level 2 and can just see the answer)? I think the line between abusive and clever can become a bit nebulous, so what kinds of things did you have in mind? Auwt -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 28] Auteur : Auwt Date : May 11th, 2021 09:16 AM Title : Re: S-FM Last Hope (14P) The Forger (level 1 and level 2 versions) can be entirely thwarted if every player generated a private key/public key pairing and then digitally signed their last will, preventing forgery. This is (in my opinion at least) kind of against the spirit of the game, but what about things like riddles? Or references that only certain other players would know which would confirm your identity? Or posting a puzzle in day chat with the answer to the puzzle in your last will (so the forger would have to solve the puzzle to forge your last will... at least until they reach level 2 and can just see the answer)? I think the line between abusive and clever can become a bit nebulous, so what kinds of things did you have in mind? @Auwt (https://www.sc2mafia.com/forum/member.php?u=29012) I am not sure what you are referring to by saying "preventing forgery". At first I expected people to have regular lw "n1 blabla n2 blabla I think X is suspicious because R, blablabla" and then forger could just change it the way they want it to be. Now that I am thinking of it, the level 2 looks almost like a nerf, I will try to touch it a bit along with some other things and gonna update it in a next post. (it should not have that much impact, and would mostly be clarification and so on) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 29] Auteur : Auwt Date : May 11th, 2021 09:23 AM Title : Re: S-FM Last Hope (14P) Add : OoO Tie order : Shadows > Village (In case two killing from different faction try to shoot each other i.e) Changes : Forger and Dreadful Blackmailer turned into : Gargoyle (Investigation) (LVL 1) You cannot move/target anyone. You will learn what roles visit your Shadow team. Upon successfully seeing a role visting a Shadow member, you then become a Dreadful Nightmare Dreadful Nightmare (Investigation) (LVL 2) You cannot move/target anyone. You will learn the names of the players visiting your Shadow team. Shouldn't be too OP nor too UP. LMK. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 30] Auteur : theoneceko Date : May 11th, 2021 10:20 AM Title : Re: S-FM Last Hope (14P) Thanks for the support everyone by the way ! you're welcome. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 31] Auteur : OzyWho Date : May 11th, 2021 10:32 AM Title : Re: S-FM Last Hope (14P) Add : OoO Tie order : Shadows > Village (In case two killing from different faction try to shoot each other i.e) Changes : Forger and Dreadful Blackmailer turned into : Shouldn't be too OP nor too UP. LMK. That role so PogChamp Question: how would I host this setup on a foreign site when all the role cards are in quotes? NotLikeThis Kappa not Kappa maybe Kappa -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 32] Auteur : Auwt Date : May 11th, 2021 10:49 AM Title : Re: S-FM Last Hope (14P) That role so PogChamp Question: how would I host this setup on a foreign site when all the role cards are in quotes? NotLikeThis Kappa not Kappa maybe Kappa Break the quote ez:spinda: Nah dw got you, if I have some time I'm going to do it in the op. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 33] Auteur : Marshmallow Marshall Date : May 11th, 2021 03:49 PM Title : Re: S-FM Last Hope (14P) The Forger (level 1 and level 2 versions) can be entirely thwarted if every player generated a private key/public key pairing and then digitally signed their last will, preventing forgery. This is (in my opinion at least) kind of against the spirit of the game, but what about things like riddles? Or references that only certain other players would know which would confirm your identity? Or posting a puzzle in day chat with the answer to the puzzle in your last will (so the forger would have to solve the puzzle to forge your last will... at least until they reach level 2 and can just see the answer)? I think the line between abusive and clever can become a bit nebulous, so what kinds of things did you have in mind? Auwt That's a good point. It could easily have been solved by creating a "no riddle/codes/similar things to prevent forgery in last wills" rule, but the new roles that replace forger are even more interesting, so it's probably for the best :D -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 34] Auteur : OzyWho Date : May 30th, 2021 03:13 AM Title : Re: S-FM Last Hope (14P) Auwt Marshmallow Marshall Are you guys honestly going to call this setup S-FM? There's nothing simple about the setup mechanically and it has above 13 players (outdated criteria though) and you probably wouldn't entrust it to a first-time host. :thinking: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 35] Auteur : Marshmallow Marshall Date : May 31st, 2021 03:05 AM Title : Re: S-FM Last Hope (14P) Auwt Marshmallow Marshall Are you guys honestly going to call this setup S-FM? There's nothing simple about the setup mechanically and it has above 13 players (outdated criteria though) and you probably wouldn't entrust it to a first-time host. :thinking: Honestly, we could drop the S in literally all games, as big FMs would be above 20 players. I do not see us gathering 20 players for a game anytime soon. But hey, it's traditional and nobody is going to change every setup on the site to remove that S, so I think we can just keep it lol. If a new host wanted to host this, I'm pretty sure I wouldn't be the only one to strongly advise to host something simpler first - and you don't need to have or not to have an S for that. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 36] Auteur : Auwt Date : May 31st, 2021 08:09 AM Title : Re: S-FM Last Hope (14P) @Auwt (https://www.sc2mafia.com/forum/member.php?u=29012) @Marshmallow Marshall (https://www.sc2mafia.com/forum/member.php?u=29377) Are you guys honestly going to call this setup S-FM? There's nothing simple about the setup mechanically and it has above 13 players (outdated criteria though) and you probably wouldn't entrust it to a first-time host. :thinking: Yeah not so simple at all, new mechanics, that wouldn't be recommended to first-time hosts. That pretty well sums up the different setups I've crated, and will be creating. Probably also part of the reasons they are usually approved as Experimental. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 37] Auteur : Auwt Date : June 24th, 2022 01:59 PM Title : Re: S-FM Last Hope (14P) Roles added (thanks to feedbacks from the last Last Hope S-FM) : Monk (Roleblock) (LVL 1) Each night, roleblock a player. If this player was about to visit you, you become a Bloody Warrior Bloody Warrior (Kill) (LVL 2) Once per game, choose to take action, killing any player visiting you. After using this ability, you become a Villager (LVL 0). Skeleton (Utility, Kill) (LVL 1) Twice per game, predict which player is going to be the top-train (can be tied). If this player is indeed the top-train, you can decide to kill him next night. You can target a member of the Shadows. Upon correctly guessing with your ability, you become a Vengeful Minotaur. Vengeful Minotaur (Kill) (LVL 2) Target a player at night. If your target's level is lower or equal to level 2, you kill them. You can target a member of the Shadows. Wraith (Intelligence) (LVL 1) Target a player each night, if this player levels up, you also level up. You can target a member of the Shadows. Upon reaching level 4, you become a Wandering Monster. Wandering Abomination (Kill) (LVL 4) Each night, kill two players. Mad Scientist (Utility) (LVL 1) Once in the game, grant a player an extra level. Upon granting a level to someone, you become a Ruthless Witch Ruthless Witch (Kill, Protection) (LVL 2) Each night, either kill a player OR grant a protection to a player for the duration of the night. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 38] Auteur : Marshmallow Marshall Date : June 28th, 2022 02:07 PM Title : Re: S-FM Last Hope (14P) I completely missed this post and just randomly stumbled across it. Sorry for the delay lol. Wraith becomes a Wandering Monster at level 5, but is a Wandering Abomination at level 4? o.O -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 39] Auteur : Auwt Date : June 28th, 2022 03:26 PM Title : Re: S-FM Last Hope (14P) Yeah my bad on that, I changed it from level 5 to level 4 but forgot to edit the initial role lol. Level 5 is probably too long to reach, and the Abomination would not get anything done by that point. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 40] Auteur : Marshmallow Marshall Date : June 28th, 2022 03:36 PM Title : Re: S-FM Last Hope (14P) Perhaps my memory is failing me and the Magus happened to be harder to kill than I currently think he is, but isn't the addition of the Skeleton making the Magus really super vulnerable? Considering the Templar is more scum-aligned than not, I fear town may be in a hard place. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 41] Auteur : Auwt Date : June 28th, 2022 03:48 PM Title : Re: S-FM Last Hope (14P) True, back-up plan initialized. More fair this way I guess. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 42] Auteur : Lumi Date : June 28th, 2022 03:59 PM Title : Re: S-FM Last Hope (14P) There were some issues with the core balance of the game as well with: - Town's power being too concentrated around a single role - Shadows not actually having a good way to kill people as long as Magus is alive because Magus's +1 level counteracts their -1 level - Shadow roles with KP being very strong (arguably too strong), shadow roles without KP therefore being much weaker in comparison - Some town roles being literally unkillable to level drain effects because they can just instantly level back up after being drained -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 43] Auteur : Auwt Date : June 30th, 2022 08:55 AM Title : Re: S-FM Last Hope (14P) To compensate this I can see The Darkness being able to kill a player + level up a Shadow (at the same time, or not?) And also probably creating a Shadow role that could decrease the level of a player. I will see what I can do to nerf Shadow killing role to make sure they do not become overpowered with such corrections. Or should I rather create stronger roles for the Village? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 44] Auteur : Marshmallow Marshall Date : June 30th, 2022 02:57 PM Title : Re: S-FM Last Hope (14P) Giving more flat power to the Shadows in terms of kills puts the game at risk of becoming purely and simply a nightkill festival, which doesn't seem to be the intent (and would be a tragic way to transform the setup in my humble opinion). A Shadow role that decreases the level of players (in addition to Darkness) seems more interesting. I could also see the addition of a framer that levels up into a role that roleblocks all people who visit their target. This would make Knights slightly less scary, since they would have to determine whether or not their checks are real, and eventually provide utility for the Shadows. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 45] Auteur : Auwt Date : July 4th, 2022 04:13 PM Title : Re: S-FM Last Hope (14P) I tried to fit the role in as well as reducing the Village impact to create stalemate scenario. Doesn't look too bad actually. Added: Mirror (Intelligence) (LVL 1) Each night, target two players to frame them. They will be framed for as many days as their current levels are (Villager will instead be framed for 1 day). Framed targets will appear as members of the Shadows. Upon successfully targetting two players with the same role, you become a Drunk Alchemist. Drunk Alchemist (Utility) (LVL 2) Each night, decrease a player's level. You can target a member of the Shadows. Reducing the level of a Shadow from 1 to 0 will allow that Shadow to re-roll a new Shadow role. Changes: Elemental Magus (Utility) (LVL 3) You are a unique role. You cannot be downgraded to a lower level. On every odd days, target someone to level them up (you keep this power even when you choose an element). During each night, choose one of your form and use their power (you cannot choose twice the same form) : -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 46] Auteur : Marshmallow Marshall Date : July 6th, 2022 08:13 AM Title : Re: S-FM Last Hope (14P) This seems to make sense, assuming the host isn't sadistic and doesn't give the Shadows more than 1 killing role + the Darkness. However, the setup now seems more scum-favored than town-favored due to the Templar being around, and while it is probably still quite balanced and playable, I fear that what is basically 3+1 vs 10 might become very difficult for town without the Magus' great power of leveling people up each day. Skeleton and Sciencist (and their level-ups) still look pretty strong; a kill power in addition to the Darkness' level down power is already very strong, so the Skeleton might make it a little easy to get that additonal kill, while the Sciencist might be a little too strong from its utility + later kill power (especially if paired with another role that evolves into kill power). The Wraith's level-up seems fine, considering it requires significant investment and skill to achieve level 4. Thoughts? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 47] Auteur : Auwt Date : July 23rd, 2022 01:40 PM Title : Re: S-FM Last Hope (14P) Drunk Alchemist (Utility) (LVL 2) Each night, decrease a player's level. You can target a member of the Shadows. Reducing the level of a Shadow from 1 to 0 will allow that Shadow to re-roll a new Shadow role. You cannot kill someone with that level reduction, thus it would have no effect against a Villager (LVL0), for example. Skeleton (Utility, Kill) (LVL 1) Twice per game at night, predict which player is going to be the top-train at the middle of the next day phasis (can be tied). If this player is indeed the top-train, you can decide to kill him (or not) the next night. You can target a member of the Shadows. Upon correctly guessing with your ability, you become a Vengeful Minotaur. Vengeful Minotaur (Kill) (LVL 2) Once per game, target a player at night. You will reduce by one level each person who's visiting your target the same night. You can target a member of the Shadows. Some changes to balance the killing powa on the Shadow side. I fear a level 2 confirmed Village role might easily become infinitely unkillable should there be any protective or level-upping-role for the Village. Therefore I will try to keep some killing / level down roles for the Shadows The Skeleton might be useless (can kill the top train, but it's plurality+majority, so most of the time the top train would die by the end of the day) Did some tweaking to make it more viable as well as adding more precision to the role description. Not sure for the Minotaur changes, but a single shot Mass (Level) Murderer looks fine and more like a clutch factor, and leaving those lvl 2 alive. I have not yet corrected the OP, waiting for feedbacks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 48] Auteur : Marshmallow Marshall Date : July 24th, 2022 08:01 PM Title : Re: S-FM Last Hope (14P) The changes look good. What about Sciencist/Ruthless Witch, though? Sciencist is already very strong by its utility, and Ruthless Witch makes it really strong; plus, it's almost impossible for the Sciencist not to level up, as long as he survives. The Ruthless Witch would already have more than enough abilities if she had one charge of each of her abilities, as far as I can tell. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 49] Auteur : Auwt Date : July 27th, 2022 03:02 PM Title : Re: S-FM Last Hope (14P) Swindler (Hide) (LVL 1) Each night, decide to bring your target to your own place and hide them here. They won't be able to be targeted for the duration of the night. You can target a member of the Shadows. Upon succesfully preventing your target from being visited by someone, you then become a Ruthless Witch. Ruthless Witch (Utility) (LVL 2) Once in the game, at night, you can lock the level of a player for the next 2 nights. You can target a member of the Shadows. Some deep changes for those roles, to match some other Village roles as well as reducing Shadows' strength. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 50] Auteur : Eight Date : August 2nd, 2022 09:21 PM Title : Re: S-FM Last Hope (14P) When is this setup going to be approved? I am excessively anticipating this FM game in enthusiasm! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 51] Auteur : Marshmallow Marshall Date : August 3rd, 2022 01:17 AM Title : Re: S-FM Last Hope (14P) When is this setup going to be approved? I am excessively anticipating this FM game in enthusiasm! Auwt, you're famous! Alright, alright lol, I obey! I've talked with Lumi, and we've come to the conclusion the Terrible Prophet may be a little too powerful, especially if leveled up early. Here is the suggestion we've came up with to make the role more balanced: - Make the target know his death has been "predicted" (i.e. the target is aware they will die if they are not protected) - Make the ability 2 charges. If the two charges are healed, the Terrible Prophet gains another charge. This happens until he actually kills someone. Lumi thoughts on the Templar, btw? It's cool, especially when leveled up (it can even be VERY cool!), it's golden... but I feel like it introduces a lot of instability with little actual benefits. Auwt if there's something I'm missing, please bring it up ^^ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 52] Auteur : Auwt Date : August 3rd, 2022 04:40 AM Title : Re: S-FM Last Hope (14P) :sheep: I'm sheeping the recommendation for the Terrible Prophet. :sheep: As for the Templar I was thinking to reduce the amount of wincon it is having, though I like the aspect of chaos it could provide to the game. Removing a possible team between the Templar and the Shadows seems to be the easiest imo. Some other roles that are subject to change are : - Water Magus (not sure of the impact it could have) - Glorious Master (probably a nerf to make sure they are not unkillable, while remaining their ability to not level down) - Templar (weakening regarding wincon, possibly adding another level/step where it can simply not win at this level?) - Adding 1 or 2 extra Village role(s). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 53] Auteur : Marshmallow Marshall Date : August 4th, 2022 01:26 AM Title : Re: S-FM Last Hope (14P) Removing that pro-Shadow wincon does indeed help making it less of a "I help you until I 100 % don't" game for the Templar, although it remains a kingmaker if it does choose to play as a survivor (which is why survivors are generally not very liked, as far as I can tell). Good points about the Water Magus & all. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 54] Auteur : Auwt Date : August 13th, 2022 10:59 AM Title : Re: S-FM Last Hope (14P) Those are the changes : * Water Magus (Investigation)(LVL 3) Target a player at night. The waves will notify you about any change that may happen to your target's level during that night (increasing,decreasing,unchanged). * Reaching the 3rd level as a Templar will end the game. * Glorious Master (Utility) (LVL 2) Choose to reveal at night to be publicly announced at the start of the day to be a Glorious Master. Your vote count will be set to 2. You can be downgraded to a lower level, but your role won't change. You can still be killed by reaching LVL 0. You are a unique role. The Council : Be upgraded to level 3. OR Get lynched before level 2. OR Enter in a 1v1 tie situation against the Village or the Shadows. (No longer possible win with the Shadows) Those are some new roles (I feel like they are op somehow though) : Armorsmith (Protection) (LVL 1) Target a player at night. You will provide them a vest that prevent any level change. Your target can only wear that vest by the start of the next night, they can also decide not to wear it and keep it for future nights. Whenever your target decides to put on this vest, you then become a Blacksmith (subject to change, if you have any idea of what could fit in a better way) Blacksmith (Utility) (LVL 2) Target a player at night, you will provide them a boost in speed changing the position of his role to get 1st place in the OoO. Whenever your boost is having a significant impact on the game (i.e someone's death prevented, someone else killed, anything that would have happen differently if your action did not take place...) you become a Selfish Levelsmith. (i like this one, but balance?) Selfish Levelsmith (Utility) (LVL 3) Once in the game, swap two players' levels with each other. You will die in the process if you don't target yourself. Their roles will be adapted to their newly changed level. LVL0 : Villager or DEAD (if they cant be Villager). LVL1 : The LVL1 version of their role, or if Vilager, can decide a LVL1 Hero role. LVL2+ : The LVL2 version of their role, or if Villager, can decide a LVL1 Hero role. Roles that are immune to level changes are unaffected by your swap. Trying to swap with one of those roles would result in a fail, and your death. (balance likely needed) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 55] Auteur : Marshmallow Marshall Date : August 29th, 2022 03:19 PM Title : Re: S-FM Last Hope (14P) I'll bump this here with what I already wrote on Discord: - What makes you fear the Blacksmith would require balancing? It feels interesting, and perhaps even a little weak, but fair enough (especially considering it's level 2). - Same question for the Levelsmith: it's straightforward enough, not too highly powerful as it does not increase the amount of levels town has, but also potentially very useful. - What happens if the Armorsmith gets leveled down, and then, once he's a simple villager, someone wears his vest? Does he level up? This would need to be specified (to me, it feels like a bit of a mechanics abuse to let that happen). - At this point, the Templar is really a pure evil third party, right? This makes sense - it also adds swinginess, though, and I don't know if that is really what you want. - Nice water magus change. If you want to discuss changes on Discord, I'm still open, btw! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 56] Auteur : Auwt Date : September 2nd, 2022 10:00 AM Title : Re: S-FM Last Hope (14P) So I kept the roles main idea, while adding more info related to Armorsmith, as previously stated on Discord. Armorsmith (Protection)(LVL 1) Target a player at night. You will provide them a vest that prevent ANY level change (e.g. increasing,decreasing) Your target can only wear that vest by the start of the next night, they can also decide not to wear it and keep it for future nights. The vest does not count as a night action, and can therefore be used alongside a night action. Whenever your target decides to put on this vest AND if you still are Armorsmith, you then become a Blacksmith. I believe this wraps up the setup (at least until it's getting hosted lol). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-