Noting here as well that if the game doesn't fill by may 9th/10th then it likely will be down-sized to the # of players then (or roughly there, if balance would require more players). In the event that it does down-size, extra days before game-start will be given both to serve as notice of the changes but also to allow for replacement volunteers.
Noting here as well that if the game doesn't fill by may 9th/10th then it likely will be down-sized to the # of players then (or roughly there, if balance would require more players). In the event that it does down-size, extra days before game-start will be given both to serve as notice of the changes but also to allow for replacement volunteers.
[QUOTE=OzyWho;967043]Somehow I never had an open role madness setup. That's uncommon even outside SC2Mafia, right?[/QUOTE]
I guess it is?
I've seen open role-madness before a fair few times (Probably the most complicated open role-madness I've seen is [URL="https://www.mafiathesyndicate.com/viewtopic.php?p=735339#p735339"]here[/URL], which was based on Fallout & is my favorite all-time setup so far). But now that you've brought it up I do suppose some form of closed aspect on role madness is generally common.
100% Role Madness games though, aside from Guillotina's hosting of Deck Mafia, are kinda not common as a FM 'genre' and so I suspect that may make it seem like open role madness is more rare than it actually is. However, there are probably communities dedicated to role madness that I'm not simply aware of. For all I know, they may host open games much more frequently.
Edit: [I]Technically fallout mafia was semi-closed since roles were host-picked but I tend to think of them as more open than not. I mean, all the details are out there. Only thing missing is who are what roles, and that really does not differ much if at all from a standard vanilla mafia game with a PR or two. You still have to figure it out.[/I]
Originally Posted by OzyWho
Somehow I never had an open role madness setup. That's uncommon even outside SC2Mafia, right?
I guess it is?
I've seen open role-madness before a fair few times (Probably the most complicated open role-madness I've seen is here, which was based on Fallout & is my favorite all-time setup so far). But now that you've brought it up I do suppose some form of closed aspect on role madness is generally common.
100% Role Madness games though, aside from Guillotina's hosting of Deck Mafia, are kinda not common as a FM 'genre' and so I suspect that may make it seem like open role madness is more rare than it actually is. However, there are probably communities dedicated to role madness that I'm not simply aware of. For all I know, they may host open games much more frequently.
Edit: Technically fallout mafia was semi-closed since roles were host-picked but I tend to think of them as more open than not. I mean, all the details are out there. Only thing missing is who are what roles, and that really does not differ much if at all from a standard vanilla mafia game with a PR or two. You still have to figure it out.
YOU MUST SIGNUP OVER AT MAFIACAFE.NET IF YOU WISH TO PARTICIPATE[/SIZE]
[SIZE=4]You signup by copying the last version of the signups list and putting your name into an open slot. That's how they do things at MafiaCafe.[/SIZE][/CENTER]
[SIZE=5][COLOR="#FFA500"]This has been updated to show the correct role #'s; I did not do it at first because I thought Discord was more convient for people. Removed roles are in black and have no number.[/COLOR]
[/SIZE]
All of the following abilities have two shots, and all abilities must be used once before an ability can be used for its second shot.
[I]Sir Issac Newton is the deadliest son of a bitch in space!
[/I]
Self-target and become informed of how many killing action attempts were made during the night, not including actions that have the potential to kill. This action cannot be prevented or redirected.
[I]Once you fire this hunk of metal, it keeps going until it hits something!
[/I]
Target a player (excluding yourself). If the target player fails to kill someone in the same night, their killing action which failed will be randomly re-directed onto someone else until it finds a target where the kill succeeds. The killing action can be redirected onto anyone in the game. Unless investigation-immune, the killer will be seen visiting the person they killed, and anyone who survived the attack. To be clear, however, this cannot affect the factional kill.
[I]This is a weapon of mass destruction. You are NOT a cowboy shooting from the hip!
[/I]
Scold someone on their training so bad that if they attempt to kill someone in the same night they will be role-blocked, not including actions with the potential to kill. If they are somehow attempting multiple kill actions in the same night then this role-block will take effect regardless of any possible mechanical restrictions in the game (including, but not limited to, the target having role-block immunity).
[/Spoiler]
[COLOR="#000000"][s]Role #: Boomerang Thrower[/s]
[/COLOR][Spoiler= ][s][B]Boomerang Thrower[/B][/s]
[SIZE=1]Every night you can throw a boomerang at a player. This action will force that player to self-target on that night. This action cannot make actions which are not self-targetable work, so the player would essentially be role-blocked in that case.
You cannot target the same player multiple nights in a row.
[/SIZE][/Spoiler]
[COLOR="#000000"]Role #: [s]Copying Machine[/s]
[/COLOR][Spoiler= ][s][B]Copying Machine[/B][/s]
[SIZE=1]Target two players. Player A's non-factional night action will be copied by you and conducted on player B. If you do not specify which is which, the first name you give is Player A.
If the action has any sort of feedback associated with it you will not learn of it until the next night. Some specific role actions are not copy-able. You may request from the host a full list of what actions you can or cannot copy.
You may attempt to self-target with the ability you copy; if it cannot self-target it will not work.
[/SIZE][/Spoiler]
Role #2: Goat
[Spoiler= ][B]Goat[/B]
No, not the GOAT. A goat from a game about goats.
1x [I]Is that a goat?
[/I]
Any actions generating feedback about or relating to you on the same night will fail to generate feedback. Except, of course, any feedback about role-blocks.
1x [I]Blood for the blood goat! Wait, what?
[/I]
If you are targeted by 2 players or more in the same night this is used, those players will be randomly redirected to target amongst themselves. Example: Player A will be redirected randomly to target either Player B, C, D...and so on for each player who targeted you. If you are targeted by a multi-targeting ability, one multi-targeter will die and any other multi-targets on you on the same night will work as if you did not use this ability.
[/Spoiler]
Role #3: Death Star
[Spoiler= ][B]Death Star[/B]
Submit an ordered list of all the players by the end of [U]night 1[/U] (excluding yourself because we can't imagine the death star blowing itself up lmao).
On [U]night 3 or 4[/U] you may elect to explode the top-most living player on the submitted list to smithereens, killing them and up to 1 other randomly-selected player visiting your target on the same night. This attack cannot be prevented nor mitigated on your selected target (and their randomly-selected visitor, if applicable) in every imaginable circumstance except for your death. If you fired on night 3, you cannot fire again. If you chose not to fire on either night, you will lose the ability to fire.
[/Spoiler]
[COLOR="#000000"][s]Role #: BAR FIGHT![/s][/COLOR]
[Spoiler= ][s][B]BAR FIGHT![/B][/s]
[SIZE=1]Choose during the day to gift everyone an end-of-day single-shot glass bottle with a 5% chance to kill. Glass bottle uses are processed at end of day. If 50% or more (rounded down; 10 players if this is day one) of the players use a glass bottle in single day phase, the bottle attacks will be made anonymous.
Additionally, your self-gifted glass bottle will always kill. If you use it, the day's bottle attacks will be made anonymous regardless.
For clarification: When bottle attacks are made "anonymous", who attacked who (as well as who used a glass bottle) is hidden. The # of attacks is not hidden.
Your gift is processed as soon as possible by the hosts with an in-thread announcement; provided your decision isn't within 12 hours of EoD. You are not revealed by the announcement.
Users of glass bottles may not self-target with the glass bottles.
[/SIZE][/Spoiler]
Role #4: Pacifist Compulsive Bus Driver
[Spoiler= ][B]Pacifist Compulsive Bus Driver[/B]
Each night you MUST switch two players of your choice (including yourself). Actions targeting Player A will instead target Player B and vice-versa. You cannot redirect killing actions.
If you don't submit a bus-driver action you will be forced to do one in some manner depending on your alignment. If you are mafia, you will randomly swap a town player and mafia player. If you are town, whoever you swap is completely randomized. You will be informed of who you were forced to switch.
[/Spoiler]
Role #5: 404 Not Found
[Spoiler= ][B]404 Not Found[/B]
Every even-numbered night you may do either a role-check or alignment check. Every odd-numbered night you may do a role-check. To be clear: Actions are optional, and not mandatory.
However, whenever you do a role OR alignment check, you MUST select a player to have that information removed from their future flip. For example, if you elect to check the alignment of Player A, you must remove the alignment information from [U]someone else[/U] (Player B). If the information removal happens to target someone who already had their information cleaned from their flip (ex: attempting to remove role information when its already been removed), your information removal will be randomly redirected onto someone else who's flip is yet to be altered. If you don't submit a target for information removal, while also doing a role or alignment check, a random valid target will be selected (without you knowing).
Your flip is always hidden completely.
[/Spoiler]
Role #6: Deep Dive Investigator
[Spoiler= ][B]Deep Dive Investigator[/B]
Twice per game, on any night you may elect to go on a "deep dive" investigation. For the immediate night you will commute, becoming untargetable to most actions, as you are in the deep sea of information.
In the following day you will resurface, and at the end of that day you will gain unique information [U]IF IT WAS YOUR SECOND DIVE[/U]. You can choose (or change your selection of) what that revealed information is any time before the information is revealed to you. The choices are:
1. How many living players are in each alignment (Town/Mafia)
2. The entire action history of a player's role (Does not reflect what actually happened on those days/nights; just what the player attempted to do with their role)
[/Spoiler]
Role #7: The Propagandist
[Spoiler= ][B]The Propagandist[/B]
Each night you may target a player (excluding yourself). They will receive feedback about your propaganda efforts, and like a true patriot their next non-factional action (whenever that would be) will have a loyalty modifier.
When an action has a loyalty modifier: For most, but not all, actions this would cause the action to fail if the player targets someone who is not the same alignment as themselves. [I]Note that this is relative to the alignment of whoever has the loyalty modifier; not the alignment of you.[/I]
You may not target or affect the same player twice in a row.
You cannot "stack" loyalty modifiers unto multiple future actions. If you apply propaganda to someone who already has the loyalty modifier applied to their next action, it will do nothing except provide feedback.
[/Spoiler]
Role #8: The ?Krc
[Spoiler= ][B]The ?Krc[/B]
Congratulations! You get to create your own role, to a degree. You have [B]10 [/B]points. You do not get more points. You may spend these points to buy a single shot of the following abilities:
[I]Automatic Vest[/I] (6 points): Have an automatic protection vest, which will save you from a single kill from most kill actions. You won't know if it has been used. It does not protect from eliminations by day-vote.
[I]Bodyguard [/I](2 points): Protect someone. If they are attacked, you will be attacked instead. You only redirect a single attack.
[I]Disloyal Vigilante[/I] (8 points): Shoot someone (excluding yourself). If they are not your alignment, they will die from a standard attack. If they are your alignment, they will not die from your attack.
[I]Oracle Track[/I] (5 points): Select someone at day or night. When you die, their target(s) last night (if any) will be revealed. The reveal includes what night it is and who. If you do this twice, your death will reveal both results and specify which is which and for which night it is referring to.
[I]Role-check[/I] (6 points): Check someone for their role.
[I]Strongman / Block Immunity[/I] (4 points): Make your action immune to most role-blocks or protective effects such as redirections.
[I]Target-Swap[/I] (5 points): Swap two players (excluding yourself). Anything targeting one player will instead target the other player and vice-versa.
[I]Temporary Neigborhizer[/I] (3 points): Create a full-cycle non-anonymous neighborhood chat with someone during the night. If you did so on night 1, the chat would last from SoD2 to SoD3.
[I]Vigilante [/I](7 points): Shoot someone at night, attempting to kill them.
If you want to purchase an ability, the purchase is instantaneous the moment you attempt to use one of the abilities. If you are blocked, your points won't be refunded. You may not buy an ability more than twice if you have the points for it.
[/Spoiler]
Role #9: The Watchman Guard
[Spoiler= ][B]The Watchman Guard[/B]
Every night you may watch someone, seeing whoever visits them. However, if they are targeted by any sort of kill attempt, it will be re-directed unto you and you will die regardless of any protection on you. You redirect any number of attacks. You don't redirect the Death Star's attack.
[/Spoiler]
Role #10: Slightly Psychopathic Coroner
[Spoiler= ][B]Slightly Psychopathic Coroner[/B]
Each night you may investigate a dead player. You will learn:
--The role of the player, if it was hidden
--Whether their cause of death was "direct" or "indirect".
A "direct" cause of death means the player was either:
--Killed by an ability specifically meant to kill which targeted them
--Killed by an ability specifically meant to kill which was redirected onto them
--Killed by a factional ability
--Killed by day vote
An "Indirect" cause of death means the player was either:
--Killed by an ability not specifically meant to kill but can kill
--Killed by an ability specifically meant to kill but does so without any specific targeting.
You additionally have the one-time shot to kill a player at night. If it is unsuccessful you do not get your shot back.
[/Spoiler]
Role #11: This Is Fine
[Spoiler= ][B]This Is Fine[/B]
Whenever you would normally have died, your death will have been delayed by a full-cycle. Meaning if you would've died on N2, you would actually die by the end of N3.
As this is an accomplishment of sheer will (or ignorance), there is nothing saving you from inevitable death if this ability triggers except for the game ending.
[/Spoiler]
Role #12: Sandwich
[Spoiler= ][B]Sandwich[/B]
Context: [url]https://www.youtube.com/watch?v=_prZ0JrbQrU[/url]
Every day phase you have two slices of a sandwich to hand out. You may not self-target.
You can use one slice to gift a player one (or two for both) of the following for the next night-phase:
--Role-block immunity
--Strongman
Broadly speaking, strongman will help ensure that a player's action is less likely to be affected by redirections (not including bodyguard protections). Role-block immunity will obviously help prevent being successfully role-blocked. [B]Neither of these statements should be taken as being absolutely true[/B]; there can be or are cases in the game where these benefits will fail. However, in the vast majority of cases these statements are true.
Players are not informed if they have received a sandwich slice.
[/Spoiler]
Role #13: Paintballer
[Spoiler= ][B]Paintballer[/B]
Every night you may fire a paintball at someone (excluding yourself).
If someone has been hit....
1 time: Nothing happens.
2 times: They get role-blocked.
3 or more times: They are killed by you in a standard kill attempt.
Because your paintballs are made of paint, you always know who your paintball ended up hitting for that night.
[/Spoiler]
Role #14: Covert Agent
[Spoiler= ]Covert Agent
You are a secret agent with a mission unrelated to the game (No different, alternative, or new win-cons).
You may establish two permanent non-anonymous neighborhoods on night 1 to two separate other players; they will be your informants until death.
Once you have two informants, you may use the following limited-shot abilities:
1x [I]Operational Integrity[/I]
Make the actions of yourself and your informants invisible. Does not cost you your action. Cannot be selectively given to yourself or your informants; it must be applied to you and your informants.
2x [I]Investigate & Observe[/I]
Track a player (excluding yourself), finding out who they targeted for that night.
1x [I]Assassination[/I]
Attempt to kill a player at night (excluding yourself). Only available if all other abilities have been used and do not have any more charges.
If both of your informants die, you will lose access to these abilities even if the abilities have shots left. You will not be able to gain more informants.
[/Spoiler]
Role #15: Ghost
[Spoiler= ][B]Ghost[/B]
On even-numbered nights you may haunt a player's (including yourself) house. That player will be blocked, along with any visitors to that player. This cannot be redirected.
You may not use this on odd-numbered nights.
[/Spoiler]
Role #16: Challenge Runner
[Spoiler= ][B]Challenge Runner[/B]
If you accomplish certain things, you will gain certain benefits! Rewards cannot be redeemed more than once. If you are submitting an action that requires not being voted, please specify which day phases (only host counts of votes will be checked).
[I]Survive until...[/I]
Day 3: 1x Doctor
Day 5: 1x Automatic Limited Vest (Does not affect strongmanned or factional kills)
[I]Have no more than 20% (rounded up) of votes on you for...[/I]
One whole day phase: 1x Track
Two whole day phases: 1x Standard night-kill
[I]Have a correct vote on a player of the opposite alignment who has flipped[/I]
Reward: 1x Messenger (send someone a message)
You may not self-target. The vest ability automatically self-targets and cannot be given away.
[/Spoiler]
Role #17: Contractor
[Spoiler= ][B]Contractor[/B]
Every night, you may contract someone to target someone else. Any feedback they would have received from their action are now your feedback. This will do nothing if their action requires multiple targets, though you will still visit them. In the event of some sort of night-action conflict, your action happens last.
[/Spoiler]
[COLOR="#000000"][s]Role #: Arbitrary Lawyer Role[/s]
[/COLOR][Spoiler= ][s][B]Arbitrary Lawyer Role[/B][/s]
[SIZE=1]Every night you may either Prosecute or Defend another player (excluding yourself)
Prosecute
You will be informed if your target has committed a prosecutable offense in the current [U]night phase or any of the day/night phases before it[/U]:
[Murder] Non-factional killing actions
[Conspiracy] Being a member of a neighborhood
[Harassment] Targeting the same player twice in a row
[Disturbing the peace] Any action which modifies other actions
You will not learn what the offense specifically was. Offenses must have actually succeeded; if it was attempted but did not occur then it will not count.
Defend
Any player or action fulfilling a prosecutable offense AND is targeting them will have the corresponding effect below:
[Murder] Killing actions will still work.
[Conspiracy] Action will not work if the player targeting your Defend target was a member of a neighborhood within the current or previous night.
[Harassment] Action will not work if targeting same player twice in a row (not including Defend)
[Disturbing the peace] Instead of preventing modifiers from applying to your Defend target, modified actions (which are targeting your Defend target) lose their modifiers instead. Modified actions which lose their modifiers will be re-processed from the beginning with the assumption that the modifier that was never there to begin with (this is to avoid OoO conflicts).
Additionally, defended players will be granted role-block immunity for the duration of the Defend.
[/SIZE][/Spoiler]
Role #18: Null
[Spoiler= ][B]Null[/B]
Every night you may select a player (including yourself) to temporairly remove them from the game for the night phase. This practically means nothing happens to them and nothing happens because of them for the night phase. The only exception is a factional kill.
You may not select a player more than once per game.
[/Spoiler]
This has been updated to show the correct role #'s; I did not do it at first because I thought Discord was more convient for people. Removed roles are in black and have no number.
All of the following abilities have two shots, and all abilities must be used once before an ability can be used for its second shot.
Sir Issac Newton is the deadliest son of a bitch in space!
Self-target and become informed of how many killing action attempts were made during the night, not including actions that have the potential to kill. This action cannot be prevented or redirected.
Once you fire this hunk of metal, it keeps going until it hits something!
Target a player (excluding yourself). If the target player fails to kill someone in the same night, their killing action which failed will be randomly re-directed onto someone else until it finds a target where the kill succeeds. The killing action can be redirected onto anyone in the game. Unless investigation-immune, the killer will be seen visiting the person they killed, and anyone who survived the attack. To be clear, however, this cannot affect the factional kill.
This is a weapon of mass destruction. You are NOT a cowboy shooting from the hip!
Scold someone on their training so bad that if they attempt to kill someone in the same night they will be role-blocked, not including actions with the potential to kill. If they are somehow attempting multiple kill actions in the same night then this role-block will take effect regardless of any possible mechanical restrictions in the game (including, but not limited to, the target having role-block immunity).
Role #: Boomerang Thrower
Spoiler : :
Boomerang Thrower
Every night you can throw a boomerang at a player. This action will force that player to self-target on that night. This action cannot make actions which are not self-targetable work, so the player would essentially be role-blocked in that case.
You cannot target the same player multiple nights in a row.
Role #: Copying Machine
Spoiler : :
Copying Machine
Target two players. Player A's non-factional night action will be copied by you and conducted on player B. If you do not specify which is which, the first name you give is Player A.
If the action has any sort of feedback associated with it you will not learn of it until the next night. Some specific role actions are not copy-able. You may request from the host a full list of what actions you can or cannot copy.
You may attempt to self-target with the ability you copy; if it cannot self-target it will not work.
Role #2: Goat
Spoiler : :
Goat
No, not the GOAT. A goat from a game about goats.
1x Is that a goat?
Any actions generating feedback about or relating to you on the same night will fail to generate feedback. Except, of course, any feedback about role-blocks.
1x Blood for the blood goat! Wait, what?
If you are targeted by 2 players or more in the same night this is used, those players will be randomly redirected to target amongst themselves. Example: Player A will be redirected randomly to target either Player B, C, D...and so on for each player who targeted you. If you are targeted by a multi-targeting ability, one multi-targeter will die and any other multi-targets on you on the same night will work as if you did not use this ability.
Role #3: Death Star
Spoiler : :
Death Star
Submit an ordered list of all the players by the end of night 1 (excluding yourself because we can't imagine the death star blowing itself up lmao).
On night 3 or 4 you may elect to explode the top-most living player on the submitted list to smithereens, killing them and up to 1 other randomly-selected player visiting your target on the same night. This attack cannot be prevented nor mitigated on your selected target (and their randomly-selected visitor, if applicable) in every imaginable circumstance except for your death. If you fired on night 3, you cannot fire again. If you chose not to fire on either night, you will lose the ability to fire.
Role #: BAR FIGHT!
Spoiler : :
BAR FIGHT!
Choose during the day to gift everyone an end-of-day single-shot glass bottle with a 5% chance to kill. Glass bottle uses are processed at end of day. If 50% or more (rounded down; 10 players if this is day one) of the players use a glass bottle in single day phase, the bottle attacks will be made anonymous.
Additionally, your self-gifted glass bottle will always kill. If you use it, the day's bottle attacks will be made anonymous regardless.
For clarification: When bottle attacks are made "anonymous", who attacked who (as well as who used a glass bottle) is hidden. The # of attacks is not hidden.
Your gift is processed as soon as possible by the hosts with an in-thread announcement; provided your decision isn't within 12 hours of EoD. You are not revealed by the announcement.
Users of glass bottles may not self-target with the glass bottles.
Role #4: Pacifist Compulsive Bus Driver
Spoiler : :
Pacifist Compulsive Bus Driver
Each night you MUST switch two players of your choice (including yourself). Actions targeting Player A will instead target Player B and vice-versa. You cannot redirect killing actions.
If you don't submit a bus-driver action you will be forced to do one in some manner depending on your alignment. If you are mafia, you will randomly swap a town player and mafia player. If you are town, whoever you swap is completely randomized. You will be informed of who you were forced to switch.
Role #5: 404 Not Found
Spoiler : :
404 Not Found
Every even-numbered night you may do either a role-check or alignment check. Every odd-numbered night you may do a role-check. To be clear: Actions are optional, and not mandatory.
However, whenever you do a role OR alignment check, you MUST select a player to have that information removed from their future flip. For example, if you elect to check the alignment of Player A, you must remove the alignment information from someone else (Player B). If the information removal happens to target someone who already had their information cleaned from their flip (ex: attempting to remove role information when its already been removed), your information removal will be randomly redirected onto someone else who's flip is yet to be altered. If you don't submit a target for information removal, while also doing a role or alignment check, a random valid target will be selected (without you knowing).
Your flip is always hidden completely.
Role #6: Deep Dive Investigator
Spoiler : :
Deep Dive Investigator
Twice per game, on any night you may elect to go on a "deep dive" investigation. For the immediate night you will commute, becoming untargetable to most actions, as you are in the deep sea of information.
In the following day you will resurface, and at the end of that day you will gain unique information IF IT WAS YOUR SECOND DIVE. You can choose (or change your selection of) what that revealed information is any time before the information is revealed to you. The choices are:
1. How many living players are in each alignment (Town/Mafia)
2. The entire action history of a player's role (Does not reflect what actually happened on those days/nights; just what the player attempted to do with their role)
Role #7: The Propagandist
Spoiler : :
The Propagandist
Each night you may target a player (excluding yourself). They will receive feedback about your propaganda efforts, and like a true patriot their next non-factional action (whenever that would be) will have a loyalty modifier.
When an action has a loyalty modifier: For most, but not all, actions this would cause the action to fail if the player targets someone who is not the same alignment as themselves. Note that this is relative to the alignment of whoever has the loyalty modifier; not the alignment of you.
You may not target or affect the same player twice in a row.
You cannot "stack" loyalty modifiers unto multiple future actions. If you apply propaganda to someone who already has the loyalty modifier applied to their next action, it will do nothing except provide feedback.
Role #8: The ?Krc
Spoiler : :
The ?Krc
Congratulations! You get to create your own role, to a degree. You have 10 points. You do not get more points. You may spend these points to buy a single shot of the following abilities:
Automatic Vest (6 points): Have an automatic protection vest, which will save you from a single kill from most kill actions. You won't know if it has been used. It does not protect from eliminations by day-vote.
Bodyguard (2 points): Protect someone. If they are attacked, you will be attacked instead. You only redirect a single attack.
Disloyal Vigilante (8 points): Shoot someone (excluding yourself). If they are not your alignment, they will die from a standard attack. If they are your alignment, they will not die from your attack.
Oracle Track (5 points): Select someone at day or night. When you die, their target(s) last night (if any) will be revealed. The reveal includes what night it is and who. If you do this twice, your death will reveal both results and specify which is which and for which night it is referring to.
Role-check (6 points): Check someone for their role.
Strongman / Block Immunity (4 points): Make your action immune to most role-blocks or protective effects such as redirections.
Target-Swap (5 points): Swap two players (excluding yourself). Anything targeting one player will instead target the other player and vice-versa.
Temporary Neigborhizer (3 points): Create a full-cycle non-anonymous neighborhood chat with someone during the night. If you did so on night 1, the chat would last from SoD2 to SoD3.
Vigilante (7 points): Shoot someone at night, attempting to kill them.
If you want to purchase an ability, the purchase is instantaneous the moment you attempt to use one of the abilities. If you are blocked, your points won't be refunded. You may not buy an ability more than twice if you have the points for it.
Role #9: The Watchman Guard
Spoiler : :
The Watchman Guard
Every night you may watch someone, seeing whoever visits them. However, if they are targeted by any sort of kill attempt, it will be re-directed unto you and you will die regardless of any protection on you. You redirect any number of attacks. You don't redirect the Death Star's attack.
Role #10: Slightly Psychopathic Coroner
Spoiler : :
Slightly Psychopathic Coroner
Each night you may investigate a dead player. You will learn:
--The role of the player, if it was hidden
--Whether their cause of death was "direct" or "indirect".
A "direct" cause of death means the player was either:
--Killed by an ability specifically meant to kill which targeted them
--Killed by an ability specifically meant to kill which was redirected onto them
--Killed by a factional ability
--Killed by day vote
An "Indirect" cause of death means the player was either:
--Killed by an ability not specifically meant to kill but can kill
--Killed by an ability specifically meant to kill but does so without any specific targeting.
You additionally have the one-time shot to kill a player at night. If it is unsuccessful you do not get your shot back.
Role #11: This Is Fine
Spoiler : :
This Is Fine
Whenever you would normally have died, your death will have been delayed by a full-cycle. Meaning if you would've died on N2, you would actually die by the end of N3.
As this is an accomplishment of sheer will (or ignorance), there is nothing saving you from inevitable death if this ability triggers except for the game ending.
Every day phase you have two slices of a sandwich to hand out. You may not self-target.
You can use one slice to gift a player one (or two for both) of the following for the next night-phase:
--Role-block immunity
--Strongman
Broadly speaking, strongman will help ensure that a player's action is less likely to be affected by redirections (not including bodyguard protections). Role-block immunity will obviously help prevent being successfully role-blocked. Neither of these statements should be taken as being absolutely true; there can be or are cases in the game where these benefits will fail. However, in the vast majority of cases these statements are true.
Players are not informed if they have received a sandwich slice.
Role #13: Paintballer
Spoiler : :
Paintballer
Every night you may fire a paintball at someone (excluding yourself).
If someone has been hit....
1 time: Nothing happens.
2 times: They get role-blocked.
3 or more times: They are killed by you in a standard kill attempt.
Because your paintballs are made of paint, you always know who your paintball ended up hitting for that night.
Role #14: Covert Agent
Spoiler : :
Covert Agent
You are a secret agent with a mission unrelated to the game (No different, alternative, or new win-cons).
You may establish two permanent non-anonymous neighborhoods on night 1 to two separate other players; they will be your informants until death.
Once you have two informants, you may use the following limited-shot abilities:
1x Operational Integrity
Make the actions of yourself and your informants invisible. Does not cost you your action. Cannot be selectively given to yourself or your informants; it must be applied to you and your informants.
2x Investigate & Observe
Track a player (excluding yourself), finding out who they targeted for that night.
1x Assassination
Attempt to kill a player at night (excluding yourself). Only available if all other abilities have been used and do not have any more charges.
If both of your informants die, you will lose access to these abilities even if the abilities have shots left. You will not be able to gain more informants.
Role #15: Ghost
Spoiler : :
Ghost
On even-numbered nights you may haunt a player's (including yourself) house. That player will be blocked, along with any visitors to that player. This cannot be redirected.
You may not use this on odd-numbered nights.
Role #16: Challenge Runner
Spoiler : :
Challenge Runner
If you accomplish certain things, you will gain certain benefits! Rewards cannot be redeemed more than once. If you are submitting an action that requires not being voted, please specify which day phases (only host counts of votes will be checked).
Survive until...
Day 3: 1x Doctor
Day 5: 1x Automatic Limited Vest (Does not affect strongmanned or factional kills)
Have no more than 20% (rounded up) of votes on you for...
One whole day phase: 1x Track
Two whole day phases: 1x Standard night-kill
Have a correct vote on a player of the opposite alignment who has flipped
Reward: 1x Messenger (send someone a message)
You may not self-target. The vest ability automatically self-targets and cannot be given away.
Role #17: Contractor
Spoiler : :
Contractor
Every night, you may contract someone to target someone else. Any feedback they would have received from their action are now your feedback. This will do nothing if their action requires multiple targets, though you will still visit them. In the event of some sort of night-action conflict, your action happens last.
Role #: Arbitrary Lawyer Role
Spoiler : :
Arbitrary Lawyer Role
Every night you may either Prosecute or Defend another player (excluding yourself)
Prosecute
You will be informed if your target has committed a prosecutable offense in the current night phase or any of the day/night phases before it:
[Murder] Non-factional killing actions
[Conspiracy] Being a member of a neighborhood
[Harassment] Targeting the same player twice in a row
[Disturbing the peace] Any action which modifies other actions
You will not learn what the offense specifically was. Offenses must have actually succeeded; if it was attempted but did not occur then it will not count.
Defend
Any player or action fulfilling a prosecutable offense AND is targeting them will have the corresponding effect below:
[Murder] Killing actions will still work.
[Conspiracy] Action will not work if the player targeting your Defend target was a member of a neighborhood within the current or previous night.
[Harassment] Action will not work if targeting same player twice in a row (not including Defend)
[Disturbing the peace] Instead of preventing modifiers from applying to your Defend target, modified actions (which are targeting your Defend target) lose their modifiers instead. Modified actions which lose their modifiers will be re-processed from the beginning with the assumption that the modifier that was never there to begin with (this is to avoid OoO conflicts).
Additionally, defended players will be granted role-block immunity for the duration of the Defend.
Role #18: Null
Spoiler : :
Null
Every night you may select a player (including yourself) to temporairly remove them from the game for the night phase. This practically means nothing happens to them and nothing happens because of them for the night phase. The only exception is a factional kill.
You may not select a player more than once per game.
[QUOTE=oliverz144;966939]woohoo i can type! [MENTION=29585]aamirus[/MENTION] copy the threadclosing code line from the hammer bot and add it intented to the daykill code, that should fix it easily[/QUOTE]
I think they quite simply unlocked the thread after using it
Originally Posted by oliverz144
woohoo i can type!
@aamirus
copy the threadclosing code line from the hammer bot and add it intented to the daykill code, that should fix it easily
I think they quite simply unlocked the thread after using it
I also feel that if you aren't mafia then you haven't played the whole game with genuine regard as to what makes social deception games to be social deception games.
Both of which I feel are vote-worthy
Additionally: If I even for a moment thought MM was mafia, voted him, and was wrong on you being somehow town then this would be the worst way to leave the game at. It would just be a terrible taste for me.
Voting you always gives me the best possible (personal) outcome here
The only time I would not do that is if I had absolute confirmation that you're town. I mean mech confirm town. Because, then, me yeeting you makes me just as worse of a player you were in shooting lag at the start of the game.
Rn I feel you are mafia.
I also feel that if you aren't mafia then you haven't played the whole game with genuine regard as to what makes social deception games to be social deception games.
Both of which I feel are vote-worthy
Additionally: If I even for a moment thought MM was mafia, voted him, and was wrong on you being somehow town then this would be the worst way to leave the game at. It would just be a terrible taste for me.
Voting you always gives me the best possible (personal) outcome here
The only time I would not do that is if I had absolute confirmation that you're town. I mean mech confirm town. Because, then, me yeeting you makes me just as worse of a player you were in shooting lag at the start of the game.
[quote]Also, even if we want to assume Ceko is trolling, having him be the target of a train that will work in a relatively standard manner and that he cannot just cancel out by shooting (since he has already shot) is optimal.
[/quote]
[quote]What? I don't think one can be much more anti-town than Ceko at the beginning of D1.[/quote]
[quote]I have the same feeling and kinda feel like you're town, and potentially even right...
That would make you one hell of a bad town player this game, though. And... that kind of play should simply not slide. Uuuuugh.
[/quote]
[quote]
At this point, I don't feel the "gut townread" on Ceko anymore, it decayed due to lack of meaningful participation and even more so due to the lack of spew on Ceko.
-vote theoneceko
What do you have to say in your defense, Ceko? Who's scum if not you?
[/quote]
[quote]
Yeah this is town Ceko, scum Ceko never goes out like this to prevent his scummate from getting townread, it makes zero sense. However, scum!Mizery could very well have found a "reason" to townread a scummate here.
-vote Mizery
[/quote]
[quote]
I am not voting or shoot ceko here, he's my top townread, ironically enough. I just don't see him being scum despite the spew. See yesterday's posts on his interactions. Besides, if ceko is scum, this is a highly ridiculous game lol, and it will mean we have to actively enforce a punitive meta towards trolly/anti-town actions.
[/quote]
[quote]
@ ceko, the safest play is never for me to shoot anyone lol, the shot is a guaranteed win. If you weren't spewed town, I would say this is scummy... but you are, so I guess you're just wrong lol.
[/quote]
Also, even if we want to assume Ceko is trolling, having him be the target of a train that will work in a relatively standard manner and that he cannot just cancel out by shooting (since he has already shot) is optimal.
What? I don't think one can be much more anti-town than Ceko at the beginning of D1.
I have the same feeling and kinda feel like you're town, and potentially even right...
That would make you one hell of a bad town player this game, though. And... that kind of play should simply not slide. Uuuuugh.
At this point, I don't feel the "gut townread" on Ceko anymore, it decayed due to lack of meaningful participation and even more so due to the lack of spew on Ceko.
-vote theoneceko
What do you have to say in your defense, Ceko? Who's scum if not you?
Yeah this is town Ceko, scum Ceko never goes out like this to prevent his scummate from getting townread, it makes zero sense. However, scum!Mizery could very well have found a "reason" to townread a scummate here.
-vote Mizery
I am not voting or shoot ceko here, he's my top townread, ironically enough. I just don't see him being scum despite the spew. See yesterday's posts on his interactions. Besides, if ceko is scum, this is a highly ridiculous game lol, and it will mean we have to actively enforce a punitive meta towards trolly/anti-town actions.
@ ceko, the safest play is never for me to shoot anyone lol, the shot is a guaranteed win. If you weren't spewed town, I would say this is scummy... but you are, so I guess you're just wrong lol.
I did a fair decent amount of contemplating. If Channel hadn't been so obvious in being scum, I would've wanted Ceko shot just because I can't believe the sheer amount of trolling I think is happening.
But IMO with presuming Ceko being town it's clear that his shot at the beginning of the game really wasn't in the spirit of a forum mafia game (or, rather, social deception games in general). Or maybe even games in general, if you consider the fact that a person was more or less legally blocked from playing the game.
Ceko wants this game to burn. I don't know exactly what he wants from it, but I believe taking the sub-optimal shot on Ceko (even if he strongly deserves it) lets him destroy the game even more. He already hurts town's chances by blatantly killing a town in a pro-wolf dice roll. He's trying to do it again by getting himself shot and deny the optimal route.
Shoot Channel. If Channel for some reason flips green, I'm always voting ceko. I don't care about voting you in that situation; because if you are wolf then Ceko is definitely town who really did troll on d1 and for that he must die by my salt.
I did a fair decent amount of contemplating. If Channel hadn't been so obvious in being scum, I would've wanted Ceko shot just because I can't believe the sheer amount of trolling I think is happening.
But IMO with presuming Ceko being town it's clear that his shot at the beginning of the game really wasn't in the spirit of a forum mafia game (or, rather, social deception games in general). Or maybe even games in general, if you consider the fact that a person was more or less legally blocked from playing the game.
Ceko wants this game to burn. I don't know exactly what he wants from it, but I believe taking the sub-optimal shot on Ceko (even if he strongly deserves it) lets him destroy the game even more. He already hurts town's chances by blatantly killing a town in a pro-wolf dice roll. He's trying to do it again by getting himself shot and deny the optimal route.
Shoot Channel. If Channel for some reason flips green, I'm always voting ceko. I don't care about voting you in that situation; because if you are wolf then Ceko is definitely town who really did troll on d1 and for that he must die by my salt.
also if channel were experienced it would just scream scum more here for that vote
because from experience a town player would know a wolf disregarding their ability to shoot to save it and instead opting to push a person (who they could've justifiably shot) puts them at MUCH more risk imo
also if channel were experienced it would just scream scum more here for that vote
because from experience a town player would know a wolf disregarding their ability to shoot to save it and instead opting to push a person (who they could've justifiably shot) puts them at MUCH more risk imo
[QUOTE=Marshmallow Marshall;966788]For information's sake, what do you think of my [I]reasons[/I] to vote CM here? If you have time to just quickly say it that is[/QUOTE]
his vote got me thinking
I gave him blanket pass for the kill but like the vote earlier this phase was waaaaay tooo questionable
if anything I would expect a newbie to vote me or ceko....not you who has not shot at all nor has done shots as badly as either me or ceko has done
Originally Posted by Marshmallow Marshall
For information's sake, what do you think of my reasons to vote CM here? If you have time to just quickly say it that is
his vote got me thinking
I gave him blanket pass for the kill but like the vote earlier this phase was waaaaay tooo questionable
if anything I would expect a newbie to vote me or ceko....not you who has not shot at all nor has done shots as badly as either me or ceko has done
im the only person here prepared to not suddenly reconsider MM's alignment to push them in a f3 if we get this wrong
so like yeeting me (or, worse, shooting me) is the wrong play here from a !town MM world
if I somehow had a change of heart it would be so significant that the other surviving town (in a hypothetical !mafia Martin world) would just know it's me and not MM
thus saving both MM from having to use his gun in F3 and even if he gets it wrong in F3 he can just shoot to win in F2
I'd like to point out though
im the only person here prepared to not suddenly reconsider MM's alignment to push them in a f3 if we get this wrong
so like yeeting me (or, worse, shooting me) is the wrong play here from a !town MM world
if I somehow had a change of heart it would be so significant that the other surviving town (in a hypothetical !mafia Martin world) would just know it's me and not MM
thus saving both MM from having to use his gun in F3 and even if he gets it wrong in F3 he can just shoot to win in F2
[QUOTE=theoneceko;966767]ping [MENTION=29377]Marshmallow Marshall[/MENTION] one more time and i will choke myself
ur making the [COLOR="#00FF00"]inter[/COLOR][COLOR="#FF0000"]action[/COLOR] between [COLOR="#00FF00"]MM[/COLOR] and [COLOR="#FF0000"]YOU[/COLOR] extremely obvious[/QUOTE]
I like to think less trolling has happened this game, so I wanna vote in order of the "possible worlds having the least amount of trolling"
1. Ceko wolf (Ceko's trolling has been wolf play & Channel did not screw his team over)
2. Channel wolf (Ceko's trolling is genuine trolling & Channel either deliberately or accidentally screwed his team over by throwing away the instant win)
3. MM wolf (Ceko has been genuine trolling & MM almost screwed his team over by throwing the instant win & Martin was Martin and was just terrible)
oooh look another way to justify my play
I like to think less trolling has happened this game, so I wanna vote in order of the "possible worlds having the least amount of trolling"
1. Ceko wolf (Ceko's trolling has been wolf play & Channel did not screw his team over)
2. Channel wolf (Ceko's trolling is genuine trolling & Channel either deliberately or accidentally screwed his team over by throwing away the instant win)
3. MM wolf (Ceko has been genuine trolling & MM almost screwed his team over by throwing the instant win & Martin was Martin and was just terrible)
I'm open to yeeting anyone in here but you. The only reason I tried at all solving yesterday was because I thought if I got it right then maybe I didn't play so bad this game.
Also if this flips wolf I'm never trusting troll reads from my town reads ever again and will just policy them on how bad their actions were.
I'm open to yeeting anyone in here but you. The only reason I tried at all solving yesterday was because I thought if I got it right then maybe I didn't play so bad this game.
Also if this flips wolf I'm never trusting troll reads from my town reads ever again and will just policy them on how bad their actions were.
[QUOTE=ChannelMiner;966755]WHY DID WE VOTE OUT THE DUDE WHO SHOT A GOON?!?!?
Fuck it I'm voting MM.
[vote]Marshmallow Marshall[/vote][/QUOTE]
because they were being threatened at votepoint to shoot
at which point if you're a wolf with a gun you gotta decide either to self-preserve as wolf or to shoot someone in the hopes that it looks better for your teammates
its not the same context as you shooting Oli
Originally Posted by ChannelMiner
WHY DID WE VOTE OUT THE DUDE WHO SHOT A GOON?!?!?
Fuck it I'm voting MM.
-vote Marshmallow Marshall
because they were being threatened at votepoint to shoot
at which point if you're a wolf with a gun you gotta decide either to self-preserve as wolf or to shoot someone in the hopes that it looks better for your teammates
I don't feel like me taking the extra step to be 1000% sure who's mafia in ceko/channel is going to change my impression of myself in that game all that much. So I'm opting to give the win to MM. I trust them being town the most out of everyone here and if that's mafia then he deserves the win (anyone else winning as mafia here would partially be due to town incompetence imo).
I'm not gonna vote him out today, which would be the last chance to stop him if he's mafia (as with 3 town & 1 mafia left, the mafia can't prevent their own yeet with a shot BUT they can at 2 town & 1 mafia)
With me not voting MM, the game can either continue to MM's win (MM either eventually just shoots the remaining player at 1 town & 1 mafia if we screwed up that bad OR 2 town & 1 mafia if MM is evil) or this day will just never end in which case I'm considering it a town win (which is what I think MM is).
I don't feel like me taking the extra step to be 1000% sure who's mafia in ceko/channel is going to change my impression of myself in that game all that much. So I'm opting to give the win to MM. I trust them being town the most out of everyone here and if that's mafia then he deserves the win (anyone else winning as mafia here would partially be due to town incompetence imo).
I'm not gonna vote him out today, which would be the last chance to stop him if he's mafia (as with 3 town & 1 mafia left, the mafia can't prevent their own yeet with a shot BUT they can at 2 town & 1 mafia)
With me not voting MM, the game can either continue to MM's win (MM either eventually just shoots the remaining player at 1 town & 1 mafia if we screwed up that bad OR 2 town & 1 mafia if MM is evil) or this day will just never end in which case I'm considering it a town win (which is what I think MM is).
If ceko were wolf and trolling then that would inherently make the evidence earlier (which would suggest he's trolling) into evidence of a smart wolf play
which ends up being cricular-ish logic saying that Ceko is only trolling here as town and wouldn't be as wolf
reinforcing the point that interaction spews Ceko town
[vote]Mizery[/vote]
If ceko were wolf and trolling then that would inherently make the evidence earlier (which would suggest he's trolling) into evidence of a smart wolf play
which ends up being cricular-ish logic saying that Ceko is only trolling here as town and wouldn't be as wolf
reinforcing the point that interaction spews Ceko town
[QUOTE=Marshmallow Marshall;966656]
Yeah this is town Ceko, scum Ceko never goes out like this to prevent his scummate from getting townread, it makes zero sense. However, scum!Mizery could very well have found a "reason" to townread a scummate here.
[vote]Mizery[/vote][/QUOTE]
actually that's a preety good point now that there's only 1 mafia left
it was Lylo too
smh I should've realized that point sooner as I specifically looked at that before DrZ got shot
Originally Posted by Marshmallow Marshall
Yeah this is town Ceko, scum Ceko never goes out like this to prevent his scummate from getting townread, it makes zero sense. However, scum!Mizery could very well have found a "reason" to townread a scummate here.
-vote Mizery
actually that's a preety good point now that there's only 1 mafia left
it was Lylo too
smh I should've realized that point sooner as I specifically looked at that before DrZ got shot