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    [New Mechanic] ►►Re: Give disturbing the peace to all night speakers◄◄

    -support for sticking DoP on factional night chats. We just gave Mafia and Triad freedom from the town and we want to put them right back in their hole of forced silence again?

    I just don't see a reason for this suggestion in general.
  2. Forum:Archived S-FMs

    Thread:S-FM 339: ?KRC, M-FM edition

    Thread Author:Lag

    Post Author:Grakylan

    Replies
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    ►►Re: S-FM 339: ?KRC, M-FM edition◄◄

    Comrade PickleRadish here.

    Turns out I really can be good at FM despite this only being my second game :P

    So I was right about Purple, Kitty Cat Dance, DarkUnicorn, and Myopia being scum, but genuinely thought Mr Pain was town power. Well played to Martin.

    Its a shame Myopia happens to RB visitors tho, without that, Purple would have unwittingly gotten his scum teammate killed since I used the art Purple sold to me to steal HIS poison dart, that I would have used on Myopia.

    My one big misplay however was not understanding on EOD1 that successfully acquiring art = vote whoever you want. I thought I still needed to vote someone with a painting, which led to the Eyes-Myopia tiebreaker.
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    [Role Change] ►►Re: Neutral Evil Roles Defense◄◄

    Judge doesn't need a fucking buff, jesus.

    Auditor and Witch's problems aren't that they die "too easily" at night. I don't usually see that happening as accidential Maf/Triad or NK kills frequently enough, and obv they should be exposed to vig kills, otherwise vig would be kinda useless.

    big fat

    -support
  4. [New Role] ►►Re: The Thief and the Repoman: 2 roles that kinda follow the concept of the elector and armorsmith◄◄

    Ok considering Elector got removed, Repoman isn't gonna be a thing at all. And I was considering just letting these role ideas die off.

    But I think Thief still has potential.

    Will repost rolecard with several gameplay changes and more flavor.

    Thief
    (Neutral Evil)
    (or Neutral Benign?)

    You are a burglar looking to seize the material wealth of others.

    Spoiler : Thief :

    You do not care who wins.

    Night Ability 1: Steal someone's belongings.
    - The ability will be taken at the end of the night, occuring at the same time as bussing and witching in the OoO, meaning you wont be able to use that stolen ability until the next night.
    - If your target has no night ability, nothing happens.
    - If your target has an unlimited night ability (ex: Sheriff), you will steal his ability to be used only once, and they will be roleblocked. This will go through any anti-roleblock passives such as RB Immunity, arso auto-dousing RBers, or SK auto-killing RBers.
    - If your target has a limited night ability (ex: Vigilante), you will steal his ability to be used only once, and he loses one use of his ability.
    - If your target is protected by a Bodyguard, then you and the Bodyguard will enter a shootout as par the course for the Bodyguard's job.

    Night Ability 2: Make use of your stolen goods.
    - Use the ability you have just stolen.
    - There would be no indication for anyone that they were targeted by a Thief instead of the real role.
    - For example, if you stole a Vig ability, you can use it once to Vig-kill someone: with the Vig death message, Vig death sound, and all.

    Attributes:
    - You can not steal and use ability at the same night.
    - Roles you can't affect by any means: Cultist, Witch Doctor, Enforcer/Mafioso, Jester, Exe, Amne, Judge, Spy, Party Host, Oracle, Citizen if no vest, Marsh, Crier, Mayor, Mason, Mason Leader.

    ROLE OPTIONS:
    Target is notified: YES/NO {Default: NO}
    Can't revisit: YES/KILLERS/NO {Default: KILLERS}
    - If YES: you can visit each person only once.
    - If KILLERS: you can visit any non-killing role any number of times, but any killing role only once.
    - If NO: you can visit anyone any number of times.
    Immunity prevents burglary: YES/NO {Default: YES}
    - If YES: can't steal from DH/GF, neutral killers, and vested targets.
    - If NO: can steal from DH/GF, neutral killers, and vested targets.
    Can steal 2/3/4/Unlimited Times {Default: 3}
    Failed Burglarys are void: YES/NO {Default: YES}
    - If YES: then targeting a NI or no-action role will result in your use being wasted.
    - If NO: then targeting a NI or no-action role will not use up your burglary.

    Night Messages
    A Thief burglarized your home. You have been roleblocked.
    Notification for victim with an unlimited ability, with "Target is notified" on. Otherwise, with "Target is notified" off, they would get no message.
    A Thief burglarized your home. You have # uses left.
    Notification for victim with a limited ability, with "Target is notified" on. Otherwise, the count of abilities left to you won't be shown until you use up the real last use.
    Your Target had nothing worth stealing.
    Notification for Thief if they target someone who can't be burglarized b/c they are one of the select roles who can't be burglarized no matter what.
    Your Target was too intimidating to steal from.
    Notification for Thief if they target someone who can't be burglarized due to night immunity (if Immunity prevents burglary = ON)
    You have successfully stolen a [item]. You now have # [role] action.
    Message thief receives upon successful robbery. See Thief Possibilities at bottom of post.
    Example:
    You have successfully stolen a six-shot revolver. You now have 1 Vigilante action.

    You plan to use [previous victim #]'s [role] item on [victim #]
    What the Thief sees when choosing to use a stolen ability on someone.
    Example:
    You plan to use (9) Orfeo's Vigilante item on (12) Orfeo the Weak.


    some thief gui concept art:
    Spoiler : CONCEPT ART :


    Steal Mode. Click the red button next to your name to switch to Ability Mode.


    Ability Mode. Red buttons show up next to people you successfully stole from. You click red button first then green buttons to target someone with that ability.


    What role a Thief can steal from and what item they get

    TEMPLATE IS:

    Role = "item flavor" (action action)

    This does NOT account for Immunity prevents burglary = ON
    Spoiler : THIEF POSSIBILITIES :

    Citizen = "Bulletproof vest" (vest)
    Crier = Unrobbable
    Marshall = Unrobbable
    Mayor = Unrobbable
    Mason = Unrobbable
    Mason Leader = Unrobbable
    Constable = Unrobbable

    Coroner = "Autopsy kit" (visit a dead body for leads) [This will ALWAYS give all possible info even if some leads are disabled by the save.]
    Detective = "GPS Tracker" (follow someone)
    Investigator = "List of criminal records" (investigate someone's crimes) [This will always detect exact role even if Detect Exact Role = OFF for Investigator.]
    Lookout = "Binoculars" (watch someone)
    Sheriff = "Background check form" (check someone's alignment) [This will be able to detect every alignment possible even if some alignments are set to be undetectable by Sheriff.]

    Bodyguard = "Riot shield and a baton" (bodyguard someone)
    Jailor = "Keychain and a rifle" (1 jail and 1 execute)
    Veteran = "An assault rifle and a bag of grenades" (1 alert)
    Vigilante = "six-shot revolver" (1 vig kill)

    Bus Driver = "Ignition keys for a school bus" (1 bus)
    Spy = Unrobbable
    Enchantress = "A strange book with indescribable writings" (1 lure, 1 repel)
    Party Host = Unrobbable

    Doctor = "Medical kit" (1 heal)
    Armorsmith = "Bulletproof vest" (vest)

    Escort = "A bag of very peculiarly fun items" (1 roleblock)
    Street Racer = "Ignition keys for a race car" (1 drift away from town)
    Oracle = "A horoscopic ball" (1 visit to someone to reveal their role when you die)

    Mafioso/Enforcer = "A submachine gun" (1 gf/dh kill) only if gf/dh is dead or sends maf/enf to kill in their place. Otherwise they are Unrobbable.
    Godfather/Dragon Head = "A submachine gun" (1 gf/dh kill), only if they kill their targets themselves. Otherwise they are Unrobbable.
    Disguiser/Informant = "A silenced pistol" (1 disguise) [Note that you still keep your Thief role and your other robbed items after you disguise]
    Kidnapper/Interrogator = "Keychain and a rifle" (1 jail and 1 execute)
    Heartbreaker/Swinger = Unrobbable

    Actress/Diva = Unrobbable
    Beguiler/Deceiver = "Misplaced directional signs" (1 deceive/beguile/redirect for your visitors)
    Framer/Forger = "Counterfeit archival paperwork" (1 frame)
    Janitor/Incense Master = "Duffel bag and a lighter" (1 clean)

    Agent/Vanguard = "A GPS Tracker and a pair of binoculars" (1 follow+watch combo)
    Blackmailer/Silencer = "Very incriminating documents" (1 blackmail)
    Consigliere/Administrator = "List of criminal records" (investigate someone's crimes) [This will always detect exact role even if Detect Exact Role = OFF for Consigliere and/or Administrator.]
    Consort/Liaison = "A bag of very peculiarly fun items" (1 roleblock)

    Caporegime = Unrobbable
    Double Flower = "A heavily-modded sniper rifle" (1 DF shot for during the day)

    Serial Killer = "A very bloody knife" (1 SK Kill)
    Arsonist = "A gas canister" (1 Douse, probably no ignite)
    Mass Murderer = "A chainsaw" (1 MM kill)
    Poisoner = "Tampered packets of ricin disguised as stevia" (1 poison) (also breaking bad reference xd)

    Cultist = Unrobbable
    Cult Leader = Unrobbable
    Witch Doctor = Unrobbable

    Auditor = "Tax records" (1 audit)
    Witch = "A voodoo doll" (1 witching, a victim and a target)
    Judge = Unrobbable
    Scumbag = Unrobbable

    Amnesiac = Unrobbable
    Executioner = Unrobbable
    Jester = Unrobbable
    Survivor = "Bulletproof Vest" (Vest)
    Lover = Unrobbable

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    [New Role] ►►Re: Infiltrator [Mafia Support]◄◄

    Quote Originally Posted by RufusPL View Post
    A bit of a resurrection but i would love some kind of role to counter the pm confirmed town meta. I wouldn't necessarily let it read all the pms sent during the day but i would make it a day use ability to pick 1 player anytime during a day to read all pms sent and received by him (with the recipients/senders) after using the ability, maybe he could also get access to the following night chat of that person (altho that would probably need to be anonymous). Could be unlimited uses or with a decent limit like 4 with a daily cooldown. That way people are not scared to send a pm once in a while because it's impossible to predict but a gov/vet/ph/whatever else can't just abuse pms d2. Could add to him some other ability on top to give it a bit more flexibility. Picking a player at night to read his saved lw if he didn't use the pm reading ability during the day could be interesting choice for that. Mafia/Triad is obviously best fit for this kind of role.

    Sure u can say that not all saves have pms or lws enabled but realistically it's very niche to not have that and it's not like we don't have roles that are useless in certain setups. Like ML/Mason are basically useless without Cult, Auditor or Citizens. Spy is useless without Mafia/Triad. Sheriff could be made useless by altering it's settings enough, plenty of examples to find. It should be responsibility of the host to ensure he didn't put a useless role in his setup.
    took me a while to deliberate ever responding to this

    only thing i gotta say for now is that the wiretap ability can still be salvaged. although the way you put it is a bit more intuitive. question is if you could even see whos talking to who or if its "anonymous (no #) is pming your target", b/c if you get to learn who everyone is, thats kinda strong, even for a mafia ability.
  6. Forum:Research and Development

    Thread:Time Traveler

    Thread Author:Space Milk

    Post Author:Grakylan

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    [New Role] ►►Re: Time Traveler◄◄

    Quote Originally Posted by Exeter350 View Post
    Fascinating idea, kind of like a reverse Executioner.
    Alternatively Creditor hunting a Debtor. He needs the Debtor to pay his debts or the Creditor will go bankrupt. Upon the Debtor's death, the Creditor hangs himself.

    The target would receive a message like "Your past is catching up to you" or something.
    This. Idk how to feel about the role itself yet, but the one glaring thing is that time-travel isnt quite a fitting theme for SC2Mafia, theres no futuristic role themes. Although we do have magic and witchcraft present, but that's besides the point. The credditor vs the debbtor flavor is pretty good. It might even make redditors seethe.
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    [New Role] ►►Re: Cult Replacement Suggestion: Demagogue◄◄

    My Cult Update is still better imho. We both went for the same ideas for a New Cult (assimilation of abilities into a new wincon, focus on conversion). And I can see how keeping the abilities exactly the same (while my idea distorts the abilities into something twisted to further the Cult's conversion methods) could work with staving off major design flaws with current cult. But the demagogue only having 3 flags period (not replenishable when his followers die) and this ill-fitting and OP suicide bomb ability really tanks this suggestion.
  8. [Role Change] ►►Re: Witch is extremely weak and underwhelming, propose that Witch sees their target's feedback◄◄

    I agree with the spirit of the idea, but Witch shouldn't be told exact feedback, to account for concerns of Witch just grabbing really strong claims and becoming "brainless" as Rufus puts it. When I suggested the same idea a while back I merely suggested "tell the Witch if their target actually visit anyone", b/c it just says "You controlled # to visit #" which can be said even if you control a non-visiting role.

    But one thing people tend to forget about Witch is that Witch can actually make non-visiting roles visit people. This is a feature no one is able to exploit b/c its so unknown and so situational. Or maybe because I'm wrong about it all along and I was just hallucinating. So any "witch knows some sort of feedback" suggestion needs to account for that in mind and have messages that reflect that.

    "Your target, #, normally gets out. You controlled them to go to #." at end of the night, if the person you are witching to visit is a visiting role.
    "Your target, #, usually isolates themselves. You controlled them to go to #." at end of the night, if the person you are witching to visit is a non-visiting role forced into action to visit someone.

    And if your witching causes a self-visit, then it will say "Your target, #, blah blah, to go to (same #)". no change in message's wording.
  9. Forum:Punished Players & Appeals

    Thread:Mabriss: 1-S2-1-11578651

    Thread Author:Grakylan

    Post Author:Grakylan

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    {Watch List} ►►Re: Mabriss: 1-S2-1-11578651◄◄

    "Mabriss does not come up as a new player."

    The New Player alert has never worked in 2.0.
  10. Forum:Research and Development

    Thread:Repick Train Issue

    Thread Author:Exeter350

    Post Author:Grakylan

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    ►►Re: Repick Train Issue◄◄

    I don't think repick requirement should be reverted back. and SC2mafia vets are usually 100% willing to stay in the lobby even if hosts are getting repicked left and right, b/c eventually a save will be agreed on, and they know that if they were the only ones to leave, they will end up sitting in a lobby with nothing to do for 20 more minutes.

    I advocated for lower repick requirements. There were always issues with higher repick requirements even back in 1.0, such as AFK hosts being hard to remove, or saves that are so shit yet so on-par with the meta that they weren't repicked, causing people to suffer through a shit save. And worse case scenario, an extremely shit save went through despite babyrage from most, b/c repick requirements were SO high, causing a leavetrain and another period of waiting for a new lobby to slowly regrow its strength (although the boost from players in previous lobby might be enough to cause new lobby to start easily).

    Issues with higher repicks have become even more glaring as Chaos Mode was added. Its novelty yet similarity to standard saves meant people started hosting them, and as people found out that Chaos Mode is practically rigged in favor of shitty modes with imbalanced evil factions and/or completely bullshit RNG mechanics that can steal wins without anyone's input on a whim, people (including me) started leavetraining it once a bad Chaos mode was selected; because, guess what, repick requirements were still too high to let those shitty "Chaos" modes get repicked outta the sky before disaster occurs!

    The idea with lower repick requirements (of which I should suggest 8/15, or as close to 50% as possible), is that with higher repick requirements, repick votes are weaker, meaning bad hosts are more likely to send their troll saves through, necessitating a leavetrain, and both the current lobby and the future lobby to be grabbing those refugees to be enveloped in chaos. Reports, kicks, bickering ensue. Beefs fester.

    With lower repick requirements, bad saves will be repicked, we will eventually and assuredly end up on a host with a good save or who is willing to just calm the lobby down and compromise on a standard save. Lobbies continue as normal. No chaos, no leavetrains, no grudges developed further as disputes regarding saves were handled quickly and in civil manner.

    Quote Originally Posted by MrMostache View Post
    I don't think they reduced it. What happened, is that Frinckles inflated the points gain during beta testing. A lot of people managed to reached 20k points for double repick power.
    God damn it, so thats why everyone is 100x richer than me. I held my hiatus from SC2Mafia (beginning somewhere btwn June-August 2020) just as a long period of extra points began.

    But hold on. Pause. Repick Power? Are we really letting super-rich veteran players have more power with their repicks than new players? New players NEVER naturally outnumbered veterans inside a lobby at any point in time. In fact, veterans who aren't super-rich are the most disadvantaged by this repick system: we know that save is absolute dogshit, but we don't have enough points for our repick vote to magically matter much, especially if the rich veterans are not repicking. Oh well, time to leave or conform.

    The Repick System as it stands had and always was a broken system, and the small adjustment to the repick requirement isn't enough.

    I agree with Exeter's 2nd proposal: after 3-5 repicks in a row, the save should default to a Standard 8331 or 933.

    But I have more proposals:

    1. Equal Repick Votes. No matter how new you are to the game or how rich you are, your repick vote has the same weight.

    2. A repick counter. Everytime someone types -repick or -default, a message should play in the chat, saying "# more votes needed to pick a new/default save.". This lets people know that their repick votes are ACTUALLY fucking working, and further encourages repick trains.

    3. Allow all players to be able to click through the rolelist during the setup. What this means is that they can click through the alignment, roles, and categories sections to the left of the Roleslist, and click on roles/categories to see the Weight and Role Options of any role they wish. Hopefully this can be clientside allowing 15 people to seperately see through the roleslist and come to their own conclusions quickly, but more realistically its likely that were this feature be added, it might actually hijack the Host's ability to adjust stuff during the Lobby (which is on him, he's expected to work and tinker his save on his own time.). Irregardless, checkboxes and sliders are greyed out, so the roles and other settings can be viewed but not edited. This will make for more informed lobbies who can easily expose any tomfoolery the host might try pulling, and -repick in due time.
  11. Forum:Research and Development

    Thread:A -setcount command

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
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    [New Mechanic] ►►A -setcount command◄◄

    When making saves involving an Any Random, having only limited Exclude options for the Random Slots and Weight sliders is not enough when one wants to do some very esoteric setups such as "Lone kidnapper or poisoner can spawn out of an Triad 8331 with an Any Rand that allows killing roles to spawn" without having the possibility of a second and unwanted SK/Arso/MM to spawn in.

    A suggested command called -setcount will remedy this problem. For example, -setcount Arsonist 1 will allow the number of Arsos to spawn to be hardcapped at 1 even if theres opportunities for multiple Arsonists to spawn. or -setcount Sheriff 3 to set the max possible spawns of Sheriff to 3 even if theres opportunity for 4 or more Sheriffs to spawn. This command can not work on unique roles, so no 2 Judges or 2 Mayors lol.
  12. [Misc. Suggestion] ►►Change Standard 933/8331's vote mode from Ballot/Trial to Lynch/Trial◄◄

    Title says it all. People would be more willing to play Standard if the vote mode was not off-meta.
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    [Role Change] ►►Re: Jailor/Interrogator/Kidnapper Rework◄◄

    When I suggested something in vain of this rework 2.5 years ago, I envisioned it only for the Jailor as a way for him to not rely too much on his N1 jail (hard-countered by constant lynching as RufusPL puts it) but I vaguely remember mentioning "just keep kidnapper/interro the same way"
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    [Role Change] ►►Re: Jailor/Interrogator/Kidnapper Rework◄◄

    the anime: this

    the manga: https://www.sc2mafia.com/forum/showt...r-Interrogator

    i +support
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    [Role Change] ►►Seperate the Mafia/Triad detect options for Sheriff◄◄

    minor change. but considering Auditor, an evil role, has separate options for Mafia and Triad interactions, I don't get why Sheriff can't have the same.

    It would make the rare 8331 save with the lone rival gang (3 triad save with a lone mafia possibility, or 3 maf save with a lone triad possibility) a bit more bearable for the lone rival, since people can make Sheriff detect the dominant gang but not the lone rival.
  16. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    To clarify, if Constable reveals during a -court but doesn't shoot the Judge, instead shooting someone else, then he's out in the open during an unimpeded court and will soon be dead meat. High risk, high reward. Do not attempt unless you really know what you're doing.
  17. Forum:Research and Development

    Thread:Ventriloquist

    Thread Author:Veliaire

    Post Author:Grakylan

    Replies
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    Views
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    [New Role] ►►Re: Ventriloquist◄◄

    Quote Originally Posted by Veliaire View Post
    Maybe the ability to pm could be toggled on or off via the settings. I can see how the role would be OP if you could also PM.
    and if its off then you are fucked. Even if gov is capped, a confirmed town, any role, can still start a rolecall and fuck you over, like "why are you publicly declaring your role instead of just pming me? ūü§®"

    interesting role concept but the tricky thing about PMs will make or break the role in the eyes of many.
  18. Forum:Research and Development

    Thread:Point Reward Suggestions

    Thread Author:Frinckles

    Post Author:Grakylan

    Replies
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    Sticky: ►►Re: Point Reward Suggestions◄◄

    Quote Originally Posted by JeremiahSablan View Post
    Custom song tracks for Party Host
    Underrated suggestion. I think the only two non-holiday song tracks that exist for PH are Give It To Me Baby (I think thats the song title?) and that Hava Nagila techno remix (unless that counted as "Holiday theme" b/c Hannukhah). As a Jew, I would love to have my parties be blaring Hava Nagila every time.

    And more Party Host song choices to go along with it.

    I would even suggest once you get 20k or 30k points you can input your own custom song for Party Host via pasting YouTube link, but that will prob lead to copyright infringement strikes so prob not a good idea.
  19. ►►Vests prevent death from poison AND sends confusing feedback.◄◄

    This is a HUGE bug considering that poisoner is the Neutral Killer in most modern Mafia games.

    My save had all options for Poisoners off. This means no notifs of poison, poisoned people die 1 night later, and Poison should NOT be cured by Doctors. That last part is important.

    Now, from the POV of the Poisoner: 4, here's who he poisoned by day.

    N1: Poison 15
    N2: Poison 12. 15 dies to poison.
    N3: Poison 3. 12 dies to poison.
    N4: Poison 1. 3 DOES NOT DIE TO POISON.

    Game ends on Day 5 with Poisoner being lynched by 1 and 3.

    1 was a Doc, so let's see what he (or rather, I) did.

    N1: Heal 12. 12 not targeted by poisoner yet.
    N2: Heal 15. "Your target was attacked!", 15 dies to poison.
    N3: Heal 3. "You have cured your target of poison!" "Your target was attacked tonight!"
    N4: Heal 3 again. "You have cured your target of poison!"

    So it appears that 15 couldn't be cured, but 3 was somehow? 3, the Town Constable with the LARPy Nazi Name, is causing glitches on his end, so lets analyze his actions.

    N1: Nothing.
    N2: Nothing.
    N3: Attacked by triad, healed by 1 the Doc. Given a vest.
    N4: Puts on the vest. Nothing else happens.

    Ok so now lets compare what happened in the last 3 nights.

    Night 2: The doc heals 15, who was poisoned. 15 dies to poison anyways.
    Night 3: The doc heals 3, who was attacked by triad. The doc is told that 3 is "cured".
    Night 4: 3 vests, therefore stopping his poison-induced death. The doc is told that 3 is "cured".

    Verdict:
    Vests prevent your death from poisoner. Any feedback regarding vests triggers the "cure" feedback for doctors whenever targetting those with vests who are targetted by poisoner.

    This goes against the very idea of Poisoner being able to go through night immunity. The Godfather isn't safe, but a dude with a bulletproof vest is? Vests can't prevent poison irl. Please fix this.
  20. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    Quote Originally Posted by Takumi Fujiwara View Post
    I genuinely like the idea. I just worry it would be another "gotcha" for scum players to worry about a la party host.
    Party Host gotcha could be circumvented by just waiting a second before entering that message you have already typed up or copypasted for a minute now
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    ►►Re: OFFICIAL 2.0 Setup of the Day Submission Thread!◄◄

    Realm of Grakylan

    Roles List
    Normally I would list them as such
    Spoiler : Usual Rolelist :
    1. Town Government
    2. Town Power
    3. Town Killing
    4. Town Protective
    5. Town Investigative
    6. Town Support
    7. Town Random
    8. Town Random

    9. Dragon Head
    10. Triad Random
    11. Triad Random

    12. Neutral Killing
    13. Neutral Random
    14. Neutral Random

    15. Any Random


    But in accordance with SOTD rules, I will attempt to order them as such. However, you are welcome to take discretion and re-order the list for the sake of better balance as I am not experienced with ordering saves like these.

    Spoiler : SOTD-compliant Role List :
    1. Dragon Head
    2. Town Investigative
    3. Town Protective
    4. Town Support
    5. Triad Random
    6. Town Power
    7. Neutral Random
    8. Town Government
    9. Town Random
    10. Neutral Killing
    11. Triad Random
    12. Town Killing
    13. Town Random
    14. Neutral Random
    15. Any Random


    Minimum Player Count
    13 to ensure the experience to still be somewhat intact. But let's be real, 15 is the one and only standard.

    Time Setup
    Spoiler : Time Setup :

    Day Length: 2.0 minutes
    Game Start: Day w/ No Lynch
    Discussion: ENABLED
    Discussion Time: 1.0 minutes
    Day Type: Trial
    Trial Pauses Day: ENABLED
    Trial Defense: ENABLED

    Night Length: 1.0 minutes
    End of Night: Night Sequence

    Last Wills: ENABLED
    PMs: ENABLED
    Choose Names: ENABLED


    Non-Default Options
    There are a LOT of these.

    Spoiler : Non-Default Options for Random Slots :

    Any Random excludes Killing Roles.
    Town Random excludes Government Roles.
    Town Government excludes Citizen, Mason, Mason Leader, and Crier.
    Town Investigative excludes Coroner
    Neutral Random excludes Killing and Cult


    Spoiler : Options for Town :

    Citizen's weight is to be set to 0.0 . However, they still have one vest, and can win ties against the Triad and/or Mafia.

    Mason and Mason Leader are to be set to weight 0.0 to make them impossible.
    Mayor has 4 votes, but loses those votes if his role changes, and can not be healed.
    Marshall has 2 group executions, of 4 lynches each.
    Crier's weight is to be set to 0.0.

    Sheriff can detect Mafia, Triad, Serial Killers, Arsonists, and Mass Murderers. He can NOT detect Poisoners.
    Investigator does NOT detect Exact Role.
    Detective ignores detection immunity.
    Lookout ignores detection immunity, and can target self.
    Coroner, although excluded from Town Investigative, can still spawn naturally. He discovers all targets, last will, death types, and visitor roles.

    Bus Driver can self-target.
    Bodyguard ignores night-immunity, and can not be healed.
    Doctor knows if target is attacked.
    Enchantress will know if Repel Target is visited. Lure victim will know they are controlled. Repel Target will self-target if visitng. She will have 4 spells.
    Armorsmith can give out 4 vests.

    Jailor can make 3 executions.
    Vigilante can make 4 kills.
    Veteran has 3 alerts, and ignores night-immunity.

    Spy can see all Mafia/Triad targets as well as their kill.
    Escort can NOT be roleblocked, and can detect RB-Immunity.
    Street Racer's weight is to be set to 0.0.
    Oracle is RB-Immune.
    Party Host has 2 parties.



    Spoiler : Options for Triad and Mafia :

    For the lone mafia possibily spawning out of Any Random, you can add a few nominally weak/simple roles like Agent, Framer, Janitor, and Blackmailer. Each of them have a weight of 0.3, and they all become Mafioso if alone. This technically would become the only killing role able to spawn out of Any Random due to their non-killing start.

    Consigliere can also spawn out of the Any Random with a weight of 0.3. It does not become Mafioso if alone, but replaces the Godfather. If this doesn't result in Consig becoming GF on Night 1, then set Consig weight to 0.0.


    Enforcer's weight is set to 0.0.
    The Dragon Head is night-immune, RB-immune, detection-immune, and can kill without Enforcer.

    Informant cleans the target's role, and becomes Enforcer if alone.
    Interrogator can kidnap Triad members, and their execution is unstoppable. However, they become Enforcer if alone.
    Double Flower becomes Enforcer if alone.

    Liaison becomes Enforcer if alone, is RB-immune, and detects RB-immunity.
    Administrator replaces the Dragon Head, and detects Exact Role.
    Silencer becomes Enforcer if alone. Their victim can NOT talk during trial.
    Vanguard becomes Enforcer when alone, but has no cooldown between shadowings.
    Swinger becomes Enforcer if alone.

    Forger is immune to detection, and becomes Enforcer if alone.
    Incense Master has 3 cleans, and becomes Enforcer if alone.
    Deceiver becomes Enforcer if alone. They can hide behind 4 times, even behind Triad, without notifying anyone.
    Diva has 4 copies, and learns the target's role. However, they become Enforcer if alone.



    Spoiler : Options for Neutrals :

    Amnesiac's role is revealed to town. They can become any role.
    Witch Doctor and Cultist will have their weights set to 0.0, making them impossible.
    Executioner becomes Jester upon failure, and must survive to the end. Their target, however, can be anyone.
    Survivor has 4 bulletproof vests.

    Judge has 2 court calls, with 1 day cooldown mandated between court calls. His vote counts as 4, and he can speak at night as the Crier.
    Auditor has 3 conversions, and will be able to convert Mafia and Triad to their basic roles. Immunity prevents conversion.
    Witch can cause self targets, and their target will not be notified of being witched.

    Poisoner does not notify target. Their target dies one night later, and can not be healed by Doctors.
    Mass Murderer is Night Immune and can self-visit. However, he is NOT immune to detection, and has 1 night between multi-kill sprees.
    Arsonist is Night Immune and douses roleblockers. His ignition always kills, and will also kill the victim's targets. However, his day burn is disabled at the moment due to a gamebreaking bug.
    Serial Killer is Night Immune and kills roleblockers. He wins ties over Arsonist. But he is NOT immune to detection.


    Setup Summary

    One of the oldest 8331 saves in SC2Mafia history, having existed in some form since around 2015-2017, when 933 Saves were still in the meta. Because of its storied history, the save has been fine-tuned over time to be both a heavily optimized 8331, as well as an ultimately chaotic one that still stands out even as 8331 has long since became the meta. With many more possibilities for setups than usual 8331 saves, the Realm of Grakylan has order in disorder, and variety in what kind of games are played.

    The point of the save is to offer a typical 8331 experience, while greatly broadening the types of games you can get without going too horribly off meta. This is a save that is both familiar and "safe" yet exciting and variable.

    Any Random can be anything except a Killing Role, meaning that other than the typical 9th town or 4th neutral, there can also be a 4th triad, or even a lone mafia (which will still convert to Mafioso, circumventing the No Killing Role rule that blocks more powerful killers). Random slots are maximized to the extent allowed without creating a heavily imbalanced save. Town will always have one of each role category. Roles are maximized to be as powerful as they reasonably can be, to allow for a wide variety of role interactions, deception, randomness, and most importantly, skillful play.

    Setup Code
    Spoiler : Setup Code :

    Save 1
    Author:
    Save Name:
    str1: 1211001111 11 111110 1111 0 11 0001 1 11 1 1111 111 1011 001 001 1 11 011 0 0101 1 0 1 1 11101 01 0 0 0 0 0 0 11110 111 110 11 1001 11 10 011 100 10101 10101 0 0 0
    str3: 2.02 0.98 1.01 1.03
    str4: 1110 0001 1 101 111010 101 1000 1101 11100 0100 11101 110011 0 0000 01011 0 10000 010000 0 110110 10000 0000 0000 00000 00000 000000 000000 0000 11000 00000 0 000000 000000 00000 1001 10000
    str5: 0 11110 111 110 11 1001 10 11 111 100 10101 10101 1 1 0
    str2: 4 4 4 4 4 4 4 4 5 4 4 4 4 4 4
    str0: 4 8 7 6 5 20 2 2 2 15 15 12 19 19 1
    str6: 0 2 2 2 2 2 0 2 2 2 2 2 2 0 2 2 2 0 2 0 0 2 2 2 2 2 2 2 2 2 0.2756 0.2756 0.3151 0.2756 0.3151 0.2756 0.3151 0.2756 0.2756 0.315 0.2756 0 0 0 0
    str7: 2 2 2 2 2 2 2 0 2 0 2 2 0 2 0 2
    str8: 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2
  22. Forum:Mafia Discussion

    Thread:Every new role is fun except....

    Thread Author:PrinceKO

    Post Author:Grakylan

    Replies
    6
    Views
    500

    ►►Re: Every new role is fun except....◄◄

    "Street racer is strong" lol no

    Lover is just bad luck role, but once your guy survives n1 (best chances would be a town gov or even a triad or NK) then it becomes a fun game of trying to help your love's alignment win without getting either you or the love endangered. Had a game as Triad where Lover basically subbed in for a triad who died n1, b/c they loved me.
  23. Forum:Research and Development

    Thread:setup selection in lobby

    Thread Author:OzyWho

    Post Author:Grakylan

    Replies
    5
    Views
    350

    [Other Change] ►►Re: setup selection in lobby◄◄

    oh boy another 8331 vs 933 argument

    brief dip on that debate, but i prefer 8331s myself. I was an early trendsetter of 8331 alongside Distorted back when 933 was still meta. I was one of the few people hosting 8331s back then. Hell, I even have my Any Random include anything except killing roles, broadening the possibilities compared to most other 8331s. 8331 has higher skill ceiling due to the extra randomness added which you fellas have to solve and counter.

    But to get to the issue of OP

    Quote Originally Posted by OzyWho View Post
    Get in a game
    host do the "pick a default setup and switch to Save setup to start very quick"
    no time to repick and 15 players are somewhat forced whatever the 1 host wants to play.
    We do this Default->Custom switcharoo b/c otherwise we have to spam the fucking start button for 15 seconds before starting the 10-second "Save is Starting" phase while the game complains about "WAAAAAAH YOU ARE TRYING TO START TOO FAST". If we don't feel like stalling around in lobby any longer, we do that to start the game quickly. Of course that has the side effect of fucking up repick votes.

    But I noticed that even with people not quick-starting with the switcharoo, only about 10% of repick votes actually work. People might be hooting and hollering about it, the save might be the trolliest shit to ever exist, there might even be a "Some people have repicked" and "Some people want to use a default save" message at the same fucking time and the troll host wouldn't be repicked. Nobody knows just how far the repicking campaign has progressed b/c votes are hidden AND rigged in favor of veteran players in general. I brought this issue up to Frinckles on the sc2maf discord and he promises to rework the repicking system on February. Hopefully we can get "# more votes needed to repick" announcements to let people know that repicking isnt a hopeless cause.
  24. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    Quote Originally Posted by Takumi Fujiwara View Post
    So, stop it how? Players begin typing with the names again? Votes become not anonymous? Would courted marshal lynch still continue?
    What I mean is that once the Judge dies to Constable/DF shot or Arso day burn, or lynched by Marshall during a courted group lynch, the names and votes stop being anonymous.
  25. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    Quote Originally Posted by RufusPL View Post
    The question rather would be should the Judge court stop if he manages to die in any way before it's fully resolved (DF shot, Constable shot, Marshall lynch, Arso burn), i don't see a reason to make a Constable only mechanic when it's already a strong role.
    Im fine with evils being able to cuck Judge that way too. Judge is the strongest Neut Evil by far no matter how hes played, and there needs to be more weak spots in him.
  26. [New Mechanic] ►►Constable should be able to stop a -court if he one-shots the Judge◄◄

    Title is self-explanatory. I think it would make for a fun counter to Judge based on deduction or pure luck.
  27. Forum:Research and Development

    Thread:Remove JUDGE night chat?

    Thread Author:Arrow

    Post Author:Grakylan

    Replies
    28
    Views
    1,568

    [Role Change] ►►Re: Remove JUDGE night chat?◄◄

    As for the actual Judge night chat. It's fine as it is, although I wouldn't mind it saying "Judge" instead of "Crier". I just disagree with removing it.

    As Judge you have two strategies you can do:

    You can start talking and coordinating with evil from the very first night. This suppresses potential town leaders and investigatives, pressuring them not to reveal themselves or their leads, since you will guarantee the wrath of a united evil vote on their ass.

    ooooor

    You can not talk at all, meaning no coordination with evils and leaving them exposed to town, and you run the risk of being mistakingly shot by a fellow evil. However, this makes it harder for town to find out who the Neutral Evil is at first, since you wouldn't be speaking and making yourself known, allowing for more possible townies or NBs to be mislynched before you court. The best part about this strategy however is that you can lull the town into a false sense of security, and ambush the first townie to dare out an evil or take leadership of the town. The evils will still be united in voting them out anyways.

    Me personally, I play the second strategy. But there is a lot of merit to the first strategy and it comes down to personal perference or what strategy genuinely is better for a certain game. We should not be restricting the strategies you can play with a role.

    Nothing's wrong with Judge. In all actuality, a lot of things are wrong with Crier, and at the very least, before we could agree on a rework, we could atleast agree on making Judge night chat say "Judge" instead of "Crier", since it wouldn't change ability to do the above two strats while giving Crier some sort of a chance.
  28. Forum:Research and Development

    Thread:Remove JUDGE night chat?

    Thread Author:Arrow

    Post Author:Grakylan

    Replies
    28
    Views
    1,568

    [Role Change] ►►Re: Remove JUDGE night chat?◄◄

    Quote Originally Posted by Frinckles View Post
    That's basically Journalist. I'd rather have that be it's own role.

    I'll post my thoughts on changing crier later.
    Then what do you have in mind for a Crier rework? B/c making a potential rework of Crier be its separate role isn't helping the Crier role itself.
  29. Forum:Research and Development

    Thread:Street Racer

    Thread Author:OzyWho

    Post Author:Grakylan

    Replies
    18
    Views
    939

    ►►Re: Street Racer◄◄

    Quote Originally Posted by rumox View Post
    Well now that your perceived weakest role weakest role is removed, what's your new weakest role? Are you going to remove that role too?

    [snip]

    It's why roles like Doctor, Citizen, etc are loathed relentlessly despite them being probably the most played/used roles in Mafia outside of the custom map game.
    Citizen doesn't usually spawn naturally from saves, although if they do then the save creator usually just forgot to account for Citizen weight and its like 2-5% chance. But irregardless, Citizen atleast has a vest, meaning Mafia, Triad, and NKs won't bother hitting them earlygame, which is dangerous for them to do if the citizen survives to final 2, winning in a tiebreaker against Mafia or Triad. Atleast he has that.

    As for roles like Doctors and Bodyguards, which some people might rolequit (and they get reported if they do), but most don't, simply because the role is actually good for the town in the right hands. Sure, the scum usually claim doc or BG pretty frequently, but that is offset by the absolute utility those two have in protecting town leaders, town investigatives, or even other town categories. BG can even massively change the balance of the game on N1 in favor of town by correctly guessing the target of the DH/GF or NK.

    If I were to 0% the shit out of SR and Crier, which I have, as well as Citizen, which is buffed to have vest and tiebreaker and will spawn out of Auditors anyways, I won't 0% any other town role simply because they actually have better utility for the town, even the "next weakest role" naturally spawning in that situation would be far better for town than a Crier, an SR, or a Citizen naturally spawning.

    Quote Originally Posted by rumox View Post
    Maybe try to think of Street Racer as an off-shoot Veteran? The playstyle is basically the same, you WANT evils to visit you when you can drift.
    Hmm let's see...

    spam a fucking bunch on Day 1. People will know its vetbait, meaning townies and mafia/triad alike (smart ones atleast) will hesitate to visit you, especially if you have a colored name while doing so. Ok, but say a dumb maf/triad falls for the "vetbait" and visits you N1 when you drift?....Ok, you accomplished basically nothing besides averting a town kill. If they are exceptionally retarded they might fall for it again N2 b/c they think the game is glitched or you got healed or something. You probably saved the lives of 1 to 2 townies, but this requires a lot of factors outside of your control to pull off. And with some of the retarded towns I've seen since my return, all the effort you put in by faking vet and getting lucky with having retarded evils will be for nothing, b/c the evils are not going to speak up about you somehow drifting away from them lol. Best case scenario for you is that a gullible but not dumb townie visits you N1, gets no feedback, and pipes up about you, allowing you the opportunity (not guarantee) to confirm yourself as SR and start leading town.

    Or stay silent which is current SR meta and we go back to Square One with the problems I have described with SR.
  30. Forum:Research and Development

    Thread:Street Racer

    Thread Author:OzyWho

    Post Author:Grakylan

    Replies
    18
    Views
    939

    ►►Re: Street Racer◄◄

    Quote Originally Posted by Takumi Fujiwara View Post
    You just can't play it right.
    Bro its as simple as "leave when you have a good feeling that you would be hit" but having only 2 of your drift ability means you will often skimp out on those. More likely to not use them even when you're at risk, more likely to die.

    On the other hand, a lot of evils now use the street racer claim to try and get away with being lynched.

    There's just no winning as Street Racer.
  31. Replies
    21
    Views
    1,245

    ►►Re: Petition : Restore Option for Executioner Night Immunity◄◄

    -support

    Executioner was too easy a role to win in 1.0, and a low-commitment claim for GF/DH.

    I never want Executioner Night Immune back. One day we have it as an de jure option, and the next it becomes de facto default among all saves again. We need to force people to re-evaluate Exe's role and play by not re-adding NI.
  32. Forum:Research and Development

    Thread:Poisoner 3 day delay

    Thread Author:Renegade

    Post Author:Grakylan

    Replies
    19
    Views
    923

    ►►Re: Poisoner 3 day delay◄◄

    I still stand by Night Immunity for Poisoner. Half the games I've played that had a Poisoner saw him offed by Mafia or Triad night 1.
  33. Forum:Research and Development

    Thread:Street Racer

    Thread Author:OzyWho

    Post Author:Grakylan

    Replies
    18
    Views
    939

    ►►Re: Street Racer◄◄

    Street Racer is a shit role.

    - His ability really only becomes useful late game when town needs to clutch up.
    - He only has 2 of his ability, maximum
    - He is an easy claim for scum to use.
    - He may or may not be racist (lol)

    Because of that, town govs just lynch every SR claim they see unless there are 100% no town support counterclaims (which only happened once in all the games I played since my return). Then I started lynching every SR claim. Now I'm making Street Racer 0% in my saves b/c next to Crier they are the absolute weakest town roles, and I don't want people to roll weak roles and feel the urge to rolequit out of my saves.
  34. Forum:Punished Players & Appeals

    Thread:Mabriss: 1-S2-1-11578651

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    3
    Views
    228

    {Watch List} ►►Mabriss: 1-S2-1-11578651◄◄

    Account Name: Mabriss
    Account ID: 1-S2-1-11578651
    In-Game Name: Orfeo (4)

    Crime: Rolequitting

    Your Account Name: Grakylan
    Your Account ID: 1-S2-1-6796502
    Your In-Game Name: Softlocking Arso (8 )

    Mabriss rolls Dragon Head. He immediately rolequits, leaving triad with practically no way to win the game. Although Phoenix, who was playing as afk (6) was able to last pretty long by selling out his probably AFK teammate Primo (5) (real account name is crxt) to the town. I wouldn't consider it gamethrowing, rather a good move to make with the odds stacked against them, which would NOT have happened had their Dragon Head not rolequit.
  35. Replies
    1
    Views
    241

    ►►Arso Day Burn during the trial softlocks game◄◄

    On about Day 3 or 4 (i dont remember), the evils finally outnumber the town. Vig has suicided after witch controlled him all game, triad is still full, and arso has yet to make a move.

    A townie found the triad, but b/c evils outnumber town, the townie was put up. During the trial, the arsonist activates the day burn, killing the townie on trial during his defense phase.

    The innocent and gulity buttons disappeared for everyone, meaning no votes. And the timer, once it ran out to 0, stayed at 0. Everyone was stuck at the inno/gulity voting phase with no way out. Game softlocked. Frozen. We had to leave.
  36. Replies
    5
    Views
    415

    [Role Change] ►►Re: Lover/Swinger/Heartbreaker are underwhelming◄◄

    I frankly don't like how you are forced to choose at N1. I think those roles would be more flexible to play if you were allowed to delay the Choice (TM) until maybe n2 or n3 before you get suicided or softlocked out of your ability.

    And the HBer/Swinger's victim being told who they are being held hostage by really doesn't help HBer/Swinger gameplay, since it forces them into a Lover claim that can still be easily seen through by a spy, and depending on how sus you and/or your target looks to town, the town would just want to lynch you faster. If the victim wasn't told who loved them, then maybe Lover/HBer/Swinger would have more flexibility.
  37. Replies
    3
    Views
    299

    [Misc. Suggestion] ►►Re: Oracles that die during the middle of the day◄◄

    Quote Originally Posted by RufusPL View Post
    Oracle is already one of the easiest claims to make, i don't see a reason to encourage it.
    Frankly, if you claim Oracle as evil, esp if theres unrevealed Constable in play, you are just asking to be shot by Constable or lynched.
  38. Forum:Research and Development

    Thread:Grakylan's Cult role dump

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    15
    Views
    1,560

    [New Role] ►►Re: Grakylan's Cult role dump◄◄

    Quote Originally Posted by Guy View Post
    Coroner -> Blood Brother, and Oracle -> Sightseer.
    Partial on Oracle -> Sightseer although Sightseer could be more powerful in certain saves.
    But Coroner literally interacts with the graveyard on a daily basis and is a rare town role, why wouldn't he become Necromancer, a role that interacts with the graveyard?

    Quote Originally Posted by Guy View Post
    Achivement Idea: At What Cost?
    As the Zealot, be the last player alive.
    Basically the Apocalypse achievement but even harder. Hard pass.
  39. Forum:Research and Development

    Thread:Poisoner 3 day delay

    Thread Author:Renegade

    Post Author:Grakylan

    Replies
    19
    Views
    923

    ►►Re: Poisoner 3 day delay◄◄

    I usually do 1 night later and make Poisoner completely silent. No Crimes, NS, Nothing. But more often than not he gets noscoped by triad/mafia n1 or by a jailor.

    Actually here's some food for thought, maybe the Poisoner poisons whoever attempts to RB him? Escort, Consort, Liaison, Jailor, Kidnapper, Interrogator...
  40. Forum:Research and Development

    Thread:Grakylan's Cult role dump

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    15
    Views
    1,560

    [New Role] ►►Re: Grakylan's Cult role dump◄◄

    TL;DR

    Cultist is your basic boring do-nothing role now. Wanna know who actually does the converting?

    Prophet does the converting now. Hes the big bad leader of the Cult, and is night immune. But should he die, the Cult either suicides or goes frantically crazy.

    Zealots are the result of the Cult going full cuckoo from Prophet death. They have a lot less limitations to recruiting, but die by their own quickly, making them a force to be reckoned with.

    Mystic is cult sheriff. He goes around checking who can and cant be converted, whos maf/triad, whos NI, whos mason, etc.

    Sightseer reads maf/triad chat, reads mason chat, and can see who the recent converts visited and got visited by. You will most likely get only one of these at any given night.

    Witch Doctor is the same as before. She heals bitches, making them Cult, and heals cult bitches. But she cant stop suicides.

    Jinxer causes her target to visit herself. Its a hybrid between a roleblock and a witching, with... interesting results.

    Blood Brother is the cult version of Lover. They're a Blood Brother, the target is a Blood Brother. They live and die together.

    Preacher is the cult version of Party Host. At night, he can choose to actually meet all the evils and neutrals anonymously in a party-like environment. But he can also replace the Prophet should the Prophet die.

    Necromancer is cult Amnesiac. Except instead of remembering exact role of a dead guy, they remember a Cult version of the role of a dead guy.

    Crusader is the cult's only killer. He can behead anyone, but he dies if he beheads a NK, GF/DH, or a Mason Leader. And he dies once he runs out of his very few kills anyways.

    Missionary is the cult jailor. Except they convert the guy if they can. But they still wouldn't hesitate to execute someone who cant be initiated in the cult, giving Missionary good cover against the town.

    Sacrificial Priest is the cult judge. He will reveal, give the cult extra votes, shroud the chat in anonymity and darkness, instalynch someone they dislike, and force everyone to sit through Extended Mothership no matter how few points the victim's SC2Mafia account has for dramatic effect.

    If you want more details, you can always open up the spoilers to read the rolecards.
  41. Forum:Research and Development

    Thread:Grakylan's Cult role dump

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    15
    Views
    1,560

    [New Role] ►►Re: Grakylan's Cult role dump◄◄

    I am going to necromance this thread, since Cult is still in developmental limbo, although with some progress due to the inclusion of a "Cult Leader" 'role'.

    However, a lot of what was written in the previous posts were made back in the earlier days of the 2.0 beta, when some suggestions were made a lot more speculatively, when there was an Elector role, and none of our new favorites like Constable/Double Flower or Lover/Heartbreaker/Swinger ever existed.

    I will be re-writing all rolecards here to account for changes in 2.0, clarify some things that may not have been clear in the original posts, and restart discussion around these role ideas, especially considering that Cult has remained a divisive and controversial issue in the SC2Mafia community.

    Any suggestion I have made on this Cult role dump was made for either a typical 8331 save or a dedicated Cult save (Masons or no masons) in mind.




    Cult: Developed Faction Edition




    Categories:

    Cult Recruiting:
    Cultist, Prophet, Zealot, Blood Brother

    Cult Recruiting/Support:
    Witch Doctor, Missionary

    Cult Support:
    Mystic, Sightseer, Jinxer, Necromancer, Preacher

    Cult Killing:
    Crusader

    Cult Support/Killing:
    Sacrificial Priest


    Possibilities

    Spoiler : POSSIBILITIES :

    Cultist: Auditor, Citizen, Street Racer, Survivor, Scumbag, Blackmailer/Silencer

    Zealot: Jester

    Mystic: Sheriff, Investigator, Oracle, Framer/Forger or Consigiliere/Administrator.

    Witch Doctor: Poisoner, Doctor, Armorsmith, Bodyguard

    Jinxer (new role): Escort, Witch, Bus Driver, Enchantress, Beguiler/Deceiver, Consort/Liaison

    Missionary: Jailor, Kidnapper/Interrogator

    Blood Brother (new role): Executioner, Lover, Heartbreaker/Swinger

    Crusader (renamed role): Vigilante, Veteran, Mafioso/Enforcer, Godfather/DragonHead, SK/Arso/MM

    Sacrificial Priest: Marshall, Constable, Judge, Double Flower

    Preacher: Mayor, Crier, Party Host

    Necromancer: Amnesiac, Coroner, Janitor/Incense Master, Actress/Diva, or Disguiser/Informant, Caporegime

    Sightseer: Spy, Detective, Lookout, Agent/Vanguard


    Prophet can not be made out of any role.
    Stump can not be converted to cult under any circumstance.
    Mafia/Triad roles can not be converted (except with a super OP zealot), but the Necromancer can assume "Culted" versions of Mafia/Triad roles present in the graveyard.

    Some roles have their Culted version change due to balancing reasons to make potentially powerful Cult roles less common:
    - Executioner paired to Blood Brother instead of Sacrificial Priest
    - Bodyguard paired to Witch Doctor instead of Crusader (originally Heretic)

    As a pre-requisite, all Cult roles can do -target # to vote on someone to convert. But Prophets and Zealots actually have a choice, and Cultists and Blood Brothers (after doing their action) could press buttons to vote in addition to doing -target #.




    Cultist
    (Cult Recruiting)
    (aka cult)
    A believer of a shadowy cult.

    [Paired with: Auditor, Citizen, Street Racer, Survivor, Scumbag, Blackmailer/Silencer]

    Spoiler : Cultist :

    Night Ability 1: Vote on someone for conversion.
    - If the Prophet is not making a decision on who to convert, you may vote on who to convert by pressing the button next to the target's name or by typing -target #.
    - If the target you voted for has the most votes, then the Prophet will visit them for conversion if he himself has not made a decision.
    - If the target you voted for has the most votes but is tied to another target with the same amount of votes, than the Prophet will visit whichever of the tied targets is higher up on the playerlist if he himself has not made a decision.
    - If the target you voted for does NOT have the most votes, the Prophet would not visit them if he himself has not made a decision. Of course, the Prophet can still choose to visit the target you voted for.
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - Your cult is limited to 1/3rds of the original game size (so 5 max in a 15 player game.)
    - If you spawn into the game as the only Cult Role, you become the Prophet.
    - If you and the Prophet co-exist, you will be the one carrying out the conversions on the Prophet's orders.

    No Role Options.

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting





    (Replace the very barebones Cult Leader "role" with this)

    Prophet
    (Cult Recruiting)
    (aka prop, phet)
    You are the revered leader of an occult following.

    [Paired with: No role.]

    Spoiler : Prophet :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone for conversion.
    - If you visit a Mafia/Triad, they won't be converted.
    - If you visit a Mason/Mason Leader, they will be notified that you are a Cultist.
    - Other roles can be converted to their Culted versions (see Possibilities above)
    - If you currently have no Cultists, you will be conducting this ability yourself.
    - If you currently have atleast one Cultist, than whoever was Cultist for longer (and is higher up on playerlist, as a tiebreaker), will be conducting this ability for you while you don't visit.

    Night Passive: You share a nightly chat with your fellow Cultists.
    - Your messages are highlighted similar to the messages by GF/DH in maf/triad chat.

    Attributes
    - Your cult is limited to 1/3rds of the original game size (so 5 max in a 15 player game.)
    - There can be only one Prophet in the game at a time.
    - If you die in any way, and there is no Preacher to take your place, then the Cult will enter its "suicide phase."


    Role Options
    - Night-immune (ON/OFF)
    - Immune to detection (ON/OFF)
    - Immunity prevents conversion (ON/OFF) [This includes doc heals and vests in addition to natural NI.]
    - Have to wait 0/1/2 nights between conversions
    - Cult Suicide Phase (Zealots/Mass Suicide) [Zealots means that no Cults will die right away: they will become Zealots, which die eventually but can still convert. Mass Suicide means all Cults will die.]

    Investigative Results
    Sheriff = Cult (if detect Cult = ON AND Immune to detection = OFF), NS (if immune to detection = ON, detect Cult can be ON or OFF)
    Investigator = Conspiracy, Soliciting (if Immune to Detection = OFF), No Crimes (if Immune to Detection = ON)

    Night Messages
    "Omnious bells ring doom at dusk."
    This plays for everyone at the beginning of the night after the Prophet's death, regardless of if his death results in Zealots or Mass Suicide. Obviously, there will be bell sounds.

    "You hear a cacophony of bewitched and chaotic squealing flood into the night..."
    Plays whenever the Prophet's Death triggers a Mass Suicide. Zealot's death message is different.





    Zealot
    (Cult Recruiting)
    (aka zeal, zea)
    You are the harbinger of the apocalypse.

    [Paired with: Jester ]

    Spoiler : Zealot :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone for conversion.
    - Everyone you can convert becomes a Zealot, no matter what.
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - If the Prophet and the Zealot co-exist, the Zealot can convert alongside the Prophet. (so Prophet can convert one, and Zealot can convert the other.)
    - Unlike the Prophet, you are not bound by any Cult size or cooldown restrictions. You are only bound by the inevitable wrath of God.
    - The only targets you can NOT convert under ANY circumstance are Masons and Mason Leaders.
    - You will suicide after 1/2/3 nights.
    - No one can save you from your own suicide, not even a Witch Doctor.

    Role Options
    - Suicide after (1/2/3/random amount from 1 to 3) nights.
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is Zealot, it becomes Prophet if this option is set to YES.)
    - Zealot conversion is Sudden (YES/NO) (If YES, all Cult members become Zealots upon Prophet death. If not, only one Cult member per night becomes a Zealot. If Prophet's death is set to Mass Suicide, that overwrites this option.)
    - Conversion bypasses immunity (YES/NO/ONLY IF PROPHET DEAD) (If YES, Zealots can convert Citizens, Survivors, Exes, and even Neutral Killers into Zealots.)
    - Can convert Mafia/Triad (YES/NO/ONLY IF PROPHET DEAD)
    - Becomes Cultist if Prophet is alive (YES/NO) (if in a save should a Prophet and a Zealot spawn, the Zealot will become Cultist if the option is set to YES.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting, Disturbing the Peace

    Night Messages
    "Your time is coming..."
    This is what the Zealot sees at the beginning of the night where he will finally suicide. Plays an insistent ticking theme throughout the night for the Zealot.

    "You hear agonized screaming echo into the night..."
    Plays for everyone at the end of the night when a Zealot finally suicides. No weapon sounds, he inexplicably and painfully passed away. Shudder.





    Witch Doctor
    (Cult Support, Recruiting)
    (aka WD)
    You are a hedge psychic, using your powers of healing to soothe initiates.

    [Paired with: Poisoner, Doctor, Armorsmith, Bodyguard ]

    Spoiler : Witch Doctor :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Save someone from death
    - If your target was Mason Leader or Mason, they will turn down your help, AND they will figure out who you are.
    - If your target was Mafia or Triad, they will turn down your help.
    - If your target was night immune, they will turn down your help.
    - If your target is a Cult member, they can survive an attack thanks to your help.
    - If your target is a fellow Crusader (cult killing role) that would otherwise die doing their job if not for your help, they will convert to a Cultist.
    - Otherwise, if your target is any other role, and if they survive an attack thanks to your help, then they will be converted to the Culted version of their role (see Possibilities).
    - This ability can not prevent any form of suicide (heart attack/afk, lover heartbreak, jester suicide, leaving the game, Zealot suicide, mass suicide as result of Prophet death)
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - Your saves bypass cult size restrictions (5 max in 15 player game)

    Role Options
    - Limited to 1/2/3 saves
    - Become Prophet if spawned alone (YES/NO) [This effect only happens at the beginning of the game once its detected that the only cult role to spawn is WD. This doesn't happen if WD is alone after the Prophet dies.]

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy





    Mystic
    (Cult Support)
    (aka mys, myst)
    You have mastered the art of tarot cards to read someone's personality.

    Paired with: Sheriff, Investigator, Oracle, Framer/Forger or Consigiliere/Administrator.

    Spoiler : Mystic :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to check if they can be converted.
    - If you visit a Mafia/Triad, you will get the result "They are nonbelievers!"
    - If you visit a Mason/Mason Leader, you will get the result "They are heretics!". They won't find out about you, so don't worry.
    - If you visit an Immune role (if Immunity prevents conversion = ON on Prophet), you will get the result "They don't fear our Gods!". Watch out, b/c anyone using a vest that night or with a doc healing them that night can return this result.
    - If you visit a role that CAN be converted, you will get the result "They can be converted!"
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - You bypass all detection immunity.
    - You are subject to the Forger/Framer's false results. (if you check a Town member and he was Framed to be mafia, you get the Mafia result instead of Town result.)
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Mystic, it becomes Prophet.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy






    Jinxer
    (Cult Support)
    (aka jinx)

    You are a seasoned expert of voodoo rituals.

    Paired with: Escort, Witch, Bus Driver, Enchantress, Beguiler/Deceiver, Consort/Liaison

    Spoiler : Jinxer :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to curse them.
    - This is essentially just witching someone to visit themselves.
    - This ability does not bypass night immunity.
    - You won't be notified if the curse was successful or a failure.

    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Jinxer, it becomes Prophet.)

    Role Options
    - Notify victims that they've been cursed (ON/OFF)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting

    Night Messages
    "You have been jinxed!"
    This is what the Jinxer's victim sees at the end of the night, if Notify Victims = ON.




    Blood Brother
    (Cult Recruiting)
    (aka bloodbro, BB, bro)

    You are a genealogist who took his study into new esoteric heights.

    Paired with: Executioner, Lover, Heartbreaker/Swinger

    Spoiler : Blood Brother :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to be linked by blood.
    - This ability can be done at any time, but it can ONLY be done once.
    - Once this ability is successful, you and your target will both be Blood Brothers, with no abilities whatsoever.
    - Mafia/Triad and Night-Immune roles are unaffected by this. However, if you tried to convert a Heartbreaker/Swinger who already has a target, their target will be converted to Blood Brother while the HBer/Swinger is unaffected.
    - Mason and Mason Leader would have you killed if you attempted to target them with this ability.
    - If you convert a Lover who already has a target, both the Lover and the Target will be converted to Blood Brothers.
    - Executioners can be made a Blood Brother, but their target won't be a Blood Brother.
    - If the person you attempted to convert died at the same night, you will die with them. No exceptions.
    - And if any of the Blood Brothers die, all the Blood Brothers will die.

    (yes that means you can theoretically have a chain of 3 Blood Brothers: the OG, the Lover, and the Lover's target.)
    (so theoretically if you converted a Lover, whose target is a Heartbreaker, and if the HBer's target is a Swinger, and if the Swinger's target is an Executioner who has a target...
    ...then you will convert the Lover and the Executioner to bloodbrothers, with the HBer, Swinger, and Exe's target unaffected.)
    (and if you convert a Lover who loves another Lover, you convert the two Lovers, and the second Lover's target. The chain extends with every Lover that another Lover loves.)

    Night Passive: You share a nightly chat with your fellow Cultists.
    Night Passive 2: Vote on who to convert/
    - Your only power while in the Cult is to vote on who the Prophet should convert by pressing a button or with -target #, just like with Cultists.
    - If the Prophet is not making a decision on who to convert, you may vote on who to convert by pressing the button next to the target's name or by typing -target #.
    - If the target you voted for has the most votes, then the Prophet will visit them for conversion if he himself has not made a decision.
    - If the target you voted for has the most votes but is tied to another target with the same amount of votes, than the Prophet will visit whichever of the tied targets is higher up on the playerlist if he himself has not made a decision.
    - If the target you voted for does NOT have the most votes, the Prophet would not visit them if he himself has not made a decision. Of course, the Prophet can still choose to visit the target you voted for.
    - Of course, your one benefit is that the Prophet would never send you or your blood brother to do the conversion. That's the job of the Prophet and the Cultists.

    Attributes
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Blood Brother, it becomes Prophet.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting, Corruption

    Night Messages
    You hear soft weeping preceding pained grunts as a lengthy stab is heard.
    Plays for everyone when a Blood Brother suicides after the death of another BB. This implies seppuku.

    Your target's bloodline proudly refuses to mix with yours.
    Plays for the Blood Brother when he attempts to convert someone who is Mafia/Triad and/or Night-Immune
    ...and they are offended.
    Extension of previous message that plays when the BB additionally tries to convert a Mason or Mason Leader. The BB will be killed by them.





    Sightseer
    (Cult Support)

    (aka sight, seer, ss)

    You are a secluded wizard channeling horoscopic energies to achieve extreme foresight.

    Paired with: Spy, Detective, Lookout, Agent/Vanguard

    Spoiler : Sightseer :
    You share win cons with Cult, Neutral Evils, Neutral Benigns.

    Night Passive 1: Cult Chat
    - You share a night chat with your fellow Cultists.
    Night Passive 2: See Mason Chat
    - You get to spy on Mason Chat if provided, but it is anonymous, with all participants labeled "Mason".
    - Depending on role options, you may or may not be able to see who the Masons visit.
    - The Mason Leader will be highlighted.
    Night Passive 3: See Mafia/Triad Chat
    - You get to spy on Mafia/Triad chat if provided, but it is anonymous, with all Mafia participants labeled "Mafia", and all Triad participants labeled "Triad".
    - The DragonHead/Godfather will be highlighted.
    - You DO NOT see who Mafia/Triad kill or visit.
    Night Passive 4: See All Who Visit the Converts
    - If the Cult converts someone tonight, you will see all the targets they visited, in addition to who visited the converted ones, including your fellow cultists.
    - That applies to ANY conversion: Prophet conversion, Zealot conversion, Witch Doctor save, Missionary conversion...

    Attributes
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Blood Brother, it becomes Prophet.)

    Role Options
    - See who Masons visit (ON/OFF) {Default: OFF}

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Trespassing






    Necromancer
    (Cult Support)
    (aka necro, nm, nec)


    You are a supernatural summoner for lost souls.

    Paired with: Amnesiac, Coroner, Janitor/Incense Master, Actress/Diva, or Disguiser/Informant, Caporegime

    Spoiler : Necromancer :
    You share win cons with Cult, Neutral Evil, Neutral Benigns.

    Night Ability: Summon
    - Select any body from the graveyard at night.
    - You can or can NOT select cleaned roles depending on role options.
    - You can NOT select GF, DH, Neutral Killers, Mason Leader or Mason.
    - If successful, you assume the Culted version of the body's role. See the top of the post for possibilities.
    - Upon assumption, depending on role options, you start with either only 1 of their abilities, or you start with the full amount, depending on role options.
    - Your new role may or may not be shown to the Town, depending on role options.
    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.

    Role Options
    - Remember full amount of new role's ability (ON/OFF)
    (If ON, then for example if you remember as Missionary, and the save allows for 2 Conversions, then you have 2 Conversions.
    If OFF, then for example if you remember as Missionary, and the save allows for 2 Conversions, then you have 1 Conversions.
    If OFF, there is an exception if the amount given to you would otherwise be zero. For example, if you remember as Missionary, and the save allows for 1 Conversion, then you have 1 instead of 0 Conversions.)
    - Reveal new role to the entire town. (ON/OFF)
    - Can select cleaned bodies (ON/OFF)
    - Become Prophet if spawned alone (YES/NO) [This effect only happens at the beginning of the game once its detected that the only cult role to spawn is Necro. This doesn't happen if Necro is alone after the Prophet dies.]

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Identity Theft (once taking on a new role)

    Night Messages
    The Spirit of a/an [graveyard role] has been evoked. An inspired [Culted version of role] haunts us all.
    This plays for everyone at the beginning of the day if Reveal to Town is ON.
    For example, if the Necromancer selects the body of a Jester to become a Zealot, the message will say:
    The Spirit of a Jester has been evoked. An inspired Zealot haunts us all.






    Crusader
    (Cult Killing)
    (aka crus, cruz)


    You are a demented crusader thirsting for the blood of infidels.

    Paired with Vigilante, Veteran, Mafioso/Enforcer, Godfather/DragonHead, SK/Arso/MM

    Spoiler : Crusader :
    You share win cons with Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Kill someone for the Crusade
    - You have 1/2/3 uses of this ability.
    - This ability bypasses night immunity.
    - If you target another Killing Role (even a lowly BG), a Mason, or a Mason Leader, you will die with your target.
    - When you run out of uses, you will die with your target.
    - You are still prone to a bodyguard: should your target have a bodyguard, the target lives, while you and the BG die in a shootout.
    - You can not be saved by a Doctor if you run out of uses or target a Killer, Mason, or ML.
    - If saved by a Witch Doctor if you run out of uses or target a Killer, Mason, or ML, you become a Cultist, regardless of how many Crusade uses you have left.

    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.

    Attributes:
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Crusader, it becomes Prophet.)

    Role Options
    - Crusade limit (1/2/3) {Default: 2}

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Murder, Trespassing

    Night Messages
    "You hear deranged screaming followed by a brutal beheading."
    Plays for everyone at night whenever a Crusader kills someone. There are no different or additional messages if the Crusader dies while Crusading.
    Use the death sounds of the Protoss Zealot unit from... you know... actual Starcraft 2?... followed by gory ass sounds as well as sounds implicating the usage of a sword or an axe.
    "His/her head is missing, and their neck completely severed."
    The death description for anyone killed by the Crusader. This one implies a beheading by sword or axe.
    "His/her chest has a large, lengthwise cut, guts spilling out of the wound."
    Alternative death description for anyone killed by the Crusader. This one implicates an axe swinging right into center mass.
    "His/her body has been badly cut and bruised, indicative of a close and heated struggle with their victim."
    Death description for the Crusader themselves once they die from running out of uses, die while killing a Killing Role, or die while killing a Mason/ML.





    Missionary
    (Cult Support, Recruiting)

    (aka miss, missi, mission)

    You are an occultist with a satanic dungeon ready to torture the uninclined.

    Paired with Jailor, Kidnapper/Interrogator

    Spoiler : Missionary :
    You share win cons with Cult, Neutral Benigns, and Neutral Evils.

    Day Ability: Prepare to jail
    - At day, select someone to jail.
    - If there was a lynch that day, the day ability is voided for that day and the following night.
    Night Passive 1: Jailing
    - Once you drag someone to jail, you and your victim have a private chat.
    - You will be known as a Jailor to your victim.
    - Your target is roleblocked and protected by you and no one else.
    - If you jail a Mason, the Mason will know that you are a Missionary, depending on role options.
    - If you jail a Mason Leader, the jail will go as planned, but you will die at the end of the night unless you "convert" (read; execute).
    Night Passive 2: Cult Chat
    - You share a night chat with your fellow Cultists.
    - You always see Cult Chat, but you may only talk in it if you are not jailing someone.
    Night Ability: Convert
    - You have 1/2/3 uses of this ability, depending on role options.
    - If this is done on a mafia/triad role, a Mason or Mason Leader, or a naturally night-immune role instead, this Convert becomes an Execution just like with Jailor, Kidnapper, and Interrogator.
    - If this is done on any other role, however, then the target will be converted to the Culted version of their role.
    - This ability is presented to your victim as an execution throughout the night.

    Attributes
    - All limitations had by the Jailor are had by the Missionary.

    Role Options
    - Conversion limit (1/2/3) {Default: 1}
    - If converted from jailor, reset Conversion limit (ON/OFF) {Default: OFF}
    (if on, should a Missionary be created from converting a Jailor, no matter how much execution the Jailor had left before conversion, the Missionary will spawn with the full amount of Conversions alloted by the save.)
    (if off, should a missionary be created from converting a Jailor, than the Jailor's remaining amount of executions become the Missionary's starting amount of conversions. So if a Jailor had 1 execution left before conversion, then the newly converted Missionary only has 1 conversion left.)
    - Mason is notified of your identity (ON/OFF)
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is Missionary, it becomes Prophet if this option is set to YES.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Kidnapping, Murder (if an conversion went wrong resulting in an execution)

    Night Messages
    All night messages associated with this role are shared with the Jailor.

    Your victim has folded into the religion of the occult after a painful session of torture.
    Plays for the Missionary if the Convert was successful.
    Your victim is incredibly resilient, so you had to execute him as a last resort.
    Plays for the Missionary if the target is NI, Mason Leader, or Mafia/Triad, necessitating an execution.

    Your captor has tortured and co-erced you into believing a brand new worldview.
    You have been converted into a [Culted Role].

    This is what the victim sees if they have been successfully converted by the Missionary, despite seeing references to "executions" during their incarceration for the night.

    Your captor is a member of the occult!
    Plays for the Mason and Mason Leader (depending on role options) when captured by the Missionary at the beginning of the night. Despite this, the Missionary still shows as "Jailor" and the convert still shows as an execution.






    Sacrificial Priest
    (Cult Support, Killing)

    (aka SP, sac, priest, pri, sacr)

    You are a religious authority figure responsible for death row.

    Paired with Marshall, Constable, Judge, Double Flower

    Spoiler : Sacrificial Priest :
    You share win cons with Cult, Neutral Evils, and Neutral Benign

    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.
    Day Ability: Sacrifice
    - During any time at day, type -sacrifice (or press a button, its 2.0 now) to start a Sacrifice.
    - You only have 1 or 2 uses of this ability.
    - Sacrifice mandates only one lynch, overriding any of Marshall's remaining lynches.
    (so if Marsh reveals with 4 lynches and lynches 2 people before the Sacrificial Priest starts his sacrifice, than the amount of remaining lynches goes down from 2 to 1.)
    - During a sacrifice, all chat is anonymous (addressed as "Mortal"). All cult members have 2 votes each. The Prophet, Crier, Judge, Preacher, and Sacrificial Priest (addressed as "God") have highlighted chat.
    - If done during someone's trial before the gulity/innocent vote passes, the trial abruptly ends in the execution of that person without a gulity/innocent vote, defense, or last words.
    - The default execution during a sacrifice initiated during trial is much more likely (but not guaranteed unless the option for it is ON) to be the extended mothership... for dramatic effect.
    - -sacrifice can not be done during the last words and execution of someone via a regular trial, nor can it be done after a lynch (except with Marshall's lynches).
    - Judge can stop the sacrifice with his own -court reveal, taking away the Cult's votes while giving him his usual allotment of votes.
    - Mayor will be unable to reveal.
    - Marshall will be unable to reveal.
    - Constable will be able to reveal during a Sacrifice by shooting someone, and if he happens to shoot the SP, then the Sacrifice is prematurely ended.

    Role Options
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is SP, it becomes Prophet if this option is set to YES.)
    - Sacrifice Limit (1/2)
    - Sacrifice execution defaults to Extended Mothership (ON/OFF)
    (lol)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Corruption, Disturbing the Peace

    Night Messages
    The Gods demand a sacrifice!
    This plays for everyone when a SP begins a Sacrifice.

    The chat name for the Crier, Judge, Prophet, the SP, and the Preacher changes to "God", with their chat highlighted
    The chat name for everyone else changes to "Mortal"

    All votes are anonymous.

    The death description for someone lynched during a Sacrifice says Sacrificed. instead of Lynched.

    Idk what music would play during a Sacrifice. Something grandiose, confusing, cacophonic, villainous for sure but not the Judge court or mothership music. Maybe "The Baptism" from The Godfather as Godfather music is a recurring soundtrack in the Mafia mod?





    Preacher
    (Cult Support)

    (aka preach, prea, pre)

    You are an elevated authority figure in charge of religious propaganda.

    Mayor, Crier, Party Host

    (this role has been massively reworked from its original version, making his night ability more like Party Host's ability and removing the Extra Vote day passive since Elector will no longer exist.)

    Spoiler : Preacher :
    You share win cons with Cult, Neutral Evil, Neutral Benign

    Night Ability: Sermon
    - At the press of a button at day, you can leave Cult Chat for a night and instead start a Party Host-like chat. You can use this to command other evils and neuts to do the Cult's bidding.
    - Your ability is void if the Party Host decides to party that night or if you're jailed. That ability would not be used up in that case.
    - All neutral, mafia, and triad roles, as well as the Spy, Party Host, and Crier, will attend the Sermon, for as long as they are not held captive by a Jailor, Kidnapper, Interrogator, or Missionary.
    - You have one, two, or three uses of this ability, depending on role settings.
    - During the sermon, the Crier and Judge can not speak publicly.
    - During the sermon, the Mafia and Triad will be unable to have their private chats.
    - All participants in the Sermon are Anonymous. The Preacher in particular will have a different address and highlighted chat.
    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.
    - You only have this Passive if you are not conducting a Sermon.

    Attributes
    - If the Prophet dies while you are alive, you become the new Prophet and avoid a Mass Suicide or Zealot mass conversion.
    - If you spawn into this save alone, you will become a Prophet.

    Role Options
    - Night Chat Speaking Limit (1/2/3)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Corruption, Disturbing the Peace

    Night Messages
    You have been beckoned to an impassioned sermon!
    POV of anyone summoned to the Preacher's sermon.

    The Preacher is referred to as "Preacher", with highlighted chat. All other participants will be referred to as "Worshipper" during the Sermon.





    New Achievement Ideas


    The Apocalypse
    300 Point Reward
    Have the Cult win with Zealots being the only role alive in the game.

    Cursed Beyond All Repair
    50 Point Reward
    As Jinxer, die to the Arsonist after you jinx an Arsonist, causing him to ignite.

    Righteous Among the Nations
    75 Point Reward
    As Constable, shoot the Sacrificial Priest during a Sacrifice before anyone could be lynched.

    Lay My Vengeance Upon Thee
    150 Point Reward
    As Crusader, kill the murderer of the Prophet. (this is possible with Necromancer->Crusader, or Prophet death causing gradual Zealot conversion instead of mass Zealot conversion or mass suicide)

    La Familia Es Todo
    75 Point Reward
    As Blood Brother, convert two or more people to Blood Brother at once, creating a chain of three or more Blood Brothers.
    (Shoutouts to the Salamanca Family from Breaking Bad and Better Call Saul. The Twins are the honest-to-god inspiration for the Blood Brother role.)

    Town of Jones
    200 Point Reward
    Have 4 or more cult players suicide at once as a result of the Prophet's death.

    The Ascended
    50 Point Reward
    As Preacher, replace the Prophet, then win the game for Cult.
  42. {Permanently Banned} ►►llIIIllllIII 1-S2-1-12261656; BiggieCheese: 1-S2-1-11166408 ; NutFarmer: 1-S2-1-724448◄◄

    Account Name: NutFarmer
    ID: 1-S2-1-724448
    In-Game Name: Huizong Chen (10)

    Account Name: BiggieCheese
    ID: 1-S2-1-11166408
    In-Game Name: Kexin (9)

    Crimes: Role-Quitting (both of them)

    Your Account Name: Grakylan
    Your ID: 1-S2-1-6796502
    Your InGame Name: I HATE THE ANTICHRIST DOLL! (3)

    NutFarmer/9 rolls Coroner and immediately rolequits. Everyone expresses disappointment at 9 at the beginning of Day 1. Then BiggieCheese/10 says "I will now rolequit" and leaves during Day 1. He rolled Godfather.

    Game eventually ended up as Arso win, but 1 Maf made it to the very end. Perhaps had the GF not rolequit, the Mafia may have been able to outmaneuver the arso and win.
  43. Forum:Mafia Bug Archive

    Thread:Cult Leader suicide broken

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
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    Views
    227

    ►►Cult Leader suicide broken◄◄

    This game will go down in history as one that will cause a lot of heated discussion about cult. What its role should be, how best to set up cult, should it be explicit or hidden, etc. This game lasted 50 minutes, ending up in a Cult win that should not have happened. Why?
    Because Cult Leader's suicide mechanic doesn't work.

    Cult Leader was enabled for my save, a 8 town 3 cult (CL, cultist, WD) 3 neut 1 any save (Any Rand had to be removed due to the autokick of possdiamp, 1-S2-1-12397101) , with cult being able to convert once every second night (b/c I thought each cultist can successfully convert, instead of the current model of CL converts, cultists vote on who to convert like with mafia/triad's -target).

    In this game, 3 and 7 were Cultists, with 14 as WD. 3 was promoted to Cult Leader at the beginning of Night 1 (3/50 min).

    At the end of Night 2 (11/50 min), a vigilante shoots Cult Leader. That means the Cults' suicide mechanic should kick in at any moment.

    Cult Leader's death was revealed at the beginning of Day 3. Cultists have not suicided then.

    Night 3 begins (17/50 min), and Cult still hasn't suicided.

    Night 3 ends (18.5/50 min) with the Cult failing to convert a victim. They still haven't suicided.

    At this point, the Cult and WD have been completely found out by the town, but as the pattern repeats: they did not suicide.

    At the game's halfway point (25/50 min), all original cultists have been lynched, except the converted Veteran (WD got on the last cultist as he goes to vet) and the WD.

    The second half of the game became mindgames as the Cult slowly dragged the game out, converting one night at a time until town is led to a critical mislynch, giving Cult an undeserved win after 50 grueling minutes of frantic psychological warfare.




    Changes needed to Cult Leader:

    1. Make sure his suicide mechanic works properly. All cultists need to suicide, whatever at once, or one suicide at a time.

    2. Make Cult Leader night immune once his suicide mechanic is functional. He shouldn't be able to be easily cucked by a Mason Leader or a lucky vigilante.

    3. Make Cult Leader a separate role instead of being under Cultist. Will make CL more customizable in the future.

    4. Name Cult Leader "Prophet" instead, its a cooler and more specific title. We don't call gov roles "Town leader" or Godfather "Mafia Leader" lol
  44. Replies
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    {Watch List} ►►Evangelion: 1-S2-1-8153491◄◄

    Account Name: Evangelion
    Account ID: 1-S2-1-5122450
    In Game Name: The Bonker (1)

    Crimes: Game-Throwing

    Your Account Name: Grakylan
    Your Account ID: 1-S2-1-6796502
    Your In Game Name: Bonk Conk (3)

    Summary:

    Game starts with Oak (1-S2-12400149) being autokicked and another person (most likely Opiium, 1-S2-1-999955) leaving persumably due to unusually long loading times.

    Evangelion, 1-s2-1-5122450, picks the name The Bonker and rolls Bodyguard.

    On Day 2, he claims that 7 is triad, persumably claiming sheriff without explicitly doing so. Triad does NOT exist in this save at all. The town initially puts up 7 in a fit of rage until noticing that 1 is claiming nonsense. After inno'ing 7, 1 is put up, repeats the "7 is triad" claim, and is lynched. Town is angry at him flipping BG and vow to report him in unison.

    The person who left due to long loading times (Opiium) rolled godfather and died to afk.

    Arso would later kill judge and kidnapper, while mafioso dies to vet, paving the way to a town victory.

    This game was just an utter shitshow. I wanted to try my cult save until I noticed 2 people leaving immediately (one due to autokick tho).
  45. {Watch List} ►►ArthasTheCow: 1-S2-1-6739228; NutranEscort: 1-S2-1-10248874◄◄

    Account Name: ArthasTheCow
    Account ID: 1-S2-1-6739228
    In-Game Name: Ettore (5)

    Crimes Committed: Role-Quitting

    Your Account Name: Grakylan
    Your Account ID: 1-S2-1-6796502
    Your In-Game Name: Nonexistent Neut Evil (11)

    Arthas/Ettore rolled Bodyguard and immediately quit. Simple as that.




    Account Name: NutranEscort
    Account ID: 1-S2-1-10248874
    In-Game Name: Vittore (10)

    Crimes Committed: Griefing

    Your Account Name: Grakylan
    Your Account ID: 1-S2-1-6796502
    Your In-Game Name: Nonexistent Neut Evil (11)

    NutranEscort/Vittore claimed Marshall with a Constable already in play. Ofc that got town's attention. While on trial, he claims that he doesn't know how to reveal his power. That ofc results in his lynch, where he is revealed to be Marshall.

    I am 90% this guy was just a noob but if you think he actually did some wrongdoing, feel free to throw him in with the rolequitter for griefing.
  46. Replies
    2
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    227

    ►►LWs and PMs disable themselves during save setup?◄◄

    On all three of my saves, Last Wills and PMs are enabled. I made sure of it in save editor.

    Spoiler : Save 1 :



    Spoiler : Save 2 :



    Spoiler : Save 3 :




    Whenever I host the first save, which shows up by default, the LWs and PMs are enabled as intended.

    Then I host an actual lobby.

    Spoiler : PUT UP SAVE 1 :


    As usual, Save 1 loads up. Normally this goes without a hitch, with LWs and PMs on.

    Then I started the game.

    Spoiler : big image :




    And then I switch my save

    Spoiler : SAVE 2 PUT UP :




    Note in that image that the LW and PM checkboxes are checked, meaning they should be enabled. But looking at the replay, once the game actually starts, turns out they were disabled. Everyone raises a fuss.

    This wasn't an intentional grief, there actually is a bug.
  47. Replies
    3
    Views
    286

    ►►Grakylan: 1-S2-1-6796502◄◄

    Account Name: Grakylan
    Account ID: 1-S2-1-6796502
    Your Server: North America
    Approximate Points: Somewhere between 4700 and 5000 points

    In the past when I used to change PCs, I often backed up all my Starcraft files to a backup located in a network hard drive, like basically offline storage accessible in Windows Explorer if you are in the same network as said drive, regardless of what PC you're on. The latest backup within that drive was on July 28th, 2019. However, I have evidence in the SC2Mafia discord proving that my last game in the mod was on June 16, 2020. On that date at 12:14AM (although given how fucky timezones are in my state, the message could actually have been posted on June 15th, 2020 on 11:14PM for all I know) , I posted a picture of my Notepad, containing my Marshall last will, while explaining that this was "from (my) last game".

    Such evidence from Discord is here.
    https://discord.com/channels/1585450...48364699795507

    Unfortunately, I could not figure if I had backed up all that stuff to the network hard drive I usually had my backups on, as I found no evidence of replays from 2020 in my backups. Considering I switched PCs again 2 months after my last confirmed game of SC2Mafia, it is likely that the files got lost during the transition period, maybe I could have backed them up to a more obscure place or just forgot to back them up period. In either case, I hope yall can help restore my points.
  48. Replies
    12
    Views
    756

    ►►Re: Advice on improving D1 Performance?◄◄

    Quote Originally Posted by Stealthbomber16 View Post
    Ask questions and answer questions.

    Try to see where other people are coming from. Iíve found my day one reads are usually mostly accurate BECAUSE of the lack of information. People are not supposed to solve the game on day one or have extremely confident ideas on who is scum/who is town. I watch for people who are doing things that donít make sense.

    If someone is being pushed by another player, watch how they react. If the reasons theyíre being pushed arenít solid, they will likely read the person pushing them as scum. If they donít then they thatís unusual. And unusual is scum.

    In short, if it doesnít make sense, question it. Then question other things too.
    Ok, so I would assume that stuff like pushing a lynch train, dodging questions, hedging, etc. to be sus. What else should I look out for in how a person acts on D1?

    I received conflicting advice regarding opening with a vote. A lot of the local pros do it all the time to get the ball rolling, and I have always pushed votes in the mod to get the ball rolling and make the town start discussing and questioning stuff. But when I, as a Town Power, tried to pull a similar move on my FM game on D1, I immediately got shat on and was made scum read for quite a while before I was able to recover by D2.

    And that's not to mention how would you play if you were actually scum? My mod playstyle as scum was often the same as my playstyle as town: Be bold, aggressive, put people up but with the additional intent of mislynching. If that then should I just keep that same consistency as my mod playstyle or my hypothetical FM town playstyle as scum?
  49. Replies
    12
    Views
    756

    ►►Advice on improving D1 Performance?◄◄

    Hey y'all. I used to play the SC2Mafia mod very VERY actively from 2015 to 2020, where D1 is normally just 10-30 seconds of trolling, people rolequitting, edgy humor, and bullshitting around before the real game begins. So when I entered my first Forum Mafia game, I honestly had no idea what to do on the more important D1s of FM, which not only has been extensively lengthened, but they actually have a vote at the end of the day, meaning D1 is just as crucial as following days, with no leads from Power Roles or kills to go off of. It's all mindgames and guesswork and actually reading people without much context, which is something mod players wouldn't have much experience with.

    So I gotta ask, to prevent myself from being suspiciously withdrawn or unneedlessly brash on D1 as I have both accomplished with misapplication of SC2Mafia mod experience on my first FM game a while ago, how would I, as either a Citizen/Basic Townie, a Town Power, or scum, play D1?
  50. Forum:Mafia Discussion

    Thread:I'm just checking in

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    1
    Views
    436

    ►►I'm just checking in◄◄

    Hey fellas. I haven't played SC2Mafia since the fall of 2020 when I had to deal with college, and ever since I haven't really came back, especially once Blizzard's sex harrassment scandals came out. Despite not having paid a single cent to play SC2 and therefore SC2Mafia, or on any Blizzard product period, I am still inclined against using Battle.NET due to my grievances with the Blizzard corporation. With that said however, I really miss the SC2Mafia game, I'm just not sure I would find any reason or opportunity to play it again, unless it happens to be bustling like never before. So how is it holding up?

    I have played a Forum Mafia game in the summer of 2020 that was explicitly designed to help SC2Mafia mod players learn about the forum game. All said and done it was really fun, and I would be up for playing another Forum Mafia game that is friendly to beginners, but the concern about absolute pros jumping in and making the game lopsided is pretty concerning, not to mention my sleeping schedule is kinda fucked now, but that might just fix itself to be somewhat normal for an American within a few weeks. I like how I can just come in and out of the game inbetween doing stuff, while with a SC2Mafia game you have to spend atleast 20 minutes queuing up (unless you get lucky and log in to SC2 seeing a 13/15 lobby lol), and anything ranging from 5 to 45 minutes actually playing a game without much opportunity to afk for any longer than a quick piss. I had more freetime back in the day to do that, and for now I still do, but I might lose said freetime eventually, so I'm thinking about trying out more games of Forum Mafia since it will better paced for my current situation.

    Anyhow, I hope this community has been doing well the past 2 years. Here's to 2022.
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