[Abandoned] S-FM Magellan (15P)
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  1. ISO #1
    Ganelon
    Guest

    S-FM Magellan (15P)




    S-FM Magellan (15P)

    Magellan Officers (Town)
    Geneticist
    Hidden Officer (Killing)
    Hidden Officer (Support)
    Hidden Officer
    (Support)
    Ensign
    Ensign
    Ensign
    Ensign
    Ensign
    Ensign

    Brookmond Agents (Mafia)
    Strike Team Leader (Support Agent)
    Hidden Support Agent
    Hidden Killing Agent

    Neutrals
    Hidden Neutral Benign
    Hidden Neutral Evil



    Role Cards
    Spoiler : Role Cards :

    Spoiler : Magellan :

    Quote Originally Posted by Ensign
    Role: Ensign (Citizen)
    Description: You are a low-ranking officer aboard the Magellan, an exploration vessel returning from a mission in the Outer Oort Cloud. You serve the Republic of Orcus as a naval officer.
    Ability: None
    Quote Originally Posted by Geneticist
    Role: Geneticist (Coroner)
    Description: You are a genetics expert serving the Republic of Orcus. You were stationed aboard the Magellan as part of research efforts to investigate rumours of prehistoric alien activity in a distant part of the Oort Cloud. You were forced to conceal your identity after it was discovered that the Kingdom of Brookmond had infiltrated your vessel...
    Ability: Check a dead player at night, learning their role, alignment, last will, and all of their targets, as well as the roles of all of those who visited them.
    Special: Twice per game, you may anonymously reveal your target's faction to the entire town during the day.
    Special: There can only be one Geneticist, whether dead or alive, in the game.
    Quote Originally Posted by Covert Operative
    Role: Covert Operative (Sheriff) - Support
    Description: You are a secret agent of the Republic of Orcus, stationed on the OEV Magellan. You are responsible for ensuring the safe return of the Magellan; to protect your identity, nobody onboard knows who you are. You have access to an experimental mind probe, a device that can sweep a person's mind and can be used to essentially read their thoughts or emotions.
    Ability: Check a player's alignment at night.
    Special: You can only do this twice per game.
    Quote Originally Posted by Chief Security Officer
    Role: Chief Security Officer (Jailor) - Killing
    Description: You are an ambitious navy officer, working his way up the command chain. The task of safeguarding the Magellan on her journey back home has been delegated to you; now that not all of your crewmembers are what they appear to be, you are needed more than ever.
    Ability: Select a player to jail during the day. You may anonymously speak to your target at night.
    Special: Once per game, you may optionally execute your captive.
    Quote Originally Posted by Marine Lieutenant
    Role: Marine Lieutenant (Vigilante) - Killing
    Description: You're the commander of a platoon of marines onboard the OEV Magellan. You and your men responded to the initial explosion in the life support module; most of your men perished whilst trying to seal the hull breach. You've assumed a new identity, known only to your fellow troopers, and have been keeping in touch with your subordinates, biding your time to strike the enemy...
    Ability: Attack a player at night.
    Special: You can only use your ability once per game.
    Quote Originally Posted by Captain
    Role: Captain (Mayor) - Support
    Ability: Reveal yourself during the day, becoming confirmed town and gaining one additional vote.
    Special: There can only be one Mayor, whether dead or alive, in the game.
    Quote Originally Posted by First Mate
    Role: First Mate (Mason) - Support
    Ability: None
    Special: You are a night chat with the Boatswain; you and the Boatswain are confirmed town to each other.
    Special: If the Boatswain gets disguised, you will NOT be informed until the following night.
    Special: Cannot spawn without a Boatswain. There can only be one First Mate, whether dead or alive, in the game.
    Quote Originally Posted by Boatswain
    Role: Boatswain (Mason) - Support
    Ability: None
    Special: You are a night chat with the First Mate; you and the First Mate are confirmed town to each other.
    Special: If the First Mate gets disguised, you will NOT be informed until the following night.
    Special: Cannot spawn without the first Mate. There can only be one Boatswain, whether dead or alive, in the game.
    Quote Originally Posted by Navigator
    Role: Navigator (Architect) - Support
    Description: You're a spaceflight engineer with expertise in navigational systems and artificial intelligence, serving as the head navigator of the Magellan.
    The Magellan uses a highly-advanced artificial intelligence system to chart, and correct, flight paths in real-time.
    Unbeknownst to most, it is so powerful it essentially has a mind of its own. It uses a neural interface to communicate with users; whilst incredibly powerful, it takes time getting used to it - and one needs to be finely tuned to the system to be able to gracefully interface with it.
    Being the navigator, you are in a unique position to utilise this technological marvel.
    You can use it to establish a temporary neural connection with a player of your choice.

    Ability: Interface with the ship AI at night, giving yourself and another player a temporary
    day-and-night chat that lasts until the end of the next phase.
    Special: You may not reveal your identity in your chat.

    Spoiler : Brookmond Agents :

    Quote Originally Posted by Strike Team Leader

    Role:
    Strike Team Leader (Godfather)
    Description: You are the leader of the Brookmond infiltrators, disguised as a low-ranking naval officer aboard the OEV Magellan. Your team was sent to infiltrate the vessel, as intelligence analysts suspect that it has been sent on a top secret exploration mission of unknown objectives.
    Ability: You override the factional ability vote.
    Special: You share a night chat with the rest of the Brookmond agents.
    Special: You are immune to detection, and appear to be an inactive Ensign to investigative Roles.
    Special: At the start of the game, in addition to your primary role, you will receive a secondary role from the Support Agent class.
    You will therefore receive the benefits of both, and will be able to carry out your secondary role's night action.
    There can only be one Strike Team Leader, whether dead or alive, in the game.
    Quote Originally Posted by Mentalics Expert

    Role:
    Mentalics Expert (Framer/Architect) - Support
    [Description: You are a Mentalics Expert, an individual with rare, but weak, psionic abilities. You can work "changes" in the neural makeup of an individual, thereby clouding their thoughts or making certain thought patterns appear to be more significant than they really are.
    Ability: Minimally change a player's emotions, causing them to appear to be of an alignment of your choosing to investigative Roles. You can only do this twice per game, and the effect is permanent.
    Ability: Give yourself and another player a temporary day-and-night chat that lasts until the end of the next phase.
    Special: You share a night chat with the rest of the Brookmond agents.
    Special: You can only use one of your abilities per night.
    Quote Originally Posted by Biotech Expert
    Role: Biotech Expert (Consort) - Support
    Description: You are an expert in biotechnology, specialising in biological warfare. At night, you may sneak into the ship's medlab and steal the raw materials necessary to concoct a temporarily-paralysis-inducing agent.
    Ability: Concoct a paralysis solution and give it to a target of your choice.
    Quote Originally Posted by Computer Specialist

    Role:
    Computer Specialist (Sleuth) - Support
    Description: You are the Strike Team's expert in networking and server security, tasked with accessing the research server aboard the Magellan and find out more about the expedition. You've been issued a custom-built trojan virus targeted specifically at ship-board systems and terminals.
    Ability: Read a player's last will.
    Special: You may only do this once per game.
    Quote Originally Posted by Nanite Tech Expert

    Role:
    Nanite Tech Expert (Motion Detector) - Support
    Description: You are an agent specialised in handling nanotechnology. You have access to a squadron of nano-drones outfitted with simple jump jets and sophisticated sensor arrays.
    Ability: Send your swarm of drones to a player's quarters at night, learning if and how many people were in their room that night. Players that take no action are considered to be in their room; the Chief Security Officer is not in their room when they jail someone, and the Navigator is considered to be on the bridge when they interface with the ship AI.
    Special: You share a night chat with the rest of the Brookmond agents.
    Special: You may only do this twice per game.
    Quote Originally Posted by Clone Commando

    Role:
    Clone Commando (Disguiser) - Killing
    Description: You are a vat-grown clone, bred for combat. Due to your unique biochemical makeup, you can change your outward physical appearance at will, allowing you to near-perfectly imitate another person's appearance.
    Ability: Assassinate a player at night, disguising yourself as them.
    Special: You share a night chat with the rest of the Brookmond agents.
    Special: You can only do this once per game.
    Quote Originally Posted by Interrogator

    Role:
    Interrogator (Kidnapper) - Killing
    Description: You are a master interrogator working for the Kingdom of Brookmond.
    Ability: Select a player to jail during the day. You may anonymously speak to your target at night.
    Special: Once per game, you may optionally execute your captive.

    Special: You share a night chat with the rest of the Brookmond agents.


    Spoiler : Neutral Benign :

    Quote Originally Posted by Clone
    Role: Clone (Amnesiac)
    Description: You are a genetically-engineered human, stored aboard the Magellan as an organ repository. When the Brookmond infiltrated the ship, your pod was destroyed and you escaped. Faced with real life for the first time, you must decide who to support (if anyone) in this struggle for the ship.
    Ability: Visit the morgue at night, and take up the role and faction of a target there.
    Special: You cannot become a killing role (this includes the Turncoat if they’ve decided to side with themselves), the Captain, the First Mate, the Bosun, or the Coroner.
    Special: Being a clone with an unusual biochemical makeup, you cannot be role blocked.
    Quote Originally Posted by Bounty Hunter
    Role: Bounty Hunter (Executioner)
    Description: You are a mercenary currently in the employment of an unknown patron, tasked with assassinating one of the officers aboard this vessel.
    Your mission is to eliminate your target by having them executed for treason.
    Ability: Stalk a player's quarters at night, intercepting all visitors and making them visit you instead.
    Special: You will be given a target on night zero; you have to get them lynched during the day.
    Special: You have a one-use autovest.
    Special: You can only use your ability once per game.
    Quote Originally Posted by Android
    Role: Android (Lover)
    Description: You are an advanced android model, indistinguishable from a human in most respects. You were reprogrammed by a member of the crew to serve as their personal bodyguard. However, as you are bound by the Three Laws of Robotics, you are not allowed to harm another human being, limiting your protection capabilities.
    Special: If you hammer a player, your positronic brain will short-circuit itself and you will die.
    Ability: Protect a player at night, rendering them completely immune to all night actions.
    Special: You may only do this once per game.
    Special: If your target dies at any point during the game, you will die.
    Special: You share an anonymous night chat with your target.

    Spoiler : Neutral Evil :

    Quote Originally Posted by Turncoat
    Role: Turncoat (Scumbag)
    Description: You are a grandmaster Brookmond double agent, posing as a crew member of the Magellan. You've been away from Brookmond for so long that you've started wondering whether it's really worth it to continue your mission at this point. However, you cannot simply walk away; the Republic of Orcus knows who you are, and will stop at nothing to hunt you down and kill you. Therefore, whether you choose to support your old masters or not, you must eliminate the Orcan crew... thereby staging your own death. Alternatively, if you choose to support the Brookmond strike team, you will escape with them from the ship.
    Special: At the end of D1, you must pick your exact wincon: either eliminate everyone else, or win with the Brookmonds.
    Special: If you choose to side with the Brookmonds, you do not gain access to the Brookmond night chat.
    Ability: If you choose to go solo, you will gain the ability to publicly reveal someone's role during the day, along with a one-use autovest, an
    d a two-use day gun that you may use to kill someone during the day (without revealing their role).
    Quote Originally Posted by Hacker
    Role: Hacker
    Description: You are a disgruntled technician, working aboard the Magellan. You have no great love for the Republic of Magellan, and instead are secretly a Brookmond sympathiser.
    You are well-acquainted with the ship's electronics and server technology.
    Ability: Hack into a target's computer at night, observing them learning what feedback they received that night.




    Potential Feedback


    Spoiler : Feedback :

    Quote Originally Posted by Covert Operative
    You ran a mental sweep of [SUBJECT]'s brain, determining that they are:
    Loyal
    Treasonous
    Apathetic
    Quote Originally Posted by Navigator
    Interfacing with the ship AI last night, you telepathically sent [TARGET] the following message tonight:
    [MESSAGE]
    Quote Originally Posted by Marine Lieutenant
    You summoned your men to the armoury last night, and armed yourself to the teeth.
    You attacked [TARGET] last night, and a massive firefight ensued. Some of your men died; the others were forced to go into hiding to escape retaliation.
    You can no longer call upon them from now on.
    You managed to kill [TARGET] last night.
    Quote Originally Posted by Boatswain/First Mate
    You notice the [THIS.GETPARTNER] has suddenly stopped talking to you. And when you went to the designated meeting spot, they were nowhere to be found. They must've been disguised!
    Quote Originally Posted by Coroner
    You performed an autopsy on [TARGET] last night. With the help of nano tools as well as security cam footage, you've deduced that they were a/an [ROLE], a/an [MEMBER OF FACTION]. You also managed to get a hold of their personal logs, and you managed to discover the last log they wrote before they died:
    [LAST WILL]
    In addition, the security cam footage shows them visiting [X, Y, Z]; physical artefacts on their body suggest they were visited by [RoleX, RoleY, RoleZ].
    Quote Originally Posted by Roleblocked
    After retiring to your room for the night, you collapsed on the floor, lying paralysed for the entire night.
    You notified the Chief Medical Officer, and it was discovered that someone had stolen chemical agent from storage.
    As a result, the lab was promptly locked down.
    Quote Originally Posted by Clone
    You visited the morgue last night, and assumed [TARGET]'s role. They were a: [ROLE].
    You visited the morgue, and investigated [TARGET]. They were an important person of some sort. You decide it wouldn't be a good idea to assume their role - far too many people know them well.
    Quote Originally Posted by Hacker
    You hacked your targets neural net through their workstation, and learnt that they received the following feedback: [FEEDBACK]
    Quote Originally Posted by Mentalics Expert/Navigator
    An alien stream of thoughts surfaced on your consciousness.
    Now, you find yourself in a formless void; you spot the faint outline of a person in the distance.
    They greet you, and inform you that you are now telepathically linked together for a limited period of time.
    [LINK TO CHAT]
    Quote Originally Posted by Jailed
    You woke up with a mask, covering your eyes, in an unknown location.
    You have been kidnapped!
    [LINK TO CHAT]
    Quote Originally Posted by Daykilled
    You were poisoned with a highly toxic compound.
    In spite of the medics' attempts to save you, you died.
    You may not post anymore, and you have to cancel your vote.
    [/QUOTE]
    Quote Originally Posted by Disguised
    [COLOR=FFFFFF
    You attacked [TARGET] last night in their room. You took on their appearance and placed their body in the morgue, making sure to force one of the dead clones to take on your appearance.

    From now on, you will be using [TARGET]’s account to post.

    [/COLOR]



    Order of Operations

    0. Interrogator jails; Interrogator executes
    1. Chief Security Officer jails; Chief Security Officer executes
    2. Biotech Expert role blocks
    3. Mentalics Expert/Navigator create chat
    4a. Android protects; Autovests are used; Bounty Hunter stalks
    4b.
    Brookmond Agents
    attack
    5.
    Marine Lieutenant attacks

    6.
    Clone Commando
    disguises
    7. Mentalics Expert frames
    8. Covert Operative investigates; Nanite Tech Expert investigates
    9.
    Geneticist checks dead target
    End of Night.
    Computer Specialist
    reads last will; Clone remembers role; Hacker gets target feedback
    Mechanics
    Day one lasts 72h. Lynching is disabled for the first 24 hours on D1, with that period being reserved for discussing the lynch type.
    All other days last 48 hours, nights last 24 hours.
    Nightkills are disabled on N1.
    The
    Brookmond Agents share a night chat, and a factional nightkill with a cooldown period of one night. Players killed with the factional kill do not flip a role or alignment.
    The lynch type can be picked on D1. You have to send the host a PM.
    You may choose one of the following lynch types:
    Spoiler : Lynch Types :

    Majority: Lynch requires >50% of total votes. Ties resolved by RNG.

    Plurality: The player with the most votes is lynched at EoD.
    Hammering is disabled.

    Plurality w/ Majority: Same as plurality, but with an extra majority rule: if a player attains >50% of the votes, they are lynched.

    Condorcet: Instead of voting for one player, you rank players in order of who you want lynched. The candidates are then compared to each other on a pair-by-pair basis; the candidate that wins the most 1v1 pair duels is lynched. Hammering is disabled.


    Lynch is mandatory.
    Players' role and alignment are revealed upon being lynched.
    Last wills allowed.
    Anonymous accounts.
    Suicide not allowed.

    The Ten Commandments
    1. Thou shalt not game throw, pretend, or threaten to game throw.
    2. Thou shalt not grief.
    3. Thou shalt be active; a minimum of 10 posts is required every day.
    4. Thou shalt not OGC.
    5. Thou shalt use white when addressing the host.
    6. Do not use this color:
    example
    ;it is reserved for the host. Use it, and ye shall be smitten.
    7. Keep it PG-13, images/videos/links etc are allowed in moderation.
    8. Do not edit your posts.
    9. No COMhunting, no COMclaiming.

    10. Have fun!

    Win Conditions
    Magellan Officers: Eliminate the Brookmond Agents and the Neutral Evil.
    Brookm
    ond Agents: Eliminate the town. At least one Brookmond agent must make it to the end of the game.
    Bounty Hunter: Your target must be lynched during the day. You must survive to the end of the game.
    Turncoat: Choose your wincon at the end of D1.
    If you choose to go solo, eliminate everyone else (apart from other Neutrals) and survive to the end.
    Otherwise, the Brookmond agents must win, and you do not need to survive to the end.
    Android: Your target must survive to the end. You do not need to survive
    Hacker: Survive and see the town lose the game.
    Clone: Survive to the end; if you pick a new role from the graveyard, you inherit its wincon.
    Spoiler : Changelog :
    Changelog 13/12/2019
    -The Boatswain/First Mate are now told if their partner was disguised, after a 48 hour delay (so they are only informed on the following night).

    Changelog 15/12/2019
    -Added Navigator (Spy) to Magellan Officers
    -Added Communications Expert (Crier) to Brookmond Agents
    -Added Nanite Tech Expert (Motion Detector) to Brookmond Agents
    -Changed Faction Colours to more accurately reflect national flags and symbols
    -Role List Formatting looks significantly better now
    -Added Feedback messages for a few roles
    -Added Android (Amnesiac) to Neutral Benign

    Changelog 22/12/2019
    Added Assassin (Disguiser) to Brookmond Agents

    Changelog 05/01/2020
    Added Interrogator (Kidnapper) to Brookmond Agents
    Changelog 08/03/2020
    Renamed Coroner to Geneticist
    Changelog 10/03/2020
    Changed Navigator:
    -removed the ability to read Mafia chat at night
    -instead, the navigator can send one-way anon PMs at night.
    Changed Communications Expert:
    -renamed to Computer Specialist;
    -removed the ability to post anonymous crier-style messages.
    -instead, the computer specialist can now, once per game, read a player's last will.
    Changed Mentalics Expert:
    -can now send private messages.
    -this ability does not use up charges, and may be used in conjunction with any of the other two abilities.
    Changelog 01/04/2020:

    Split Mentalics Expert into two roles:
    -a default Mentalics Expert that can frame people, and send PMs at night
    -and a Biotech Expert who can role block people
    -accordingly, the Mentalics Expert can no longer role block

    Changed Amnesiac:

    -renamed to Clone
    -removed immunity to framing/investigation

    Added Turncoat:
    -Neutral Evil
    -can pick own wincon on D1
    -based on picked Wincon, either has no ability (but wins with the mafia, even if dead),
    or has a one-use day gun, a one-use auto-vest, and may publicly reveal someone's role during the day (but has to survive to the end and eliminate everyone apart from the other neutral)



    Last edited by ; July 20th, 2020 at 04:17 AM.

  2. ISO #2
    Ganelon
    Guest

    Re: S-FM Magellan

    setup itself is based off of a mod setup I sometimes host, the story is based on an unrelated Cortex RP Storyline I've been working on for a few years

  3. ISO #3

  4. ISO #4
    Ganelon
    Guest

    Re: S-FM Magellan

    hm, I may have time tomorrow but I have to reinstall sc2
    and nah I haven't played sc2 since June

  5. ISO #5

  6. ISO #6

  7. ISO #7
    Ganelon
    Guest

    Re: S-FM Magellan

    Quote Originally Posted by Stealthbomber16 View Post
    oh nice another setup I can be 3p in
    I'll be sure to give you Amnesiac so you get the pick of the litter

  8. ISO #8
    Ganelon
    Guest

    Re: S-FM Magellan

    Quote Originally Posted by OzyWho View Post
    What other mod you were referring to in #2?
    I was referring to SC2Maf of course, it's just that back when I played the mod, I sometimes hosted that setup :P
    you don't wanna know how many times that shit's gotten repicked
    although you'd also be surprised at how frequently people actually go through with it

  9. ISO #9

  10. ISO #10
    Ganelon
    Guest

    Re: S-FM Magellan

    ya actually, a few times
    usually people are way too fucking dumb however

  11. ISO #11

    Re: S-FM Magellan

    Can the Boatswain and the First Mate spawn without the other? In other words, can we have a solo mason?
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  12. ISO #12
    Ganelon
    Guest

    Re: S-FM Magellan

    Quote Originally Posted by Marshmallow Marshall View Post
    Can the Boatswain and the First Mate spawn without the other? In other words, can we have a solo mason?
    nope

  13. ISO #13
    Ganelon
    Guest

    Re: S-FM Magellan

    thinking back I now wish I made this setup hidden LOL
    woulda been so much more fun

  14. ISO #14

    Re: S-FM Magellan

    This setup is looking good (even though it's a WIP for now)!

    Just saying, M-FMs don't exist anymore. This game would be an S-FM per its nature.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  15. ISO #15
    Ganelon
    Guest

    Re: M-FM Magellan

    setup's almost done. just need to add one more extra evil role. @Marshmallow Marshall can you please review? I just want to make sure there's nothing I need to fix before I start adding more things

  16. ISO #16
    Ganelon
    Guest

    Re: M-FM Magellan

    one issue as I see it is that if the NB/NE are both pro-scum, theres effectively 6 mafia and 9 town in the game.

  17. ISO #17
    Ganelon
    Guest

    Re: M-FM Magellan

    this can partially be countered by removing one support agent (from the Mafia), and adding an extra town + disabling night kills on n1

  18. ISO #18
    Ganelon
    Guest

    Re: M-FM Magellan

    This would actually make it so that in the worst case scenario, the lynches would go somewhat like this:
    10v5 -> 9v5 -> 7v5 -> 6v5 -> 5v5 (LyLo; benign can technically still side with town) -> 4v5
    D1 -> D2 -> D3 -> D4 -> D5
    the game would take about 5 days to end in this case. plenty of time for town to re-evaluate their reads.

    otherwise, as it currently stands:
    9v6 -> 8v6 -> 6v6: GG
    by D3.

  19. ISO #19
    Ganelon
    Guest

    Re: M-FM Magellan

    Okay, I’ve removed one support agent. The Godfather now receives a secondary role (one of the Support Agents, specifically) that he can use at night. I’ve also specified that nightkills are disabled on N1.

  20. ISO #20
    Ganelon
    Guest

    Re: M-FM Magellan

    Ready for review, like I said

  21. ISO #21

    Re: M-FM Magellan

    Review in progress.

    I think numbers are better like this, being close to the "standard" of having Town occupy 2/3 + 1 of the rolelist. Good job

    Not related to content
    - The Interrogator's description is a copy of the Infiltrator's.
    - The "originally posted by" do not always match roles.
    - The Ninth Commandment is not good: "everything else is allowed" means that you can do things like com-hunting. I suggest you replace it with a rule against com-hunting ^^
    - Outside of the Hacker role that you seem to have planned adding, the setup lacks an OoO (you probably already had noticed, but just as a reminder).


    Questions for clarification
    - What happens if the Turncoat chooses to side with Brookmond Agents exactly? Please specify if the Brookmond Agents get notified, if he enters their chat, or any other special mechanics related to that side-picking role.
    - Do Brookmond Agents have a private chat? If so, night only or 24/7? I suggest to have at least a night chat and wouldn't oppose a 24/7 one, since this setup is based quite a lot on communication, but that's up to you of course.
    - Can the Mentalics Expert use both actions on the same night? Please clarify.


    Content-related
    - The Geneticist does not have the ability to reveal his results at all unless he claims, in which case he would die on the next night for sure, since there is no protective role in this setup. He should probably be able to reveal the checked player's alignment (but not role) anonymously. If you fear that would defeat the flipless point of the setup, I suggest putting it on a charge system (can only do it once [or] twice, for example).
    - How will you enforce the "you cannot reveal your name in the message" rule on the Navigator and Mentalics Expert rolecards? Players can always just say that they sent a message to X on night # and confirm themselves that way. Do you see this rule as essential? If not, it should probably be removed.
    - Being Cook is not something most players will consider as fun, since it's basically a vestless survivor. Plus, survivors tend to create kingmaker situations, and are rarely fun to deal with; they make games a "bargain with the devil", and although that can sound fun, most of the time, it's not enjoyed. Drastically changing the role or removing it is my suggestion.

    Last edited by Marshmallow Marshall; May 1st, 2020 at 11:33 PM.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  22. ISO #22
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    I’ll implement your suggestions + what we talked about in PMs. I’ll then add the Hacker, review it again, and possibly try to host this

  23. ISO #23

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Ganelon View Post
    I’ll implement your suggestions + what we talked about in PMs. I’ll then add the Hacker, review it again, and possibly try to host this
    Alright.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  24. ISO #24
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    @Marshmallow Marshall ready for review

  25. ISO #25

    Re: S-FM Magellan (15P)

    - I still dislike the "Everything else is allowed" commandment. For example, it does not restrict insults in any way, etc. Really, it's a bad idea because it specifies that everything on which the FM Rules would apply by default when it's not specified in the setup is now accepted in your game, and that actions cannot be taken to enforce those things, i.e. that you cannot force-replace someone for going overboard with personal attacks. I very, very, very strongly recommend to remove that commandment.

    - Do you think the Hacker creates a fun environment in any way, both for the Hacker himself and (most importantly) for the targets? If so, can you explain why and how? If not, then the role should probably be drastically changed, although I do like the idea of having a hacker on board lore-wise. This is merely a question/suggestion and it's totally up to you if you want to implement it or not; it does not require changes so that the setup can be approved, but the suggested change may be welcome.

    - Can there be two players with the same town power role, outside of the Masons, including two Captains? If not, it'd be a good idea to specify which roles can or cannot be duplicated.


    Note that the setup seems to be quite well balanced, so that is not a concern.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  26. ISO #26
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Marshmallow Marshall View Post
    - I still dislike the "Everything else is allowed" commandment. For example, it does not restrict insults in any way, etc. Really, it's a bad idea because it specifies that everything on which the FM Rules would apply by default when it's not specified in the setup is now accepted in your game, and that actions cannot be taken to enforce those things, i.e. that you cannot force-replace someone for going overboard with personal attacks. I very, very, very strongly recommend to remove that commandment.

    - Do you think the Hacker creates a fun environment in any way, both for the Hacker himself and (most importantly) for the targets? If so, can you explain why and how? If not, then the role should probably be drastically changed, although I do like the idea of having a hacker on board lore-wise. This is merely a question/suggestion and it's totally up to you if you want to implement it or not; it does not require changes so that the setup can be approved, but the suggested change may be welcome.

    - Can there be two players with the same town power role, outside of the Masons, including two Captains? If not, it'd be a good idea to specify which roles can or cannot be duplicated.


    Note that the setup seems to be quite well balanced, so that is not a concern.
    a) I’ll remove it.
    b) Good question. It’s not particularly fun to be silenced in a setup where communication is extremely important. Nor is it particularly fun for the Hacker. I’ll have to think of another evil role in that case, although just as you said it makes sense to have a Hacker on board.

    c) I’ll have to add that to each role in particular but:
    - There can only be one Captain, one Geneticist, one Godfather, one Killiing Role from each faction (I’m counting both dead and living players here).

  27. ISO #27
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Thinking about it, there’s a potentially interesting interaction with the Turncoat if the Clone decides to become a Turncoat. That could push the game to FOUR kills. I don’t want that, so I think I’ll forbid the Clone from becoming a Turncoat

  28. ISO #28

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Ganelon View Post
    a) I’ll remove it.
    b) Good question. It’s not particularly fun to be silenced in a setup where communication is extremely important. Nor is it particularly fun for the Hacker. I’ll have to think of another evil role in that case, although just as you said it makes sense to have a Hacker on board.

    c) I’ll have to add that to each role in particular but:
    - There can only be one Captain, one Geneticist, one Godfather, one Killiing Role from each faction (I’m counting both dead and living players here).
    Quote Originally Posted by Ganelon View Post
    Thinking about it, there’s a potentially interesting interaction with the Turncoat if the Clone decides to become a Turncoat. That could push the game to FOUR kills. I don’t want that, so I think I’ll forbid the Clone from becoming a Turncoat
    Good calls, especially on the Clone part!
    About the Hacker, perhaps giving him the ability to lock a player's room in the boat, roleblocking them, with two charges? That could be very strong if the Geneticist was to be denied his checks, for example, but it could also backfire and hurt the scum team (harming the Hacker indirectly) if he is not careful. Thoughts?
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  29. ISO #29
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Ready for review. The hacker checks the feedback their target received that night

  30. ISO #30

    Re: S-FM Magellan (15P)

    Re-review in progress.

    The Hacker does not blackmail anymore, but the line limiting blackmails is still in the rolecard.
    Do you still want the ability to have two charges? It doesn't seem necessary to limit them, given the ability the Hacker has.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  31. ISO #31
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Marshmallow Marshall View Post
    Re-review in progress.

    The Hacker does not blackmail anymore, but the line limiting blackmails is still in the rolecard.
    Do you still want the ability to have two charges? It doesn't seem necessary to limit them, given the ability the Hacker has.
    True. I was going to remove that

  32. ISO #32

    Re: S-FM Magellan (15P)

    How will the vote system be picked on D1 (in PMs to you, as public votes, etc.)? Is there a D1 lynch? Please specify in Mechanics if there is anything special about those things.

    Does game start on night 0? If so, are there any actions possible during that night, and do scum have a chat during it? Asking because the Bounty Hunter rolecard says the target is picked on night 0. Please specify in the Mechanics section.

    I know it's already in the scum rolecards, but saying that the scum team has a night chat in the Mechanics section would be appropriate to prevent questions from setup skimmers.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  33. ISO #33
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Good question. I think having each player PM me their vote for the lynch type seems ideal. Thinking of having D1 be 72h long, with lynching disabled for the first 24h.

    No, that was a mistake in the Bounty Hunter rolecard. The Bounry Hunters target is randomly picked at the start of the game.

  34. ISO #34
    Ganelon
    Guest

    Re: S-FM Magellan (15P)


  35. ISO #35

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Ganelon View Post
    Good question. I think having each player PM me their vote for the lynch type seems ideal. Thinking of having D1 be 72h long, with lynching disabled for the first 24h.

    No, that was a mistake in the Bounty Hunter rolecard. The Bounry Hunters target is randomly picked at the start of the game.
    I did not dare to suggest it because of the low amount of love this idea usually gets, but 72 hours D1 with disabled lynch for the first 24 hours would be optimal. You have my full support on this.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  36. ISO #36
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Marshmallow Marshall View Post
    I did not dare to suggest it because of the low amount of love this idea usually gets, but 72 hours D1 with disabled lynch for the first 24 hours would be optimal. You have my full support on this.
    What do you think of adding a Kingmaker-style lynch?

  37. ISO #37

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Ganelon View Post
    What do you think of adding a Kingmaker-style lynch?
    It would be more fitting for another setup. This one is already anonymous and flipless. The mechanic would not be appreciated as much as it could be in another setup.

    ~~

    Approved. Do you want to be put on the Queue?
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  38. ISO #38
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Marshmallow Marshall View Post
    It would be more fitting for another setup. This one is already anonymous and flipless. The mechanic would not be appreciated as much as it could be in another setup.

    ~~

    Approved. Do you want to be put on the Queue?
    Yes please

  39. ISO #39
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    I’m going to change the Covert Operative because right now it can investigate four people which is ridiculous. Town can effectively win the game by just waiting.

  40. ISO #40

    Re: S-FM Magellan (15P)

    Quote Originally Posted by Ganelon View Post
    I’m going to change the Covert Operative because right now it can investigate four people which is ridiculous. Town can effectively win the game by just waiting.
    Well, that's how Sheriff-like roles work. I agree with the two-charges change because of the reason you said, but don't think it's so ridiculous, why do you?
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  41. ISO #41
    Ganelon
    Guest

    Re: S-FM Magellan (15P)

    Because this game takes ~4 days to end
    Sheriff can clear too many people in that short period of time.

  42. ISO #42

    Re: S-FM Magellan (15P)

    Fair.

    Posting to test something in the name of science.
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by oliverz144 View Post
    it looks like many, e.g. MM and lag, suffered under the influence of paopan. However there is a victim: frinckles. He left the path of rationality and fully dived into the parallel reality of baby shark, king shark, and soviet union pizzas.
    Spoiler : The meaning of life :

  43. ISO #43

  44. ISO #44

 

 

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