Alignment: Triad
Role: Machiavellian
Factional Abilities:
Factional Communication
You share a permanent (day and night) factional chat with all other members of the Triad.
Role Cop
The triad may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
Kill
The triad may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
Criminal Network
The triad may assign a member to visit another player to determine if they are a member of the mafia. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
Win Condition:
The Triad is an anti-town faction. The Triad wins if any day begins with all of the following conditions met, or nothing can stop this from happening:
- There is at least one triad alive
- There are no other anti-town factions alive
- The triad consists of 50% or more of the living players
Rolecard:
Every night, the host will roll a 7/7 dice. You possess the following inventions. You may only use/give one each night. You cannot both use an ability and give an invention on a single night. Unless otherwise specified, you have a choice of either using a particular invention or giving that invention to someone else. Once you use an invention, you can no longer give that particular invention away even if you are role blocked and fail using it. If you are blocked, you get the shot back.
Rolling 1) 1-Shot M61 Vulcan: Once per game, you may target a player. You will attempt to shoot the player. Your shot is bulletproof piercing, going through any and all protections. Every visitor to your target will be vanillaized for the following day and night.
Rolling 2) 1-Shot Night Vision Goggles: Once per game, you may target a player. You will attempt to watch and track that player ignoring undetectable statuses that they may have.
You neighborize whoever visits your target, making a chat with them with day and night talk. You investigate whoever your target visits and find out if they have any modifiers on them and which ones.
Rolling 3) 1-Shot Bomb Detector: At night, you may target a player. You will attempt to detect whether it carries bomb items or if they have bomb related roles and how many (Items or shots). Then the following day you may trigger those bombs killing their carriers.
Rolling 4) 1-Shot Nikita: At night, you may self target. If someone visits you the Nikita will lock and shoot its missile to them, killing them and two more targets sharing a private chat with them (this does not affect factional chats). If you use this shot and nobody visits you, you will lose it regardless.
Rolling 5) 1-Shot Inverter: Once per game during the night, you may cast this spell onto the entire player list. During this night, every player with the ability to kill will instead protect the target, and every player with the ability to protect will instead kill the target. Factional actions are not affected by this spell.
Rolling 6) 1-Shot Paranoid Chat Killer: Upon activation of this shot you reflexively kill anyone that adds you to any kind of outside private chat, including those from conversions during this cycle and the next.
Rolling 7: 1-shot Shapeshifter: The Shapeshifter may at night target a player. If the Shapeshifter dies, they will be revealed with the role and alignment of the player they last targeted at night.
If you roll a dice number that you have previously, nothing will happen and you cannot try again until the next night.