The Narrator
Submitted by: May
Randed to: FM-Candyfloss aka Ruby
Original Submission
Spoiler : Original Submission :
**The Narrator**
*“You're on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess.*
*You're here to slay her. If you don't, it will be the end of the world.”*
Each night, select a player to permanenly add to your private neighbourhood. Players who join your neighbourhood may talk at any time and will learn your role.
During the day, players in your neighbourhood may entrust you with their role for the night. If they do, you will gain control of their actions for the following night and day phase, allowing you to privately submit all targets and information their role would require.
You will learn what you must submit (e.g. “a player”, “a message of up to 15 words”), but not what their role does, and they will still recieve any feedback they would get.
Actions which you puppet will be strongwilled and immune to redirection, and will still process as having been performed by the player who entrusted you. If you are roleblocked, you will not add new players to your neighbourhood, but actions you puppet will still go through.
Role Implementation
Spoiler : Role PM :
Alignment: Mafia
Role: The Narrator
Factional Abilities:
Factional Communication
You share a permanent (Day and Night) factional chat with all other members of the Mafia.
Tactician (Night 0 Only)
Before the night 0 action deadline, the mafia may select up to four factional members.
They may freely redistribute roles among those members.
Night Kill
The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.
Roleblock (3-shot)
Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.
Lost Wolf
FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.
Wolf Leader's Silent Shot
The Wolf Leader is: the Mischievous Princess
This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.
Conditional Bonus Kill (3-Shot)
The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.
On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.
The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.
Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)
Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)
Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)
If no information is submitted, the kill has a 0% chance of succeeding.
If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
Win Condition:
The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
- There is at least one mafia alive
- There are no other anti-town factions alive
- The mafia consists of 50% or more of the living players
Rolecard:
“You're on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess.
You're here to slay her. If you don't, it will be the end of the world.”
Your role is uncopiable, and rolecop-immune.
Each Night, you may select a player to permanently add to your private neighborhood. You may also choose to do this during the first 24 hours of Day 1. Players who join your neighborhood may talk at any time and will learn your role and role card. This action is Redirect-Immune.
During the Day, players in your neighborhood may entrust you with their role for the Night. If they do, you will gain control of their actions for the following Night and Day phase, allowing you to privately submit all targets and information their role would require.
You will learn what you must submit (e.g. “a player”, “a message of up to 15 words”), but not what their role does, and they will still receive any feedback they would get.
Actions which you puppet will be Strong-Willed, and will still process as having been performed by the player who entrusted you. If you are Blocked, you will not add new players to your neighborhood, but actions you puppet will still go through.
After entrusting their actions to you, there is an x-cycle cooldown before that same player can entrust their actions to you again (where x is the number of times that player has entrusted their actions to you).
The neighborhood will dissolve if you die.
===
This line onwards will not show up on the role card displayed to members of your hood. This section was not in the originally submitted role card and has been included to make the role alignment agnostic.
Upon your death, your rolecard will only reveal the name of the role and the flavor text.
If you are a member of a non-town faction then you may not knowingly target members of your faction unless there are at least two non-faction members alive in the hood. In that case, you may knowingly add 1 member of your faction to the hood for every 2 two non-faction hood members there are.
The Oracle
Submitted by: Animal Midwife
Randed to: FM-Matchstick Man aka SB16
Original Submission
Spoiler : Original Submission :
The Oracle
Choose one person every night. If you get killed that night/the following day, whoever the person you selected is, gets who they interacted with each night published on thread. This action is multitaskable.
Additionally, foretell the death of a player every odd-numbered night. That player will die at EoD of the following day.
Role Implementation
Spoiler : Role PM :
Alignment: Town
Role: ∞-Lunatic The Oracle
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Choose one person every Night. If you die that Night or any time during the following Day, the person you selected gets who they visited each Night published in the thread at the end of the current phase. This action is multitaskable.
Additionally, foretell the death of a player every odd-numbered Night. That player will die at EoD of the following day. This death is Piercing and will be treated as happening after the elimination vote is processed.
The Seeker
Submitted by: Cape90
Randed to: FM-Red Cross aka Rem
Original Submission
Spoiler : Original Submission :
ROLE: The Seeker
ROLECARD:
Just Me and You: (1-shot)
At night, visit any player, if that player gets visited at night by someone else, they will have ITA immunity, if only you visit them at night, they will be 100% ITA vulnerable.
Binoculars: (1-shot)
At night, you may choose 2 players. If one player visits another player, learn what action they used on the other player.
Let’s Play Detective!: (1-shot)
At night, you can target someone who is on the final votecount of a given day, besides the person who gets voted out, and learn their alignment.
Restriction: You can only use 1 ability out of these per night.
Role Implementation
Spoiler : Role PM :
Alignment: Mafia
Role: The Seeker
Factional Abilities:
Factional Communication
You share a permanent (Day and Night) factional chat with all other members of the Mafia.
Tactician (Night 0 Only)
Before the night 0 action deadline, the mafia may select up to four factional members.
They may freely redistribute roles among those members.
Night Kill
The mafia may assign a member to target another player at night with a Level 25 Wound. This factional action may be multi-tasked with role actions, but may not be multi-tasked with other factional kill actions.
Roleblock (3-shot)
Thrice during the game, the mafia may assign a member to target another player at night with a Level 10 Roleblock. This factional action may be multi-tasked with role actions, but may not be multi-tasked with with other factional actions. Multiple charges may not be used on the same night.
Lost Wolf
FM-Disco Dancer is a Lost Wolf. They will join the mafia's factional chat once there are 6 Mafia left, not counting the Lost Wolf. They do not know the identities of the mafia, nor the other factional abilities of the mafia, although they do know the condition for joining the pack and do know that Mafia knows who they are. Be wary of potential abilities that may intercept attempts to communicate with the lost wolf. Be very careful what you send outside of factional chat.
Wolf Leader's Silent Shot
The Wolf Leader is: the Mischievous Princess
This ability may only be used by the Wolf Leader. Each day, the Wolf Leader may fire a Silent, Level 7 Attack during ITAs in addition to any other ITA abilities they may have.
Conditional Bonus Kill (3-Shot)
The mafia may assign a member to visit another player at Night to target them with a Piercing kill, provided at least one of three conditions are met. This factional action may be multitasked with role actions, but may not be multitasked with other factional kill actions.
On Nights 1 to 3, both the Night Kill action AND the Bonus Kill action may be taken by the mafia.
On Nights 4+, only one of the Night Kill or Bonus Kill action may be taken by the mafia.
The descriptions of the below options will not show on flip, only their titles and the potential power-ups available.
Option 1 (Slank Vig): The target player must have made less than 40 posts during the preceding Day phase.
If the target posted 20 times or less, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)
Option 2 (Spam Vig): The target player must have made more than 250 posts during the preceding Day phase.
If the target posted 300 times or more, the mafia may also submit a power-up for the kill (Choices are: Unstoppable or Investigation-Immune)
Option 3 (Anti-Claim): Alongside the target, the mafia may quote up to 3 posts from the thread containing information about the target's role, the information does not necessarily have to come from the target themselves, however posts made by mafia factional members are invalid. Additionally the mafia must select the power-up for the anti-claim kill (Choices are: Unstoppable or Investigation-Immune)
If no information is submitted, the kill has a 0% chance of succeeding.
If the name of the role is submitted, the kill succeeds 100% of the time, but is not necessarily powered up.
If the name of the role is submitted and information about the abilities of the target are submitted alongside the name, then the chance of being powered-up varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
If the name of the role is not submitted, or if the name is incorrect, but information about the abilities of the target are submitted, then the chance of the powered-up kill succeeding varies from 0% to 100% based on how accurate the information is and how much of the target's rolecard is covered by said information.
Win Condition:
The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions are met, or nothing can stop this from happening:
- There is at least one mafia alive
- There are no other anti-town factions alive
- The mafia consists of 50% or more of the living players
Rolecard:
Just Me and You (Multitaskable, Disabled after ITAs are Disabled):
At Night, visit any player. If you are the only player who visits them that Night, deal a Level 16 Wound. If you aren't, you deal a Level 10 Wound instead.
Binoculars (Nonconsecutive):
At Night, you may choose a player. You will learn what action types (Investigative/Protective/Manipulative/Killing/Communicative/Other) they performed that Night. You will not detect factional actions.
Let's Play Detective! (Nonconsecutive):
At Night, you can target someone who was on the final votecount of the previous Day and learn their role's stats and status levels.
Time Wizard
Submitted by: SB16
Randed to: FM-Talking Anthill aka Bakura
Original Submission
Spoiler : Original Submission :
**__Time Wizard__**
**Retroactive Roleblock**: Go back in time and roleblock a player on a previous night, causing their action to never occur. One charge, night action.
**Day Action Recharge**: Restore a charge of all limited-charge abilities and items used during the current day. One charge, day action. Used at the end of day.
You may not use both of these abilities within the same day/night cycle.
**Wisdom**: You may, once per two days, force the hosts to post this gif into the thread:
https://cdn.discordapp.com/attachmen...17ed459a6d4de&
They will do so as soon as they are able to. This has no effect on the game. As far as you know.
You begin the game with the item Refresher Orb.
**Refresher Orb**: You may activate the Refresher Orb to refresh all of your ability cooldowns. This can be done concurrently with another night action. Refresher Orb then goes on cooldown for 180 days. You may spend a night action to gift the Refresher Orb to another player.
You begin the game with the item Pondering Orb.
**Pondering Orb**: Grants access to the **Ponder** night action. You may spend a night action to gift the Pondering Orb to another player.
**Ponder**: You ponder into your orb. Ask the orb a question, and the orb will respond. The answer may not be truthful.
Any temporary chats you are a part of will last an additional phase.
Your time magic prevents you from being roleblocked.
You may not kill yourself with a time travel paradox caused by **Retroactive Roleblock**.
If you are alive on day 4, the cycle is skipped entirely, and the game progresses straight to day 5. The hosts will not acknowledge this.
**Hidden Info**
The **Ponder** night action picks a response at random to reply to the user from the magic eight ball list of responses. https://en.wikipedia.org/wiki/Magic_8_Ball
Role Implementation
Spoiler : Role PM :
Alignment: Town
Role: Time Wizard
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Retroactive Roleblock (Night, 1-shot, Night 2+): Go back in time and apply a Level 4 Roleblock to a player last Night, potentially causing their actions to never occur. Not all actions are reversible. This ability will not create chain reactions of events. If this Roleblock would revive multiple players, only one is revived (chosen randomly). If this Roleblock revives a player, said player is revived with the Macho modifier permanently and Level 24 Scarred. (Scar levels function identically to Wound except they cannot be reduced by any means)
You may not cause your own death with a time travel paradox caused by this ability.
Day Action Recharge (Day, 1-shot): Target a player and restore a charge of all limited-charge abilities and items that player uses during the current Day phase. This is processed at the end of Day. Cannot recharge killing abilities nor killing items. Other abilities and items may be ineligible for restoration.
You may not use both of these abilities within the same Day/Night cycle. Both of these abilities cannot be refreshed by any means.
Wisdom: At any point in the game, you may ask the hosts to post the following image in the thread:
Spoiler : IMAGE :
- The image will be posted at the end of the current phase.
- After using this ability, you cannot use it again for two full cycles.
- This has no effect on the game... as far as you know.
Your time magic prevents any of your role abilities from being roleblocked.
You begin the game with the following items:
Refresher Orb: You may activate the Refresher Orb to refresh all of your ability cooldowns. This can be done concurrently with another Night action. The Refresher Orb then goes on cooldown for 180 Days. You may spend a Night action to gift the Refresher Orb to another player. The cooldown is global and does not reset when passed between players.
Pondering Orb: Grants access to the Ponder Night action. You may spend a Night action to gift the Pondering Orb to another player.
Ponder: You ponder into your orb. Ask the orb a question, and the orb will respond. The answer may not be truthful. This ability is multitaskable.
Towb Leader (Coup Mastermind)
Submitted by: Bakermir
Randed to: FM-Decepticon aka lemon.tangerine
Original Submission
Spoiler : Original Submission :
Towb Leader (Coup Mastermind)
You are the leader of a secret society plotting to overthrow the regime and take control of this hopeless town. As the pioneer of this movement, you must carefully choose whom to trust with the task of orchestrating a coup to reclaim freedom and justice for all.
Fortune Cookie (4-shot): Anonymously send a 10-word message to any target. They receive a fortune cookie at the end of the Day/Night. They can open it or pass it on.
Clandestine Cells (1-shot): Recruit a Sleeper Agent by sending a 1000-word anonymous message to another living player. They'll receive it with Secret Journal and the "Find Comrades" ability at the end of Day/Night. If this ability doesn’t find an alive target, you will get another shot.
-
Sleeper Agent Abilities:
Find Comrades (1-shot): Send a 500-word message to another player along with the Secret Journal. They'll receive the "Find Comrades" ability and a cat brooch at the end of Day/Night.
Sell Out (1-shot): Steal weapons from the secret stash and receive a silent ITA shot. The Secret Journal will be revealed at the end of the phase and remove every “Find Comrades”. Coup Mastermind will receive the ability to modpost a single message of max 2000 words.
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Cat brooch (Item): It has no use. Tradeable at night.
Cat Lover (Passive, 4 points): Redirect the first 4 actions targeting you to a random alive player with a cat brooch.
Secret Journal (Item): Click (spoiler) to read the journal.
===
SECTIONS:
1. Instructions(spoiler)
Receiving a cat brooch will allow you to receive a signal when the “Day of Awakening” begins.
Revealing yourself or discussing the contents of the Secret Journal with outsiders could result in dire consequences. Proceed at your own risk.
Any player with the journal is given the option to secretly sell out the cause for a reward. (for a hidden ITA shot)
If nobody sold out, everyone who received the journal + leader receives a moderate ITA boost on the Day of Awakening.
If the coup “Day of Awakening” started and somebody sold out the cause then the Coup leader gets the ability to modpost a message of max 2000 words.
2. Journal of Messages(spoiler)
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Entry 1 - Day 1 – Author:
Message:
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Entry 2 - Night 1 - Author:
Message:
=
Entry 3 - Day 2 - Author:
Message:
=
Entry x - Night x - Author:
Message:
=
3. Map to the stash(spoiler)
At the hidden cave, we will be equiping ourselves on the Coup Day.
We have a sniper rifle, a jacket and a bunch of binoculars in our stash.
====
Wake the Cells (1-shot, N2 or later nights): Remove all "Find Comrades" and "Fortune Cookie" abilities from other players. Secret Journal is revealed. If no one sell out the cause by then, you and every player with a cat brooch receives a moderate boost to ITA and the feedback "Day of Awakening!"
Make History (1-shot, 3p only, D5 or later days): Remove all "Find Comrades" and "Fortune Cookies." Trigger "Wake the Cells" if not activated before. Eliminate yourself and a player of your choice from the game.
Role Implementation
Spoiler : Role PM :
Alignment: Town
Role: Towb Leader (Coup Mastermind)
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
You are the leader of a secret society plotting to overthrow the regime and take control of this hopeless town. As the pioneer of this movement, you must carefully choose whom to trust with the task of orchestrating a coup to reclaim freedom and justice for all.
Fortune Cookie (4-shot, any phase, multitaskable): Anonymously send a message to any target of no more than 10 words. They receive a fortune cookie item at the end of the phase containing the message. They can choose to open it, receiving the message, or pass it on to another player at the end of the phase.
Clandestine Cells (1-shot, any phase): Recruit a Sleeper Agent by sending an anonymous message of no more than 1000 characters to another living player. They'll receive it with a Secret Journal, a Cat Brooch, and the "Find Comrades" ability at the end of phase. If this ability fails to reach your target for any reason, you will be able to use it again.
If you die by any means, the rebellion will fail and the "Find Comrades" ability will be removed from all other players.
Wake the Cells (1-shot, Night, N3+): Remove all "Find Comrades" and abilities from all other players. The Secret Journal is publicly revealed and you may choose to make a modpost of no more than 2000 characters. If no one chose to sell out the cause, you and every current member of the rebellion with a Cat Brooch will have their ITAs boosted by 3 Levels for the next Day phase and everyone with a Cat Brooch receives the feedback "Day of Awakening!".
Make History (1-shot, Day, D5+): Remove all "Find Comrades" abilities from other players. Trigger "Wake the Cells" if not activated before. Eliminate yourself and a player of your choice from the game. This kill is Piercing.
\-
Sleeper Agent Abilities:
Find Comrades (1-shot, any phase, compulsive): Send an anonymous message of no more than 500 characters to another player along with the Secret Journal. They'll receive the "Find Comrades" ability and a cat brooch at the end of phase.
Sell Out (1-shot, any phase): Betray your allies for your own personal gain. Steal weapons from the secret stash and receive a silent Level 6 ITA shot.
Cat Brooch (Item, passable at Night): Useless, for now.
Secret Journal (Item):
===
SECTIONS:
1. Instructions
Receiving a Cat Brooch will allow you to receive a signal when the “Day of Awakening” begins.
Revealing yourself or discussing the contents of the Secret Journal with outsiders could result in dire consequences. Proceed at your own risk.
Any player with the journal is given the option to secretly sell out the cause for a reward (a silent ITA shot).
If nobody sells out, you and everyone else in the rebellion receives an ITA boost on the Day of Awakening.
1. Journal of Messages
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Entry 1 - Day 1 – Author:
Message:
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Entry 2 - Night 1 - Author:
Message:
=
Entry 3 - Day 2 - Author:
Message:
=
Entry x - Night x - Author:
Message:
=
1. Map to the stash
At the hidden cave, we will be equipping ourselves on the Coup Day.
We have a sniper rifle, a jacket and a bunch of binoculars in our stash.
====