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  1. ISO #23001

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    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.
    -

    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)
    =
    Entry 1 - Day 1 – Author:
    Message:
    =
    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

    =

    Entry 1 - Day 1 – Author:

    Message:

    =

    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.

    ====


    Last edited by Lumi; April 17th, 2024 at 03:15 PM.

  2. ISO #23002

  3. ISO #23003

  4. ISO #23004

  5. ISO #23005

  6. ISO #23006

  7. ISO #23007

  8. ISO #23008

  9. ISO #23009

  10. ISO #23010

  11. ISO #23011

  12. ISO #23012

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Very entertaining game to watch. I had a great time just spectating and messing around in death chat. Tons of impressive play especially FM-Player 2 going from 12v1 to pulling out the win and the game balance was absolutely incredible for the size and complexity of this game.

    I am curious what mechanics and role features players found especially fun or unfun if anyone wants to throw out their thoughts. I would like to consolidate information on what makes people enjoy a mafia game at some point.
    Intellectual growth comes from discussions, not arguments. If you are unwilling to change your position and hear the other persons side you are closed minded and wasting your time.
    If you can not clearly explain what the other sides reasoning is you can not disagree with their position because you do not understand it.

  13. ISO #23013

  14. ISO #23014

  15. ISO #23015

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    My huge thanks to the wonderful host team for everything, and especially for tearing me out of a depressing reality and giving me these days of joy.

    Great game, as always!
    We won as always, he-he.

    I was FM Pareidolia

    I had a lot of fun with this game. The main problem was my upcoming birthday, which would have prevented me from participating in the game, but fortunately the city shot me exactly the previous day so that I could celebrate it. Thank you!

    All my readings were the results of a dice roll. With its help, I determined who I would townread and who scumread, after which I looked for only townie quotes from first ones, and only suspicious ones from seconds. Since all players do both, it wasn't difficult. I was amused by how in these completely random posts the town digged, found some logic and some sinister plan that never existed My real name in this game was supposed to be Apophenia.

    The only exception from my randomized readlist was the Protagonist. My battle with him was predetermined historically, because there can only be one waifu on this forum, and that is Anime Waifu from the previous game I played I hope no one took this roleplay too seriously. @bakermir , of course, nothing personal, you are a great player and I was glad to play with you!

    I thank the host team for editing my idea for the role, which made it even more interesting. The original version was worse. But the basic concept of the producer, who has a high influence on the outcome of the filming, but cannot completely control it without trusting his film crew, is inspired by my IRL experience in the film industry. It seems to me that the role reflected it as much as possible within forum mafia. I would really like to know @Lilypetal opinion on his experience playing as a producer. Hope you enjoyed it!

    Thank everyone for this amazing experience. I hope I didn't hurt someone with my bad english and sometimes agressive roleplay. You all are great and I love you all
    I agree with plan C.

    Even if game is already over, I am still agree, why not?

  16. ISO #23016

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Ah! In addition.

    I enjoyed my Tarot Prognosticator role. I even tryed to start some Persona-based roleplay at beginning and feel myself like Igor Looking out for 7 visitors at the same place n2 was funny!
    Thank you, @Venusaur , for your role design!
    I agree with plan C.

    Even if game is already over, I am still agree, why not?

  17. ISO #23017

  18. ISO #23018

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by Helz View Post
    Very entertaining game to watch. I had a great time just spectating and messing around in death chat. Tons of impressive play especially FM-Player 2 going from 12v1 to pulling out the win and the game balance was absolutely incredible for the size and complexity of this game.

    I am curious what mechanics and role features players found especially fun or unfun if anyone wants to throw out their thoughts. I would like to consolidate information on what makes people enjoy a mafia game at some point.
    Fun stuff: Hood roles

    Unfun stuff: Hood roles

    In all seriousness, I think pretty much any mechanic can be fun if the right amount is put in. Nothing in particular this game stands out as especially unfun, a lot stands out as fun

    I liked a lot of the item-based roles personally although those can be less fun for the player handing them out.

  19. ISO #23019

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by Helz View Post
    Very entertaining game to watch. I had a great time just spectating and messing around in death chat. Tons of impressive play especially FM-Player 2 going from 12v1 to pulling out the win and the game balance was absolutely incredible for the size and complexity of this game.

    I am curious what mechanics and role features players found especially fun or unfun if anyone wants to throw out their thoughts. I would like to consolidate information on what makes people enjoy a mafia game at some point.
    I think the only mechanic that annoyed me at all was Licky's, because I dont know if we can stumble into killing that without exactly knowing what he is.

    I was also surprised by anti-claim being only 3 shot, but like the game did feel very balanced so maybe thats just me being biased cos I wanted a hand

  20. ISO #23020

  21. ISO #23021

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    GG MAFIA!!!!! GG TOWN!!!!! WELL PLAYED FROM BOTH SIDES MAYBE!!!!!!!

    it was so fun crying and screaming in dvc thanks to someone who shot me i don't remember who
    this game was amazing very well hosted and very good play thank you guys for such a good experience ~gori

  22. ISO #23022

  23. ISO #23023

  24. ISO #23024

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Scarf View Post
    Fun stuff: Hood roles

    Unfun stuff: Hood roles

    In all seriousness, I think pretty much any mechanic can be fun if the right amount is put in. Nothing in particular this game stands out as especially unfun, a lot stands out as fun

    I liked a lot of the item-based roles personally although those can be less fun for the player handing them out.
    I agree with the Hood roles probably being the most fun speaking from experience (I'm disco)

    Also FYI Stealth this is probably the 4th game in a row you've killed me when we play together > : (
    Quote Originally Posted by Stealthbomber16
    I feel like I'm watching a horror movie and the protag. group is exploring an old house or something and everything is super quiet, but you know something bad is about to happen. Mafia man is about to come out from behind the basement furnace and gun down varcron right in front of me. And there will be nothing I can do.

  25. ISO #23025

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    GGs all!!! super fun experience and it was v fun meeting so many new peeps!!!

    there were so, so many worlds town pulled it off. WP by p2, and super wp by goblin and pisskirbs for helping position xan to survive as lost wolf

    town played really really incredibly there for a stint, but unfortunatley endgame lack of wim and complacency can be killers, and p2 utilized town burnout perfectly to post his way to winning.

    GGs all!!! tons fo fun roles!!! ^w^

  26. ISO #23026

  27. ISO #23027

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    GG everyone! This playerlist was amazing and it was super fun playing with everyone (I was FM-Peekaboo)!
    I would vote Lipstick for town MVP and Player 2 for wolf MVP but there were a lot of very strong contenders on both sides. Super close game wolves clutched out!
    Definitely down to play in the next KRC whenever it is hosted if I can make it!!

  28. ISO #23028

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Quote Originally Posted by FM-Player 2 View Post
    I think the only mechanic that annoyed me at all was Licky's, because I dont know if we can stumble into killing that without exactly knowing what he is.

    I was also surprised by anti-claim being only 3 shot, but like the game did feel very balanced so maybe thats just me being biased cos I wanted a hand
    to be fair it wasn’t that my role was annoying, but rather my fakeclaim was, and thats not something hosts can really plan around. I think I did a good job annoying the mafia but in the end you guys outplayed me with that ITA on me and making me waste vengeful kill on eyescream

  29. ISO #23029

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Made a thread to try to get feedback on what roles / mechanics players find fun or not either playing them or playing in a game around them. For those willing to participate I figure it could help make more fun games in the future : )

    https://www.sc2mafia.com/forum/showt...49#post1019849
    Intellectual growth comes from discussions, not arguments. If you are unwilling to change your position and hear the other persons side you are closed minded and wasting your time.
    If you can not clearly explain what the other sides reasoning is you can not disagree with their position because you do not understand it.

  30. ISO #23030

  31. ISO #23031

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Evelyn Thornhill
    By: Laurentus
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Evelyn Thornhill is a great example of how a role doesn't need to be long or complicated to be a great role. It's a very straightforward combination of neat flavor text with a fun spin on an otherwise unremarkable Vig/Roleblocker JOAT. By making it so the actions have to be approved by another player in an anonymous hood, it adds layers to the role's potential, makes it's play much more interesting and dynamic, and elevates the role from unremarkable to worthy of honorable mention.

    Spoiler : Evelyn Thornhill :

    Role: Evelyn Thornhill
    Rolecard:
    "Evelyn Thornhill" has a sophisticated ring to it, suggesting a character who might come from a well-established background. The name "Evelyn" can evoke a sense of elegance and refinement, while "Thornhill" adds a hint of darkness or unease. This combination could suit a character who appears composed on the surface but harbors deep-seated paranoia beneath.

    You are an anonymous neighboriser-JOAT (Level 4 Roleblock, Level 25 Wound).
    At the start of each Day you will receive a random list of X players, where X is equal to one quarter of the number of living players, rounded up. You may invite one player from your list into an anonymous neighborhood, and your goal is to get the neighbor to approve a Roleblock/Wound shot of your choosing that will be carried out by you that night.

    Your Neighbor must submit an ability and a target. If their submitted ability and target matches your choice of ability and target, they will approve of your action.

    If they do not approve your action, or if they die before approving, then you take no action with this role. The neighborhood will dissolve at the start of the following Day. You must cycle through all of your actions before reusing any.
    Last edited by Lumi; April 19th, 2024 at 01:09 PM.

  32. ISO #23032

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Anubis
    By: Marshmallow Marshall
    Game: KRC: Sc2Mafia 13th Anniversary Game


    There are several archetypes for "how to make a great role" that you will see coming up again and again. One of those archetypes is "Turn an insane mechanic into a balanced and interesting role." Anubis is a great example of that - resurrection is normally borderline game-breaking, but Anubis found how to make it workable by making the resurrection take multiple phases to set up, vulnerable to being interrupted by roleblocks, and easy to counter even when it succeeds. But if the role stopped there, it probably would not have been enough to make it to honorable mentions, as those vulnerabilities leaves the role exposed to being interrupted and being functionally just a vanilla role. The role deserves honorable mention thanks to the addition of excellent flavor and the interesting mechanic in mummifying the living where rather than outright blocking or tracking a player, you make them choose which one happens.

    Spoiler : Anubis :

    Role: Anubis
    Rolecard:
    You are Anubis, god of mummification and guide through the afterlife.

    All of your actions are multitaskable with each other.

    Mummify Dead: Each Night, you may mummify a player that has died during the previous Night/Day phases (in other words, on Night 3, you may mummify a player that has died on Night 2 or Day 3) and guide them through the afterlife. Mummified players still enter the (unspoiled) dead chat normally. You will learn their role and alignment, even if they were cleaned. You may choose to wear the mask of Anubis when mummifying players, resulting in them seeing a figure with a canine mask mummifying them, or to wear no mask, resulting in them learning your identity (but not your rolecard or alignment). Upon leaving limbo chat, but before entering spoiled dead chat, mummified players may send you one message with a 100 character limit.

    Resurrect Dead (1-shot, Night 3+): You may target a dead mummy that was town and make your mummy's body (account) rise from the dead and become living once again! Choose another player that has died during the last Night/Day phases. They will take over the long-mummified player's account and role, but not alignment. The resurrected player will immediately receive Level 23 Scarred (Scars function identically to Wounds except they cannot be reduced by any means) and Level 200 Injured. Any site-based PMs that the account previously received will be scrubbed before the target receives the account. It will be announced publicly that someone else (but not who) took over the account that has been resurrected. This ability fails and you lose the charge if you are targeted by a Roleblock, even if you have the Strong-Willed modifier or Willpower.

    Mummify the Living (3-shot, Day Action): You may mummify a living player. Just like with your other ability, you may choose to wear your mask, giving the anonymous canine mask feedback, or to wear no mask, revealing your identity to your target. Your target receives the following feedback at the start of the night:

    A figure with a canine mask/FM-YOURNAME is watching you, either choose to be mummified for the night (affected by a Level 6 Roleblock) or travel under his gaze (affected by a Tracker)
    If they choose to be mummified you apply a Level 6 Roleblock.
    If they choose to travel under your gaze, you track them.

    Resurrection Example:

    Night 1 - Mummify a player's body that died Day 1
    Night 2 - Mummify a player's body that died Night 1 or Day 2
    Night 3 - Resurrect a player that died Night 2 or Day 3 and put them in either the Night 1 or the Night 2 body.
    Day 4 - Player is resurrected.
    Last edited by Lumi; April 19th, 2024 at 01:09 PM.

  33. ISO #23033

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Kill Stealer
    By: Xanjori
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Kill Stealer is the premiere example of how a good role doesn't need to be long. It's the archetype of "fun spin on common mechanic" in its purest form. It can be summed up in one sentence: Jailkeeper that gets a vig when it prevents a kill. Straightforward, right to the point, and solid concept.

    Spoiler : Kill Stealer :

    Role: Kill Stealer
    Rolecard:
    Target a player with a Level 1 Roleblock and a Level 25 Protect.

    If this ability prevents a death that would have otherwise happened by any means, gain 1 point.

    Only 1 point may be gained per Night and only 1 point may be gained over the course of the game from targeting any one specific player.

    Gain a Silent, 1-Shot, Day-Action, Level 1 Terminate usable during the following Day at the following point thresholds:

    • 1 Point
    • 3 Points
    • 5 Points
    • 7 Points



  34. ISO #23034

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Codec Master
    By: PsychoSoldier
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Codec Master is one of those roles where it lets the recipient of it really demonstrate their ability to maximize a role's potential. It's not like killpower, investigative, or manipulative actions that have straightforward and predictable potential. No, unlike those abilities, in unskilled hands the codec master probably has just about zero mechanical impact on the game. But when given to a mechanically skilled and creative player (like what happened this game), the role shines and the greatness of its concept is readily apparent. Despite being one of the on-paper mechanically weakest roles in the game, the Codec Master was among the most impactful roles of the entire game. And that's where the genius of the role's design lies - it was wildly successful in being a role that allowed for such huge impact when used creatively. And there's no better setup for rewarding creativity than KRC.

    Spoiler : Codec Master :

    Role: Codec Master
    Rolecard:
    Once Per Night, Can message anyone. The message will be received at the start of the following Day phase. The message does not indicate you as the sender. During the following Day phase, the receiver can respond. The messenger may send up to two more messages that can also be responded to. No two messages can be sent simultaneously. This action is multitaskable.

    Twice per game, you may jail someone. At the start of the next Day phase, they will be placed into a temporary neighborhood with you. You are anonymous in this neighborhood (appearing as “JAILOR”). While in jail, they can not use any actions (including role actions, factional actions, and items) and receive the following feedback: “You are in Jail. You may not use any actions (including role actions, factional actions, and items).” You may release them at any time before the day action deadline. If you detain them past the day action deadline then they will remain in jail over Night and will be considered to be commuting, however you may still target them. They will receive the following feedback: “You have been detained over night. You may not use any actions and are commuting, however your Jailor may still target you.”

    Once per game, you may target 5 players. If any of those players are added to a hood for the following cycle, they will not be added to the hood, and you will be added to the hood in their place, you will appear as “ANONYMOUS” rather than as your true identity. This action is multitaskable.

    This ability can be used in any of the following four ways:

    • As a day action targeting the current day phase and the following night phase.
    • As a day action targeting the following night phase and the following day phase
    • As a night action targeting the current night phase and the following day phase.
    • As a night action targeting the following day phase and the following night phase.

    Note: When targeting a current phase the ability does not work retroactively and you may miss hoods that were created either earlier in the phase or at the start of phase transition.

  35. ISO #23035

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Elemental Thief
    By: niphredil
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Elemental Thief successfully pulled off the impossible - it made a rock, paper, scissors mechanic in an FM game into a great role. RPS mechanics are notorious in setup design for being very, very difficult to do well in a way that is actually fun. And that's where the impressiveness of Elemental Thief lies. It shows how you can make a strong role by landing the perfect balance in execution of a difficult to implement concept.

    Spoiler : Elemental Thief :

    Role: Elemental Thief
    Rolecard:
    You were born in a magical city. You grew up near the elemental schools, waiting for your turn to start studies and dreaming of the life you'd have after learning to master your element. However, you turned out to not be magical. You were supposed to live as a servant in the magic school, helping the mages to get better, but always staying lowly yourself. "It's an honorable life", they said. "Though you were born without magic, you can still live here and be useful."

    You decided that an honorable life was not for you.

    Steal (Day Action) - You are using forbidden magic to steal the elemental power from other players. Submit the name of the player you wish to steal from, and the element you wish to use. As the rituals for stealing magic take time, you must choose your target before 24 hours into the day phase. The player will be asked to choose an element, if they do not choose, or if they die before choosing, their choice will be randed.

    If your target chose the same element as you… they defend against your magic and they gain the ability to multitask the corresponding elemental night action in addition to their other actions.

    If your target chose a different element… they fail to defend against your magic, they are informed of and affected by the elemental debuff corresponding to the element you chose, and you gain the elemental night action corresponding to what they chose.

    You cannot steal from the same player twice, unless you have already stolen from everyone in the game.

    Elemental overload - If the same element is chosen on two consecutive cycles by the player who you were stealing from, there will be an elemental overload. This results in the element being destroyed forever, and during all future phases, players can only choose among the remaining elements.

    *

    The elements and their abilities are the following:

    Fire

    Blinded (Debuff) - The light of fire is guiding people during the night, and they'll become blind without it. The blinded player can only act after they regain their sight. Their actions, if they have any, will not be processed that Night. Instead, the actions will be delayed until the following Night.

    Burning (Night Action) - You will try to burn a player, but as the fire magic is still unfamiliar to you, your success with the action is still weak. You can target a player to burn them, inflicting a Level 6 Wound.

    Water

    Drugged (Debuff) - As you are stealing the water element from another player, they will start losing their focus. If they have actions that night, they will have to choose three different targets, instead of one. Their actual target will be randed among these three names. They will not be informed who was their final target.

    Rain (Night Action) - The rain will wash away the disguises and allow you to see more clearly. Target a player, you will learn the actions your target used during the Night, as well as all passive abilities they had. If they had actions they didn't use during the Night, you will not learn about them.

    Earth

    Exposed (Debuff) - Losing connection with the earth causes the player to become more vulnerable. They will gain the Macho modifier for that Night, and cannot be protected.

    Stone wall (Night Action) - You are using the strength of the earth to create stone walls around a person you wish to keep safe. Your target gains 1 level of Shielding for the night.

    Air

    Shocked (Debuff) - Stealing the air from a player will shock them for a moment. While trying to recover from their shock reaction, they won't be able to perform their actions as discreetly as usual. They will be able to use their Night actions normally, but they will become announcing. If they use actions during the Night, they will be publicly announced as having visited their targets.

    I was totally intending to do this (Night Action) - Controlling the air gave you the ability to fly. However, flying turned out to be more difficult than you expected, and you'll fall off from the sky, crashing at your target's place. Any killing actions that target you fail, but you are affected by any killing actions that target them.

  36. ISO #23036

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: The Gardener
    By: Litten
    Game: KRC: Sc2Mafia 13th Anniversary Game


    JOATs are a staple of KRC, and at its core, the Gardener is mostly just another JOAT. But the Gardener shows how creative execution of a familiar concept can elevate a role - in fact, the Gardener is one of my personal, all-time favorite role chassis. The role introduces levels and depth to the standard JOAT formula - it scales over time with it's accumulation of seeds, that scaling and the piñata on death adds a degree of planning ahead that is normally absent. Mix in some fun flavor text, a few different interesting abilities to pick from on the JOAT, and you've got a great role.

    Spoiler : The Gardener :

    Role: The Gardener
    Rolecard:
    “A society grows great when old men plant trees in whose shade they shall never sit.”

    Each Day you may plant two seeds. Seeds bloom the next Day. When a seed blooms, you gain a 1-shot ability, which depends upon what seeds you plant. You may plant the same seed as many times as you want, however you may not plant the same seed twice in the same Night, nor may you plant a seed if you've planted it the previous Night. Each Night you may use one ability that you have. When you learn you have died, distribute all of the abilities and seeds you have left over/planted to any players of your choosing. The seeds count as abilities for you, but count as items after your death. They may choose to use any abilities they gain in addition to their Night actions. Some seeds are considered “special” and may only be planted once.

    Seed of Healing - When this seed blooms, you gain the following ability:
    Target a player with a Level 25 Protect

    Seed of Willpower- When this seed blooms, you gain the following ability:
    Target a player with a Level 10 Empower

    Seed of Tracking: When this seed blooms, you gain the following ability:
    Track a player and learn who they visit that night

    Seed of Boosting: When this seed blooms, you gain the following ability:
    Boost a player's ITA by 3 levels tomorrow.

    Seed of Mending: When this seed blooms, you gain the following ability:
    Target a player with a Level 4 Mend

    Special Seeds:

    Seed of Democracy - When this seed blooms, you gain the following ability:
    Make a player's vote count for double the next day.

    Seed of Negation: When this seed blooms, you gain the following ability:
    Make a player's Day actions fail the next day.

    Seed of All Knowing: When this seed blooms, you gain the following ability:
    Select a player and learn their role.

    Seed of Pranking: When this seed blooms, you gain the following ability:
    Replace a player's role for one cycle with the following role: “Each Night target a player, you visit them and they learn that you did. You regain your previous role in a cycle.”

    Seed of Double Shot - When this seed blooms, you gain the following ability:
    Gain an additional Level 5 ITA Attack tomorrow.

  37. ISO #23037

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Forum Mafia Player
    By: Aeoryi
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Who needs creative mechanics when you're in a setup like KRC where you can just steal other role's creative mechanics? That concept is a solid concept, and a staple of KRC, and Forum Mafia Player gets right to the point of it with its role copying abilities. The role shows how even relatively simple designs can be incredible roles in the right context, and there's no better context for role-copying than a setup like KRC. And on top of that, the role gives other roles that died early a second chance - I've said many times before that the most tragic part of KRC is seeing roles die early before they get the chance to shine - but roles like Forum Mafia Player can give roles that have early exits a second chance to shine, just lovely!

    Spoiler : Forum Mafia Player :

    Role: Forum Mafia Player
    Rolecard:
    Each Night, you may use one of the following abilities. After using all shots of both abilities, they will be recharged back to their starting values.

    1. Substitute (Active, Night, 2-shot): You may target a player that died within the last cycle to gain their role for one cycle, in addition to this role. You may not target the same player twice per game, and if the target has multiple roles, you will only get one role, chosen at random.
    2. Gimmick player (Active, Night, Cooldown, 1-shot): You may target a living player to gain their role for one cycle, in addition to this role. You may not target the same player twice per game, and if the target has multiple roles, you will only get one role, chosen at random.

    You may multitask one of the above actions each Night with any abilities from the new roles you gained but you may not multitask them with each other.

    Your action will fail under any of the following circumstances without feedback (e.g. indistinguishable from being Blocked):

    • The target's role has the “Uncopyable” flag.
    • You have copied the role before.
    • The target was cleaned.
    • The target is investigative-immune.

    Any killpower that you copy and attempt to use will automatically fail.

    Your role copying and role reversion both occur at SoD.

    If you are currently copying a role, then rolecops will treat you as if said role is your true role with no indication of this role.

    To illustrate:
    Night 1: Copy a target.
    SoD 2: Receive copied rolecard. Perform relevant actions with copied rolecard
    Night 2: Perform relevant actions with copied rolecard. Copy a new target.
    SoD 3: Old copied rolecard expires. Receive new copied rolecard. Perform relevant actions with new copied rolecard.
    Night 3: Perform relevant actions with copied rolecard. Copy a new target.
    etc.

  38. ISO #23038

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness
    By: Ewianking
    Game: KRC: Sc2Mafia 13th Anniversary Game


    The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness (hereby referred to as just "The hopeless romantic") is another great example of how a role doesn't need to be long or complicated to be a great role. The relatively unique angle of a role that focuses almost entirely on generating or diminishing power for other roles through supporting them or nerfing them gives the role points for creativity. And the OoO manipulation adds so much depth to the role as it requires the user to have good reads and a solid understanding of mech to be used effectively. All in all, it's a unique, creative role with a high degree of potential and mechanical depth all in one of the shortest rolecards (and longest role names) in the game.

    Spoiler : The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness :

    Role: The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness.
    Rolecard:
    They just really like people…. Really really fast. They are a hopeless romantic and just fall in love with one person really fast, pretend to not like them, then secretly help them out.

    These two role actions are multitaskable and occur before the Night Phase OoO.

    I'll help you out buddy-
    Every night target one person, their non-factional actions are processed fully before the Night Phase OoO. (e.g. players killed at Night normally still take their action. However a killer buffed in this way will pre-empt any actions their target would have taken). Investigative actions buffed in this way will still receive typical feedback.

    I dislike you buddy-
    Every night target one person, their non-factional actions are processed after the entire Night Phase OoO.

  39. ISO #23039

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Firestar Warrior Cats
    By: neil the eel
    Game: KRC: Sc2Mafia 13th Anniversary Game


    https://www.youtube.com/watch?v=hk6Fj-Zju9k
    Firestar Warrior Cats is a role with a particularly unique mechanic - find mentions of song names, links, or lyrics in the thread, and then link those to an existing AMV of Firestar Warrior Cats. I don't think I've ever seen a mechanic like this before. Top points for creativity! Given the broad range of what constitutes song names and lyrics, and the large number of Firestar Warrior Cats AMVs, the role is relatively easy to make use of and turns otherwise mundane tracker/roleblock actions into a fun minigame. Add in the role's fun flavor, and the role's honorable mention is well deserved!

    Spoiler : Firestar Warrior Cats :

    Role: Firestar Warrior Cats
    Rolecard:
    Firestar, leader of Thunderclan. You come from humble origins but you are far from the scared kittypet you once were. You heeded the call to the wild. The forest is your domain.

    With this life, I give you…:

    You have until the day action deadline on Day 1 to choose 9 players. If you do not choose 9 names, 9 random players will be chosen. If all of these players die before you are dead, you will become a treestump upon death for the following Day phase. As a treestump, you are able to post in the thread and in any private chats you are a part of but are otherwise not able to interact with game mechanics (including voting and ITAs) in any way.
    *

    May all cats old enough to catch their own prey gather beneath the high-ledge:

    Every night, you may choose between the options of exiling a player, promoting a player, or sending out a patrol of up to 3 players (including yourself). At the start of day, all players in the game will be informed that (a) player(s) had that action done to them, but not what that means. You must cycle through all of these abilities before using the same one twice.

    • Exile: When you choose a player to exile, you may choose whether they are unable to target you with any actions, or any members of your prior day's patrol, if applicable.
    • Promotion: The player you choose to promote will be affected by a Level 10 Empower.
    • Patrol: The players you choose will learn more about each other while on Patrol and each player will learn all Status Levels of all players in the Patrol.

    *

    Warrior Cats AMV (Invisible to Rolecops):

    Whenever someone posts a song name, link, or lyric in the thread, you may search to see if there is an existing (uploaded pre-rand) warrior cats animated music video (Multi Animator Project, Animated Music Video, or Picture Music Video, abbreviated to MAP, AMV, and PMV respectively). If there is, then you may submit that post and the corresponding music video.

    If the animation is “about” (features in the name of the video or its thumbnail)…

    • Firestar: You will perform a tracking action on the poster that Night and learn which players, if any, they targeted with their role abilities.
    • Either Tigerstar (Tigerclaw) or Scourge: You will perform a Level 1 Roleblock on the poster.
    • Any other cat: You will visit the poster

    If an animation features both Firestar and Scourge/Tigerstar or another cat, whichever is featured primarily decides the option.

    You may only use this ability once per cycle and the selected post must be from the corresponding day phase. This action is multitaskable.

    You may not hint at this ability, or attempt to get others to specifically send songs for this. Doing so will result in this ability being lost.

    *

    Undying Focus:

    When you die, choose a player. For the next night, all actions that originally targeted that player become Strong-Willed.

  40. ISO #23040

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Sinner
    By: tepig19283
    Game: KRC: Sc2Mafia 13th Anniversary Game


    A common issue with roles is that they blow through their power budget. And a relatively underutilized solution to that problem is by exploring ways to expand a role's potential power while staying within the power budget constraints. Sinner achieves that by making all of its abilities into double-edged swords. Its targets get a mixed bag, a buff of one kind and a nerf of another. This allows for interesting and dynamic play, maybe you want to nerf a target so you use an ability where they're unable to benefit from the buff but are severely hampered by the nerf. Or maybe you want to help a target, so you give them a buff that is particularly useful and hope that the nerf isn't too debilitating. It's a very creative concept that is tied together with fantastic flavor.

    Spoiler : Sinner :

    Role: Sinner
    Rolecard:
    You are a Sinner. Specifically, dealing with the Seven Deadly Sins. You may submit either one Greater Sin and one Lesser Sin each Night or one Special Sin instead

    All abilities are 1-shot and cannot be refreshed by any means.

    Wrath (Lesser Sin): During the Night, target three players, dealing a Level 1 Wound to each. However, your targets' ITA shots will be boosted by 1 level for the following Day phase. Your target learns of their boosted ITA shot, but not why.

    Pride (Greater Sin): Protect a player from all kills at Night and make all of their actions Strong-Willed (cannot be roleblocked or redirected), but they become Macho afterwards (cannot be protected by any means). They are informed they became Macho, but not why.

    Greed (Lesser Sin): During the Night, select two players. Any Day abilities targeting either of these players will instead target you. Players targeting the two you picked will not be informed of their actions being redirected. ITAs are counted as Day abilities for this ability. At the end of the Day, if you redirected at least two abilities from one of your targets onto you, you may choose to have that target unknowingly bodyguard you for the Night to pay back the debt. You many only choose one target to bodyguard you, even if both had two or more abilities redirected away from them.

    Envy (Greater Sin): At Night, select a player. You will learn their full role but not their alignment. The next Day or Night, alongside any of your sinful abilities, you can use one of their active abilities. You do not gain any of their passive abilities. If the effects of an ability you choose would cause somebody to die, the ability backfires and kills you instead. At the end of the cycle, you lose this role and any ongoing abilities caused by it will be cancelled. Your target still has access to their role, and is informed that their role was copied, but not who or why. If your target's role is uncopyable or your target is investigation-immune, this ability will not be able to copy their role.

    Lust (Greater Sin): At Night, select a player. You will fall in love with them, making them your lover for the duration of the following cycle. You will die if they die, but the opposite is not true. You will also, in addition to any other night action you take, visit and watch the player, seeing anybody who visits your target (however, you will not be able to see killpower this way). Your lover does NOT learn you are loverized to them. You can tell them, if you wish.

    Sloth (Lesser Sin): At Night, select this ability to slack off (equivalent to inflicting a Level 3 Wound on yourself). However, whichever Greater Sin (not Gluttony) you use the following Night, you perform twice. If you use Envy after this, instead of targeting two players, you will gain full use of the role abilities of the player you targeted in addition to your regular abilities for one cycle.

    Gluttony (Special Sin, N2+): During the Night, select a list of x/4 players, including yourself, where x is the number of alive players (rounded down). At the start of the following Day, all players selected will be announced and the following (truthful) message will be posted by the hosts:

    "Everybody here has been invited to a feast this Night phase. However, it is revealed that the main course will be somebody here!

    The person who initiated this event is hidden among the guests. If the host is still alive at the start of the Night, all surviving invitees will join a private chat and be able to cast a vote for the person they want to become a main course (die). If the host is the player who receives the most votes, there will be a special reward for one of the guests who helped vote them out.”

    The reward for the players will be determined by the hosts. If you survive the event, you will instead gain the reward. It will be tasty, probably.

  41. ISO #23041

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Stressed, Depressed, and a Third Thing
    By: nanook
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Brought to you by the creator of other hit roles like "Lonely Cowboy in Desperate Need of Some Love and Also Some Bullets Cause He Didn't Pack Enough Even Though His Mother Specifically Asked if He Had Enough Bullets" and "Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya", I am happy to present "Stressed, Depressed, and a Third Thing"!!

    Comedy can take a role very far. And there is no better example of that this year than Stressed, Depressed, and a Third Thing. The eclectic set of abilities are tied together through punchlines. And the publicly visible activation of said abilities led to some of this year's funniest moments with pirate Luigi.

    Spoiler : Stressed, Depressed, and a Third Thing :

    Role: Stressed, Depressed, and a Third Thing
    Rolecard:
    Stressed: We all do out of character stuff when we're stressed. Not all of us make people walk the plank, but you do! Target a player--if they can swim, they're fine. If they can't swim, they sink to the bottom of the ocean. Let's see any doctors just try to help 'em there (This kill is a piercing kill). To determine if a player can swim or not the hosts rolls a d50 when you activate this ability, if they roll less than the number of posts your target made in the last phase then they can, otherwise they cannot. You can use this ability until someone you target dies the Night you target them (even if it is not your action that is technically responsible for killing them).

    Depressed: Oh man, oh god, what have you done? You killed someone, and for what? Because they mentioned in passing that they like the color red and that triggered a panic attack because you had a huge crush on them and you almost wore red that day but then you didn't, and then you directed all that anger at them? You know what actually, valid. On the Night after your Stressed target died, you go see your therapist and work out your feelings--you are considered as commuting for this Night.

    A Third Thing: I dunno I really just had the two ideas and couldn't think of a clever rhyme.

    Once during the Day, you may quote somebody's post and respond with either "LAND HO" or "SCURVY DAWG" (in all caps).

    At Night, if you quoted somebody's post using one of the above phrases during the previous Day phase, you can submit your post to the hosts to unlock an ability.

    If you said "LAND HO", you'll be told what action types targeted the player you quoted that Night (action types are Investigative/Protective/Killing/Manipulative/Communicative/Other). You will not see yourself as one of the visitors.

    If you instead said "SCURVY DAWG", you'll be told what action types the player you quoted used that Night.

    You may alternate between using these two abilities for the rest of the game. You may not target the same person twice with one of your abilities.

  42. ISO #23042

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Honorable Mention: Time Wizard
    By: Stealthbomber16
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Speaking of comedic roles, Time Wizard is a great role as it combines comedic elements with the "turn an insane mechanic into a balanced and interesting role." archetype. The core of the role's mechanical power lies mostly in it's retroactive roleblock (and the day action recharge - but to a much lesser extent). Retroactively roleblocking on first pass sounds insane, how would it even work? And then you start thinking about it more and realize it's potential - it can resurrect players, it can kill players, it can restore charges of investigative night actions, when combined with manipulative abilities it can duplicate investigative actions. The ability is insane, and the role manages to make the insane balanced. And the comedic elements elevate it to its spot here at the very top of the honorable mentions.

    Spoiler : Time Wizard :

    Role: Time Wizard
    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.

  43. ISO #23043

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: Sith Lord
    By: Dum
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Another archetype of great roles is "flavor first design." Sith Lord is an excellent example of how a flavor first design process can lead to an outstanding role. The role revolves around the flavor of last year's KRC, where the 3p Council faction had one of its members get inactivity modkilled on day 1 - that member's role was "The Jedi Master." The role then continues that narrative thread and makes a role answering what happened next. The fallen Jedi Master is now a Sith Lord. It no longer has a council - it instead has an apprentice. It refuses to die the same way it died last game as Force Visions ensures it will survive to Day 2 with flavor text "You will NOT allow yourself to be left for dead again." And the rest of the role expands on the flavor of a Sith Lord. And on top of the excellent "flavor first design" the role includes several interesting and unique mechanics with the master/apprentice dynamic and the modification of another rolecard.

    Spoiler : Sith Lord :

    Role: Sith Lord
    Rolecard:
    Once upon a time, in the distant past of KRC 2023 you were a Jedi Master renowned for your wisdom and a respected member of The Council. That all changed when the mafia infiltrated the town. At the first sign of illness, your fellow councilmen left you for dead. They said it was for the "greater good", that there was no other way to ensure the council could uphold their prime directive: to maintain balance. What a bunch of hubris. In their self-righteous overconfidence, they let a mafia slip away, and the town was overrun. Pathetic.
    No matter. You don't need those weakling anyways. You are stronger than the council ever was. And unlike them, you will not fail.

    A Master and an Apprentice. No more, no less (Passive): You will be informed of the identity of your Sith apprentice at SoD 1. They possess weaker force powers than yours, and do not know your identity. They still possess any other role abilities from their original role. You gain a private chat with your apprentice at SoD 1, you are anonymous in the private chat. Unless otherwise specified, you may not target your Sith apprentice with any of your abilities. You need not worry about unwanted ears listening in on your conversations, but can you trust your apprentice?
    You may see the full abilities of your apprentice at the end of the rolecard

    The Dark Side (Passive): You are rolecop-immune. Your role is not copyable.

    The Master (Passive): At the start of each Day, you are informed of who your apprentice attempted to target with their Sith powers the previous Night. However your apprentice may try to deceive you and give you false results. Mechanical Note: You are informed of who they attempted to target, not who they actually targeted such as in the case of redirections or blocks.

    Treacherous Apprentice (Day Action, Unstoppable, 2-Shot): During the day you may investigate a single line of feedback you received from your “The Master” passive. If this feedback was fabricated by your apprentice, then you have proof of treachery against you by your apprentice, and you don't hesitate to strike them down.
    If the feedback is fabricated then you instantly kill them, this kill pierces all forms of protection, and comes at no charge to your abilities. You will not choose another apprentice.

    Force Visions (Passive, Night 1 or earlier): You will NOT allow yourself to be left for dead again. If you would die on Night 1 or earlier by any means but being executed, you will instead attempt to avoid death by commuting.

    Force Lightning (1-Shot, Night): Shoot force lightning at your target, stunning them and any visitors to them, causing any items to be dropped and picked up by you. They will also not receive feedback for that night, instead being told "you blacked out after being hit by lightning. You cannot remember the events of the night." Their actions will still go through.

    Mind Rip (1-Shot, Night): Forcibly extract your targets memories from their mind, learning who they visited the previous night, as well as any feedback they received.

    Force Drain (1-Shot, Night): Drain the life force from a target, transferring all your levels of Wound onto the target. You are informed of how many levels you transferred. For every two levels of Wound (rounded up) you transfer in this way, gain a level of Scarred. (Functions identically to Wound except cannot be lowered with Mend.) The attempt on my life has left me scarred and deformed.

    Force Choke (1-Shot, Night 3+): I find your lack of faith... disturbing.
    Choke your target to death. They are affected by a Level 20 Terminate. This ability can be used on your Apprentice, if you so choose.

    Mind Control (1-Shot, Night): Target two players and force them to target each other with any non-killing single-target night actions they were using that night, including factional actions. They will receive the following feedback: "You suddenly stopped having control over your body. You were forced to target X with Y!"
    (The mind control works exactly like if the controlled player targeted X themselves. The Sith Lord gets no feedback.)

    Apprentice Powers
    A Master and an Apprentice. No more, no less (Passive): You are the apprentice of the Sith Lord. Your role's name gains the “Darth” modifier. Having trained you, they know all your force abilities. You share a private chat with them, but they are anonymous. They have stronger force powers then your own, and are known to be extremely paranoid. Being caught scheming against, or lying to them will surely have dire consequences.

    The Dark Side (Passive): You are rolecop-immune. Your role is not copyable.

    False Action Report (Every Phase, Multitaskable): Every SoD you report to the Sith Lord how you used your Sith powers that Night. You have the option to override this report by submitting a false usage alongside your night actions. There may be consequences for this.

    The Apprentice (1 Shot, Night, Unstoppable, Multitaskable): The Master trains the apprentice for the moment they will be ready to surpass them and strike them down, beginning the cycle again and carrying on the legacy of the Sith. But that doesn't mean they will make it easy for you.
    Choose a player. If they are the Sith Lord, you will strike them down, inheriting any remaining charges of their enhanced force abilities (and keeping your original role abilities). This kill pierces all forms of protection. However, if you are wrong, the Sith Lord will be informed of your treachery.

    Stand Guard (2-Shot, Night): Stand guard outside a player's house, rolestop all visiting actions to your chosen player. If they get 1 or fewer visit, not counting you or the Sith Lord, then they are affected by a Level 4 Roleblock. (This ability cannot prevent Roleblock-Immune or Redirect-Immune visits).
    This ability will not stop the Sith Lord from affecting your target.

    Force Push (3-Shot, Night, Multitaskable): Force push your target, causing them to bang their head against a wall, and suffer a Level 10 Daze.

    Study the Dark Side (Night, Multitaskable): Target up to three players, learn if any are the Sith Lord.

  44. ISO #23044

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)
    By: didistetter
    Game: KRC: Sc2Mafia 13th Anniversary Game


    The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved) (hereby referred to as The Giving Tree), is another great example of "flavor first design." The role is built around a strong core flavor concept with various mythological trees and the stories behind them. The abilities of the role are then derived from the nature of said mythological trees. And while the role did suffer from some of the downsides of inventor roles (namely that because they give out abilities that can then be used over and over again, as the game goes on their power tends to balloon, resulting in said inventions having a very limited power budget), I am very happy to see this role in the hall of fame as it is a premiere example of how flavor first design can lead to an outstanding role.

    Spoiler : The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved) :

    Role: The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)
    Rolecard:
    The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)

    Watching the progression of these people around you as they grow up from snot nosed little buggers to decrepit old men is rewarding, but also draining. As a tree, you want to embrace your faction within your branches to keep them safe, but sometimes helping foster life means letting your loved ones make their own choices.

    Active abilities:
    The Sacred Trees:
    Each night, you are tasked with giving away bits of your own life force in order to help your beloveds live, You have 5 unique tree powers to give out. Giving is compulsory, and each power can only be given out a single time. You may not gift the same player multiple trees, because that's just silly. No one has the space to plant multiple trees. In this economy????

    The Assyrian Sacred Tree:
    The three most common images in Assyrian palace reliefs are sacred trees, lion hunts, and self-inserts of Ashurnasirpal II as a divine god king taking over duties that don't really belong to him. Since art is a perfect and flawless depiction of history, this means that the most important aspects of Assyrian life were maintaining the sacred tree of life, and hunting lions.

    In honor of this kingly life, the player who receives this tree is granted a single-use Level 5 ITA Attack that can only be used against a player with an animal in their profile picture. Additionally, the tree's life-giving branches grant the recipient of this tree one level of Shielding, so that they might hunt in peace. This Shielding is only active during the day and does not regenerate after it is consumed.

    The Tree of Life & Tree of the Knowledge of Good and Evil
    At the intersection of the Pishon, the Gihon, the Tigris, and the Euphrates sit two trees with extremely tempting fruit. The tree of Life is fair game for afternoon munchies, but if you eat of the other… well, the wrong kind of knowledge can come at the ultimate cost.

    The player who receives this tree gains one level of Shielding for the duration of the night phase. However, they can choose to trade in that protection in order to gain the ability to track and follow a player that Night instead and see both who they visited, and what type of action they performed. If this power is used to track any sort of killing action, then they have seen too much and immediately die.

    Yggdrasill
    The Poetic Edda recounts how the god Odin sacrificed himself by hanging from the world tree for nine days in order to gain knowledge of the nine worlds to better protect his people and ensure them victory in battles across the realms so that they might retire to Valhalla. This sacrifice led to the world tree becoming known as Yggdrasill, meaning Odin's Gallows.

    The player who receives this tree may attempt to channel Odin's sacrifice. The first time they end the Day with a wagon of at least three votes cast against them (not including you or themselves), they earn a single Level 30 Protect to be used the following Night.

    The Mahabodhi Tree
    According to legend, the Buddha attained enlightenment while meditating under the Mahabodhi tree. While this tree is less of a traditional tree of life, it is still an important symbolic representation of the moment where one was freed from the cycle of life and death. In a way, a mafia game is also a samsara—a painful cycle of life, death, and life.

    In order to find closure in the samsara that is mafia, the player who receives this tree must work towards their own enlightenment. Each night upon receiving this gift, the recipient must predict 3 ITA targets for the following cycle. Their own target cannot count towards this number. If all 3 predicted targets die from ITAs, then the player has obtained enlightenment and they gain a one-shot, Level 10 Mend day action. (This action cannot be gained multiple times)

    The Egyptian Tree of Life
    Sacred trees in mythology are often tied to fertility and mother goddesses. One quirk of Egyptian mythology is that the names of duties of gods and goddesses would change across dynasties. The original mother goddess, Nut, was often depicted next to sycamore trees, and would provide life by secreting fruit, milk, and sap from her own body. The later usurper goddess, Isis, was born out of an Acacia tree, which turned the tree into an ultimate symbol of fertility and motherhood.

    The player who receives this tree may channel Nut and Isis once per Night, to bind their soul with the tree and allow it to “bear fruit”. They may target a player and provide them with the fruit, milk, and sap from the Tree of Life. If the targeted player were to die that Night then instead the Tree of Life will nourish them back to health, but doing so is gravely taxing and the player who bound their soul to the tree of life will perish in their stead.

    Passive Ability:
    “And the tree was happy”: Once you give out all 5 powers, you will become a tree stump for one cycle after death. As a tree stump, you cannot participate in ITAs, don't count for parity, and cannot vote.

  45. ISO #23045

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: Paranormal Investigator
    By: Pqwerty
    Game: KRC: Sc2Mafia 13th Anniversary Game


    I have mentioned before that a way to make a great role is by taking a particular mechanical niche and then fully exploring the different ways a role can interact within that niche. Paranormal Investigator is the perfect example of that concept. The role is a dedicated dead interaction/medium role and it explores that concept in a variety of different ways with novel and innovative mechanics. It doesn't stop at simply creating a medium chat with a dead player, instead it has options to have dead players submit emojis, answer lists of questions, make a modpost, and yes - also form a medium chat. And it explores this niche with excellent flavor to boot.

    Spoiler : Paranormal Investigator :

    Role: Paranormal Investigator
    Rolecard:
    This role can talk to the recently departed using one of: an emoji board, a spirit box, a seance, or voice recorder. You select the ability you wish to use during the day, and its effects take place that night. You do not lose a charge if you are Blocked. After you run out of charges of all your abilities, they may be re-used without restriction.

    Emoji Board (1-Shot): During the day choose a question to ask in limbo. All players in limbo may answer the question, each with a single standard discord emoji. In the morning you will receive the answered emojis in a random order.

    Spirit Box (1-Shot): During the day, pick 10 questions to ask one of the players that died within the previous Night phase. That Night they will receive the questions and may answer, but only with short (at most 6 letters) one-word answers. You will receive the answers in the morning.

    The Seance (1-Shot): You call in a spirit medium to speak for the dead. Pick a player that died during the previous Night phase. During the night, they may write a modpost that will be posted the following morning, with a size limit of 200 characters. The modpost will mention that it is from a Seance with the player you selected.

    Voice Recorder (1-Shot): You go into a dark room and begin a conversation with a random ghost. You can hear their responses played back on your voice recorder. You get a 1 on 1 anonymous chat room with a random player in limbo for the entire Night.

    *

    Ghosts may choose to not respond. If you receive no responses for any reason (e.g. they chose to not respond, the deceased player you targeted isn't in limbo for whatever reason, etc.) then the feedback will be flavored accordingly.

    *

    Special ability: Inheritance [HIDDEN ON FLIP]

    At any point while you are alive, you may choose a player and one of your available abilities that you wish for them to inherit. You may change your target and ability as many times as you wish but this ability will fail if you do not have at least one charge of the chosen ability remaining when you die (unlocking full access to all of your abilities counts as having unlimited charges).

    The player inheriting your ability will receive it as an item and they must use it at the earliest possible opportunity to do so. The item will always be forced to target you if it is possible for it to do so.

    • The Emoji Board question will be submitted during the Day phase you die (Day death) or the following Day phase after you die (Night death). The ability will then be activated for the following Night.
    • The Spirit Box questions will be submitted during the Day phase you die (Day death) or the following Day phase after you die (Night death). The ability will then be activated for the following Night and will target you, if possible.
    • Seance will be activated at the start of the next Night phase after you die and will target you, if possible.
    • Voice Recorder will be activated at the start of the next Night phase after you die. The random ghost selection will target you, if possible.

    You cannot choose to pass the spirit box or emoji board for inheritance if you die to the Day elimination vote.

    If this role is is part of a faction and alive, dead members of that faction can speak in the factional chat for as long as they are in limbo. If this role is dead and in limbo, they can also speak in their factional chat.

  46. ISO #23046

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: The Deck
    By: AAA
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Many of the mechanics that we implemented this year were attempts to remove randomness from the game, so often randomness ends up being more frustrating than interesting. But this role is the perfect example of how to run randomness well. In game design there is the concept of input randomness vs output randomness. Output randomness is when your options are predictable, but the outcomes of those options are randomized. This is often frustrating as it feels like you're at the mercy of luck. Contrast that to input randomness where the outcomes are predictable and instead the options you have available are randomized. This role utilizes that concept and combines it with an interesting hand-building minigame to activate various mechanics along with a risk vs reward mechanic via the hidden card that adds an element of risk without subverting the input randomness concept. Overall the Deck is a phenomenal example of how to do randomness in FM well.

    Spoiler : The Deck :

    Role: The Deck
    Rolecard:
    The deck contains the regular 52 playing cards (Ace through King of all 4 suits (spades, diamonds, clubs, hearts)) and 2 jokers. At the start of each Day, you are dealt 4 cards. 3 of them are face up, and 1 is face down. Before EoD (Day action submission time), you must choose and discard 2 of them. At that point, the suit/number on the face down card is then revealed to you (you may only use it if you previously chose not to discard it). Based on the cards you chose, you gain access to specific actions. You may only perform one of the actions you have access to unless otherwise specified. All four dealt cards are discarded from the Deck without replacement. The deck is NOT reshuffled if you run out of cards.

    Single Suit:
    • On a Spade, you get access to a limited Level 1 Roleblock (can only target one action type from being performed (investigative, manipulative, protective, communicative, killing, other))
    • On a Diamond, you get access to a Level 4 Wound
    • On a Club, you get access to a Status Cop (see what Statuses+Levels a player is affected by)
    • On a Heart, you get access to a Level 10 Protect that also applies a Level 10 Injure at SoD

    Matching Suit:
    • On 2 Spades, you get access to a Level 3 Roleblock
    • On 2 Diamonds, you get access to a Level 10 Wound
    • On 2 Clubs, you get access to a Status Cop + Role Cop
    • On 2 Hearts, you get access to a Level 25 Protect that also Cleanses all levels of Injured and negative debuffs. (If a debuff can be cleansed is left to host discretion)

    Pairs:
    -On a pair, you may choose between the upgraded ability for either suit and receive the Strong-Willed modifier for that action. Additionally you may return any number of non-joker discarded cards (including the pair) to your draw deck.

    Blackjack:
    -On a 21, you may choose between the upgraded ability for either suit, and receive a Silent, 1-Shot, Day-Action, Level 1 Terminate for the following Day. The Terminate can only be received once, on future blackjacks you instead receive the un-upgraded ability for the other suit in addition to the upgrade ability for the chosen suit. Finally, you peek at the next 10 cards in the deck, move as many as you'd like to the discard pile, return the rest, and then reshuffle your draw deck.

    The Joker:
    When you are dealt a joker, it may be used as any card remaining in the deck, search the draw deck for said card, replace the joker with said card, and discard the joker (this replacement does not count as an ability, i.e. the "you may only perform one action" clause does not apply to it)

    If you are dealt 2 jokers, you hit the Jackpot.

    Jackpot: You gain access to every possible action you could take. This includes:
    • A limited Level 1 Roleblock
    • A Level 4 Wound
    • A Status Cop
    • A Level 10 Protect -> Level 10 Injure
    • A Level 3 Roleblock
    • A Level 10 Wound
    • A Status Cop + Role Cop
    • A Level 25 Protect that also Cleanses
    • A Silent, 1-Shot, Day-Action Terminate for the following day
    • The Strong-Willed modifier for all these actions.
    • Return any number of non-joker discarded cards to your draw deck.
    • Peek at the next 10 cards, move as many as you'd like to the discard pile, and reshuffle the draw deck.

    Additionally you gain a multitaskable 1-shot action that you may activate on a future Night to become Kill-Immune for that Night.

    Footnotes:

    • The limited Roleblock will decrease Willpower.
    • The limited Roleblock will only grant the target Willpower at SoD if it successfully prevented an action..



  47. ISO #23047

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: Pride
    By: Eliza
    Game: KRC: Sc2Mafia 13th Anniversary Game


    The "assemble Exodia" concept has been tried a few times before, often with mixed results. This role is a spot-on example of how to execute that concept well. One common pitfall that "Exodia" concepts fall into is that the pieces of "Exodia" they're seeking to assemble are static, often just assigned to specific players at rand and then no further interaction takes place. Pride instead makes the items dynamic - they have utility for the holders of the items which spurs the recipients to discuss how to use the items, and they must be passed each day, causing additional movement, additional utility, and additional opportunities for people to bring up the existence of the items as they receive them. Combining that dynamic nature of the role's items with a few investigative actions designed to specifically track down the items, and the role succeed in making the hunt for its items into a fun, skill-based experience rather than feeling like a big roulette wheel. Another common pitfall is that the payoff for collecting the items is static and uninteresting, but this role creates interesting and dynamic interactions with scaling power levels as the role collects more and more items with each item having a specific power. Overall, this role is an example of strong execution of a neat but potentially difficult to execute concept.

    Spoiler : Pride :

    Role: Pride
    Rolecard:
    At the start of Day 1, your royal items will be randomly distributed to five different players.

    Each item has the following compulsive ability:

    • If you held this item during the Night, then during the following Day, you must pass this item to someone. This action is multitaskable and the target receives the item at EoD.

    If one of your items is passed to a player that had previously possessed that same item, then the item will instead be passed to you.

    The items grant the following effects when held by other players (in addition to being passable; usage refreshes after being passed):

    1. Crown - At Night, you may target a player and learn what items they have.
    2. Robe - At Night, you may send an anonymous message to someone. They may send one back the following Day.
    3. Sword - At Night, target someone with a Level 3 Wound.
    4. Ring - At Night, target a player and learn what statuses and status levels they're affected by.
    5. Scepter - At Night, you may choose a player: you learn one sentence of a role ability they use tonight, if any.

    When any player with one of these items dies, it is passed to you automatically. If you are dead, then the item disappears after their death.

    You possess the following abilities to aid you in tracking down your lost items:

    Scan - Choose up to 3 people at Night, learn what royal items they have, if any. This action is multitaskable.

    Steal (2-shot) - Target a player at Night, if they pass any items during the following Day phase, you will gain those items instead.

    You gain power depending on how many of your items you hold and which items you hold. After you receive one of your royal items, it still counts as an item, but it cannot be stolen from you, you cannot pass it to another player, and you will take them with you to the grave. Items are in general multitaskable, this applies to your royal items as well.

    1. Crown - If you hold the crown, your steal action may be used during the Day. If you hold two items, including the crown, your base ITA also increases in strength by 1. If you hold 4 items, your base ITA strength increases by 2.
    2. Robe - If you hold the robe, then the first X investigative actions that target you fail without feedback, where X is the number of royal items you possess. You may disable or enable this passive freely. If you hold three or more of your items, one of which is the robe, players may also send anonymous messages to "Pride." Sending a message to “Pride” is a non-visiting, multitaskable night action. These messages are sent to you. The latter effect will be publicly revealed when active.
    3. Sword - If you hold the sword, you may target someone with it at night and affect them with a Level 10 Injure, Level 2 Wound. If you hold three or more items, one of which is the sword, you may do this twice. If you hold all five of your items, you may do this three times, including during the day as non-silent ITAs. (Note: when used during the day ITA window, these are still Wounds, not Attacks)
    4. Ring - If you hold the ring, then once per game target a player at night with a Level 15 Protect, unless they hold a one of your royal items, in which case you target them with a Level 40 Injure. If you hold all five of your items then you may additionally use the ring to target a player at Night with either a Level 10 Empower or a Level 10 Daze (you choose which). Unlike the protection, this ability has unlimited charges.
    5. Scepter - If you hold the scepter, each Night, choose a player: if they hold one of your items, you learn their role. If you possess three of your royal items, including your scepter, then you learn your target's role if they possess one of your royal items or if they ever possessed one at any point.

  48. ISO #23048

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: Aspiring Film Producer
    By: Zedus
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Aspiring Film Producer is an example of a strong execution of a familiar concept. The role started out with the idea of making a mini-faction or a sub-faction - the film crew, and uniting them together in a hood - the filming studio. The role then took this core concept and sought to expand on it in ways that were mechanically interesting and akin to factional mechanics, while still being alignment agnostic. Nightly "film crew" powers that were voted on by its members functioned were a mirror to factional powers. The potential for all members of the film crew to gain rolecard upgrades if they accomplish a shared goal functioned similarly to a faction's shared win-con. And the role's successful combination of these multiple interesting mechanics resulted in its excellent execution.

    Spoiler : Aspiring Film Producer :

    Role: Aspiring Film Producer
    Rolecard:
    You are a young filmmaker who has a small budget and wants to make the film of your dreams and win fame, money and success.

    Hire a Crew (Day 1, Compulsive)
    During Day 1, hire three players to join your crew in three different roles. You may change this selection at any time and, unlike most Day actions, it locks in at EoD rather than at the Day action deadline.

    Your film crew has four roles in total:

    Producer. You are the Producer.

    Screenwriter. You may hire anyone, but a good screenwriter should be able to write better than anyone. The more posts your screenwriter made on Day 1, the better. Highest poster grants +10 Film Quality, scaling linearly down to -10 Film Quality for the lowest poster.

    Director. You may hire any player, but a good director is decisive and has vision for future success. The first voter on one of the elimination wagons (changing vote and coming back resets position) grants +10 Film Quality, scaling linearly down to +0 Film Quality for a player who was last to an elimination wagon or who voted off-wagon.

    Lead Actor/Actress. You may hire any player, but a true star is popular, the player who received the most votes at the end of the day but was not executed grants +10 Film Quality, scaling linearly down to +0 Film Quality for a player that received the least votes.

    The Show Must Go On! (Day Action, Compulsive): Film crews must always have four members, if a crew member dies before the premiere, you must select a replacement to join the crew at the start of the Night. You may pre-submit an ordered list of replacements in the event that you are offline or if a crew member dies at EoD. If no selection is made, then a random living player will join as a crew member.

    A Tragic Death (Passive): If a crew member dies and they flip town, their tragic death captures the audience's attention. +20 Film Quality.

    A Scandalous Death (Passive): If a crew member dies and they flip wolf, their involvement in your film sparks a scandal. -20 Film Quality.

    You may not gain more than +20 Film Quality in total from the combined effects of A Tragic Death and A Scandalous Death.

    Replace Crew Member (Day Action): You may replace a crew member, but doing so sets you back as audiences question your indecisiveness. -20 Film Quality

    Vindicated Dismissal (Passive): If you removed a player from your crew and they flip wolf before the premiere, then your decision to remove them is vindicated. +30 Film Quality.

    The Filming Studio (Passive): All members of the film crew join the filming studio (neighborhood). If the producer dies, the film crew falls apart and the filming studio neighborhood is dissolved.

    Creative Consensus (Passive): The film crew votes on the target of Outdoor Shooting, Staged Shootout, and Closed Preview. If the voting is tied 2 to 2 or 1 to 1 to 1 to 1, then the Producer's vote breaks the tie. The producer is treated as the one visiting and other crew members may use their actions as normal. Votes are submitted privately but are publicly revealed at the end of the Night.

    Outdoor Shooting (Night 1, Compulsive, Roleblock-Immune): Your film needs an outdoor shoot, select any player's house to film at.

    • If the targeted player lives, all members of the crew receive feedback on everyone who visited the filming set that night (Watcher). +10 Film Quality per non-crew-member-visitor, max: +30 Film Quality.
    • If the targeted player dies, then the shooting has to be scrapped as the police turn people away. No feedback is received and no Film Quality is gained.

    Staged Shootout (Night 2, Compulsive, Roleblock-Immune): The film crew films an action scene at the chosen house. The target player will be affected by a Level 10 Protect. The audience will be captivated by an incident in a shootout with a real weapon, if the protected player is targeted by any killing action, +15 Film Quality. If the protected player would have died if not for the protection, +15 additional Film Quality.

    Closed Preview (Night 3, Compulsive, Roleblock-Immune): The chosen player becomes a member of a focus group and spends their night watching an unfinished version of the film. The player is targeted by a Level 15 Roleblock. +20 Film Quality.

    Premiere Night (Day 4/Night 4, Passive): At the start of Day 4, the premiere of the film will be announced. During Night 4, the thread remains open all Night as the film is premiered. After Premiere Night, the Film Crew neighborhood is disbanded.

    Personal Bodyguard. During filming (Nights 1-4), the producer is protected by studio security. The first time the producer would be killed by non-piercing killpower, the bodyguard instead takes the bullet. In effect, the producer as 1 level of Shielding. If this shielding is used, then the death of studio security sets filming back significantly. -40 Film Quality.

    *

    After Premiere Night…

    Filming is over, the film crew chat is disbanded, and the reviews start coming in:
    Failure (<51 Film Quality) The producer loses everything, including all abilities, items, the ability to use ITAs, the ability to vote, etc. The producer then fades into irrelevance after a cycle (Treestumped for a cycle and then die)

    Small Success (51-80 Film Quality) The film recovers its costs, the Producer becomes a regular member of their faction (Vanillaize)

    Hit Film (81-105 Film Quality) The film is a hit! All crew members have their role cards upgraded. And the film producer starts planning their next project: they may interview (role-cop + status cop) a player each Night.

    Award Winning Film (106+ Film Quality) The producer has gained a degree of notoriety and influence. In addition to receiving the Role-Cop action and crew members receiving upgrade role cards, the Producer's vote also counts for two.

  49. ISO #23049

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: 2007 Bank
    By: Kylomax
    Game: KRC: Sc2Mafia 13th Anniversary Game


    An all too common pitfall of role submissions in KRC is that they blow through their power budget and end up being overpowered, resulting in them needing to be nerfed across the board. But post-submission nerfing often leaves roles feeling watered down. 2007 Bank managed to offset power budget concerns through a built-in "risk" mechanic, yes the role can do a lot, but doing so you rack up risk which can quickly cause the role to self-destruct. The role had a built-in power limiter which allowed it to push past what is typically possible within a single role's power budget. But the ingenuity of the built in power limiter didn't stop there - because the risk mechanic was so easy to be tweaked by hosts just ticking the numbers and thresholds up or down, like a built-in balancing knob, it left much of the role's original ideas in tact, and preserved its potential for powerful interactions.

    Spoiler : 2007 Bank :

    Role: 2007 Bank
    Rolecard:
    You are a bank in 2007. You must navigate high risk high reward investments without losing favor with the government.

    You have a one level of Shielding. Once per game, the government will bail you out.

    Each Night, you may choose to perform two of the following, you may not choose the same action twice in the same night, except the option to reduce risk:

    • Target a player and submit a type of action (Killing, Manipulative, Communicative, Protective, Investigative). If the targeted player has at least one action of that type, learn their role (not alignment). Gain 1 Risk if it succeeds or 2 Risk if it fails.
    • Target a player. You will learn the name of every player that visits them during the night. If they die that night then your investment fails, you fail to see who visits them that night, and you gain 3 Risk, otherwise gain 1 Risk.
    • Target up to three players. If none of them die that Night, increase the strength of their ITAs by 1 tomorrow. Otherwise, decrease the strength of their ITAs by 1 level tomorrow and gain 1 Risk for each player you targeted.
    • Target a player, they gain the Strong-Willed modifier for all their role actions as long as you live and you gain 1 Risk. If that player is ever not targeted in a cycle (your visits and self-visits do not count for this), they are no longer a profitable investment. The player loses the modifier and you gain 2 Risk.
    • Reduce your risk by 1.

    You begin with zero risk. These effects stack, except for the 3 Risk threshold, if you go above a threshold and then back below then you are no longer affected by the corresponding penalty.

    • At 3 risk, you exceed the threshold for government protection, and you permanently lose your 1 level of Shielding.
    • At 6 risk, your risky investments begin building up. Gain one risk every time someone targets you with an ITA.
    • At 8 risk, the government sees you responsible for your own bad investments, and restricts you to only one action per Night.
    • At 12 risk, your bank has failed beyond salvaging, and you will immediately die. You cannot be protected from this death.

    When you have 9 risk or higher, you may declare bankruptcy during the night. This declaration is Unstoppable. You gain the Macho modifier and all ITAs that target you inflict twice as much Wound. All previous abilities and risk you had are removed. When you declare bankruptcy you must do the following:

    • Pick a player, they were one of your executives who escapes into another high-paying job with a golden parachute. They receive an extra vote as long as you are both alive. This effect is announced in thread. You also gain a permanent neighborhood with them.
    • Every Night you liquidate and restructure your assets. Any player that targets you at Night rolecops you along with their normal action.


  50. ISO #23050

    Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)

    Hall of Fame: Alan, Overbearing Manager
    By: Ryast
    Game: KRC: Sc2Mafia 13th Anniversary Game


    Many roles are submitted as if the role is in a sort of pseudo-vacuum. Aware that, yes, there will be other roles in the game, and of course this role will interact with other roles, but the kinds of inter-role interactions that submissions court are fairly limited. And it makes sense given the format - it's very hard to create specific, deep inter-role interactions when you have no idea what other people are submitting. And that is what makes Alan, Overbearing Manager that much more innovative. It anticipated the existence of a fairly common type of mechanic - neighborhoods - and then came up with a unique way to interact with said mechanic. Mix in a few novel, thematically fitting hood-interaction mechanics and on-point flavor, and the role is easily hall of fame material.

    Spoiler : Alan, Overbearing Manager :

    Role: Alan, Overbearing Manager
    Rolecard:
    In The Loop (Passive): Whenever a chat between two or more living players is created (aside from any factional chats), you will non-anonymously join that chat. Unless stated otherwise, you are unaffected by all mechanics that would usually affect members of the chats you are in. There may exist certain chats which you do not automatically join due to reasons mechanical or otherwise.

    Propose Motion (Day or Night Action, Redirect-Immune, Once per Cycle, Instant): Choose a chat you are in. Any player who is in the chat, including you, may vote on targets for an action from the following list. The action is picked at random (without repeats) before the vote, so players know what they're voting on. If this ability is used during the day, then you will perform the action that night. If this ability is used during the night, then you will perform the action the following night. Votes are submitted privately but are made public in the hood at the end of the night when you would perform the action. If the hood closes before voting would end, players may still continue to submit votes for the action. Tied votes are selected between the tied choices, favoring your vote if it is on a top target, otherwise picked at random.

    The possible actions are:

    • Audit: Learn who your target visited last night.
    • PTO: The target is affected by a Level 25 Protect and Level Level 10 Roleblock.
    • 2 Weeks Notice: Grant the target a last will.
    • New Hire: Invite target player to this chat. If the chat would end that Night, extend it until the end of Day.
    • Promotion: Grant the target a tripled vote during the next day. (Triplevote is disabled if receiving it would cause the mafia to gain parity, even if it is given to town).

    Abilities picked for the vote must cycle through all options before one can be picked again.

    Meeting Adjourned (1-Shot, Instant): Permanently close a chat you're in. If there is an active vote because of your role, it closes with no result. Some chats may not be affected by this ability, in which case your shot will be refunded.

    Forced Overtime (1-Shot, Instant): Extend one of the chats you are in so that it lasts for another cycle.

    Workplace Politics (Passive): You cannot be protected from death by any means.

 

 

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