5-6pm EST / 23:00-24:00 CET and 1-2pm EST / 19:00-20:00 CET
The Setup
In KRC, every player submits a custom made role.
After all roles are submitted, the hosts assign roles to alignments to create a balanced setup.
Roles are then randed back to players, but you cannot receive the role you submitted.
Closed setup, high-powered, role madness ensues.
Semi-Anonymous: Public Playerlist, Anonymous Accounts.
How to Sign
Sign-ups this year will be restricted since we're taking fewer players: (similar to last year)
Sign-ups are open as normal to all players who have played at least one SC2 Forum Mafia game to completion since the end of the last KRC hosted on this site, and all players whose homesite was SC2 Mafia at any time, past or present. If you are in one of those categories and want to be invited, DM Taffy as soon as you can.
Further sign-ups will be on an invitational basis only (a direct invitation from the hosts). We will start inviting people who have played several previous renditions of KRC.
If you are ineligible to sign, or have only played once before, but you would very much like to be invited, feel free to DM Taffy. There are no promises, but motivation counts.
We reserve the right to disqualify eligibility to sign up at our discretion.
Now that we have reached the player cap, any further sign-ups will be added to the pre-rand sublist. The pre-rand sublist replaces players who signed up but need to drop out for some reason before the game has started.
Index (these are being finalised, check back in the coming days)
Re: ?KRC: Sc2Mafia 14th Anniversary Game (S-FM 362)
Post-Signing Checklist
1) Join this year's KRC discord server
You will get this linked to you after you sign up. Most if not all host communication will go through your private channel in this server. Private channels will not be made public after the game, but site moderators may be given access for moderation purposes.
2) Review the rules for the game
This game uses some non-standard game rules, and ignorance of the rules is not a valid excuse for breaking them. Breaking some of these rules may result in an immediate modkill without warning.
3) Submit a custom avatar
This is a change from last year, we are asking you to create your avatar first this time!
You should create your avatar using MSPaint or a similarly low-tech image editing software.
It's fine if it sucks. That's part of KRC tradition. In fact, we will reject avatars that look too polished!
The preferred way of submitting avatars is through your private channel in the KRC discord server.
Here is a link to a gallery of some avatars from previous years for reference: gallery link
The custom avatar is for YOU to use, NOT the person that rands your role! Do not make the avatar related to the role you submitted.
As the game is semi-anonymous, please try not to submit an avatar that makes the identity of your main account extremely obvious.
4) Submit your custom rolecard
Make sure to review the Rolecard Submission Rules before starting on your role.
If you have questions about the process, please message the hosts in the KRC discord server.
The preferred way of submitting rolecards is through your private channel in the KRC discord server.
Do NOT ask questions in any public space.
Do NOT discuss any aspect of your role submission with any non-host before OR after submitting your role.
5) That's it! Now just wait for the game to start!
Re: ?KRC: Sc2Mafia 14th Anniversary Game (S-FM 362)
The Rules
1) The number one rule of KRC
You MAY NOT discuss the role you SUBMITTED in any way, shape, or form other than in direct discussion with the host.
Even in factional chats, you may not discuss your submitted role.
You are free to discuss the role you received without any restrictions! (Note the difference between the role you submitted vs the role you received!)
Revealing mechanics of the role you submitted will result in a modkill.
Revealing the name of the role you submitted will result in a modkill.
Softing mechanics, softing the name - modkill for both.
You know what role you submitted and may make decisions and actions accounting for that knowledge (e.g you do not have to intentionally perform sub-optimal actions in order to act uninformed), but aside from that you must act and post as if all the roles in this game were created by me and you have no knowledge of what roles are in the game.
Players attempting to hunt or deduce role submissions of living players anywhere other than in their own head/in communication with the host will also be in violation of this rule.
2) Keep the game anonymous
The playerlist will be public, but everyone will receive an anonymous forum account.
You may not modify your profile picture or signature at any point during the game.
The only change you may make to your profile is to set your pronoun preferences.
You should treat this game like an anon game. This means:
Do not mention identities or meta reads on other players
Do not hunt other players' mains
Do not soft or reveal your main
Do not attempt to circumvent these rules
Taking any of these actions is liable to result in a modkill.
We cannot stop you from thinking these things or talking about them with the hosts, but none of these thoughts should be evident in your actual posts.
Do be wary that talking about self-meta, bringing up previous forum games, and/or talking about personal information can violate this rule.
If you are unsure what constitutes softing your main, ask the hosts before posting.
3) 10 posts per day minimum
Anyone who fails to meet this will be modkilled, subject to discretion with factors such as an early hammer.
If you don't think you can meet this requirement, please do not join this game.
4) There are no subs, only modkills
Life happens. We know this. Modkills are not a reflection on you as a person, they are a hosting choice to prevent angleshooting.
5) Clear communication that is equally readable to all players
The language used for this game is english.
Cryptography is forbidden. Breadcrumbing is okay.
Do not reference that thing that happened in that one game you were in with another player that the other players were not.
Do not hide messages in images or videos.
6) Paraphrasing yes, proof no
Do not post screenshots of anything in any place another player could see it. If you wish to quote something, paraphrase it.
This is not limited to screenshots of PMs, discord or private chats. Do not post pictures of your handwritten notes or of the snowstorm that caused your power outage.
7) Remember what to repost where
You may only copy paste player communication from a public chat to a more private chat. This means:
You may copy from the game thread into a private chat. You may NOT copy from a private chat into the game thread.
You may copy from a private chat into a factional chat. You may NOT copy from a factional chat into a private chat.
You may copy from anywhere into your private discord channel, because the hosts see all.
You may paste your rolecard and action feedback in factional chats (we will usually do this for you, but if we're slow or undermanned you may). You may not paste this anywhere else. You may not paste any other mod communication.
If you are not sure if what you're planning on doing is allowed, ask a host first.
8) We reserve the right to modify these rules as needed
Last edited by KRC Hosts; February 1st, 2025 at 03:06 PM.
Re: ?KRC: Sc2Mafia 14th Anniversary Game (S-FM 362)
Rolecard Submission Rules
There will be two different role submission deadlines, described below.
All submitted roles must be alignment agnostic. Meaning any alignment, including town, group-scum, and 3p can all make use of the role.
Roles may be significantly more complex than is standard in most Forum Mafia games. More detailed rules for long role submissions are described later in this post.
Roles must be logistically feasible More on what is logistically feasible later in this post.
Certain mechanics are banned from role submissions. Banned mechanics are explained later in this post.
The role you submit may be rebalanced without your knowledge. We try to keep it to a minimum, and the earlier you submit your role the more time we will have to work with you on any changes we might want to make.
You may choose to workshop the role you submitted with the hosts and have the opportunity to address balance issues with your submission. Be aware that we can't guarantee that your role submission will not be changed during the later stages of the balancing process.
KRC roles are meant to be fun and relatively powerful. Submit accordingly.
The Two Role Submission Deadlines
The First Deadline - February 26th
Please submit your role by February 26th if you fall under one of the following categories:
- The role you have submitted has complex / experimental mechanics.
- Please submit early into this deadline if you have a role over 5k characters in length (not including flavor) so we can properly workshop it.
If you submit a role over 5000 characters in length, please ensure that the role you have submitted is finished and that a reasonable attempt at making the role work cohesively has been made.
We reserve the right to reject any role that we deem to be too difficult to adequately balance within a reasonable time frame.
If you're unsure if your design will work, we recommend you ask a host for advice before you start writing your role.
The Second Deadline - March 5th
Please submit your role by March 5th if you do not meet any of the criteria for needing to submit your role for the first deadline.
Submissions with over 3k characters will not be accepted for this deadline.
Banned Mechanics
The following is a list of mechanics that are not allowed in role submissions.
- Alignment-Changes (Account swap mechanics are fine only if account swaps are publicly announced or between two players of the same alignment.)
- Roles with Alternative Win Conditions (These are NOT considered alignment agnostic submissions).
- Elimination Vote Interference (Includes mechanics that protect from or override the elimination vote, remove vote power, or alter phase lengths. Vote gaining mechanics are allowed. Treestumps are allowed).
- Silencing
- Explicit Lies in Role Cards or Role Flips (Hidden information is allowed, explicitly false information is not. However, mechanics that give explicit lies from investigative ability results ARE still allowed.)
- Limbo-Breaking Mechanics (Dead players can not interact with the game unless they are in Limbo. Dead players are automatically removed from Limbo no more than one cycle after they died in the game).
- Instant Day Abilities (We are people.)
"Sharp" Mechanics
Some mechanics are what we call "sharp": running around swinging them wildly will more often than not result in someone having a bad time. You may still submit roles with sharp mechanics, but roles that utilize them are significantly more liable to be rejected or modified during balancing.
If you wish to use one of these mechanics in your role, consider trying to come up with a creative non-vanilla implementation of them, but even then we make no promises that your role will escape the cutting board.
The following is a list of mechanics that are considered to be "sharp":
- Killpower (killpower is almost always significantly over-submitted and is very likely to be cut back on).
- Bulletproof Vests (Same reasoning as above).
- Post Restrictions
- Jester Mechanics (generally anything that makes it so someone wants to be the top wagon at EoD. Mechanics that incentivize being voted but not eliminated are fine).
- Post Ranking Mechanics (e.g roles that try to encourage you to be the top poster. They don't usually turn out well in practice).
- Strong Investigative Abilities with Minimal Counterplay (such as alignment cops, ToS-style psychics and Watchers without the Personal modifier, which prevents them from seeing factional actions).
- Roles that reactively expose / kill the person who kills them (and other such roles with limited ways to play around them).
- Host Interaction (these typically require significantly higher amounts of relative work from our end and can get dicey with subjectivity, so we will have to cap the number of roles that rely on host interaction)
- Redirection / Bus Driving (Redirectors and especially Bus Drivers are overly strong on scum compared to town. Additionally, they create frustrating play patters. Redirection and/or Bus Drivers that do not redirect kills are more likely to be accepted).
- Strong Communicative Abilities (Neighborizers are usually oversubmitted and are liable to be cut back on).
- Hidden info (We are likely to modify roles with hidden information during the balancing phase to stop the role submitter from having an unfair advantage over the role's recipient.)
Logistically Unfeasible Mechanics
This game is most likely going to have thousands of posts per phase, the hosts do not have time to read the entire game closely, so any roles that require a close or careful reading of the thread by the hosts are not feasible. A common way to re-work roles that desire such effects is to put the burden of closely reading the thread onto the recipient of the role. E.g rather than a role having an automatic effect every time X happens, make the recipient of the role able to receive said effect by quoting a post that has X happening in it.
It is also not logistically feasible for us to be able to process an extremely high volume of actions from one role submission. A good rule of thumb is to ask yourself "if a large number of people submitted a role as time intensive as mine is to process, would the hosts have enough time to process them all?". If the answer is clearly a no, it's likely that your role submission is infeasible for us to run.
If you have questions on whether a mechanic is logistically feasible or not, feel free to ask before the role submission deadline closes. Such questions will not be answered after.
Last edited by KRC Hosts; January 31st, 2025 at 02:33 PM.
Accounts:
Anonymous accounts, an account will be provided for you
Phase Length:
48 hour days, 24 hour nights.
SoD/EoD Time:
1PM Eastern Standard Time. 19:00 CET.
Role Submission Flips:
There will not be role submission flips on death.
Day Action Deadline (including day votes):
Exactly at posted EoD Time. X:59 = good, X:00 = too late
Night Action Deadline:
3 hours before SoD
Early Hammers:
Night is always at least 20 hours long. SoD will always be at the SoD time.
Elimination Type:
Plurality Elimination.
Plurality with Majority Hammer enabled happens only after ITAs are disabled.
Votes to hammer is equal to 51% of the number of living players, rounded up.
Sleeping/Skipping:
Sleeping/Skipping is allowed.
Last Wills:
Last Wills are not allowed by default.
Death Notes:
Death Notes are not allowed by default.
Self-Votes:
Self-votes do not count, the bot doesn't even register them.
Factional Chats:
Factional chats will be on Discord. Factional chats will NOT be anonymous.
Private Chats: This year, private chats will be on Xoyondo, tentatively.
In-Thread Attacks:
Yes. Refer to the In-Thread Attacks section for more details.
Anti-Slank and Anti-Spam Mechanics:
This setup may feature anti-slank and / or anti-spam vigilantes in addition to the regular post minimum in place.
Anticlaim:
We cannot give guarantees about the existence or non-existence of roles or abilities that punish role claiming. Claim at your own risk.
Limbo:
Limbo exists, preventing players from passing on to deadchat immediately. The specifics of Limbo will not be revealed at this time, but players will not stay in limbo longer than a full cycle.
Like last year, we will be using Sequential ITAs instead of the regular ITA system.
How do Sequential ITAs work? SITAs are similar to regular ITAs except that, every time a player is shot at and that player survives, the surviving player is more likely to be killed by all future shots that are fired at them.
This can stack an infinite number of times - meaning that, if the player targeted now survives the second shot fired at them, the third shot fired at them is now even more likely to hit than the second was (and so on).
These shots do not need to be consecutive, other players may be shot in between, the shots may even be spread over multiple day phases.
The higher the sum of the accuracy of all shots previously fired at the target, the more likely it is that future shots will kill them.
For a more detailed explanation of how ITAs will work, please read the following: Role Mechanics
General ITA Mechanics:
- Starting Day 2, all players may, once per day, shoot at another player.
- Unless modified by a role ability, this shot is public, regardless of if it hits or not.
- The player who is shot will have a percentage chance of immediately dying and flipping.
- ITAs can only be used during pre-set time windows.
- ITAs will be disabled when the total number of living players falls below an undisclosed threshold.
- The default percentage chance of hitting will not be disclosed. This may be affected by role abilities.
- Submit ITAs as -ITA (INSERTPLAYER)
In-Thread Attack Windows
Window 1: 4 hours after SoD from 5PM to 6PM US Eastern Time.
Window 2: 24 hours after SoD from 1PM to 2PM US Eastern Time.
Last edited by KRC Hosts; February 1st, 2025 at 11:13 AM.
Can I ask questions about the setup? Yes, there's no guarantee we will answer your questions, but it doesn't hurt to ask!
Can we trust you? We will never knowingly lie to you unless made to do so by a role.
What factions are there? There is an uninformed majority known as the town, and there is at least one anti-town faction. There could also be third party roles with their own win conditions.
What exactly is an "Anti-Town Faction"? Refer to the [Terminology Section]
Can rolecards contain hidden information? It is possible.
Will players know their true alignment? Yes, players will always know their own true alignment.
Will players know their true win condition? Yes, players will always know their own true win condition.
Why wasn't my question answered? We respond to all questions, even ones that we won't answer (e.g "No comment" or "¯\_(ツ)_/¯"). If it feels like we missed your question, then we probably missed your question and you are free to ask again. Getting 1 notification from a user vs multiple notifications from a user is effectively the same to us, so don't worry!
What is the difference between factional actions and role actions? Factional actions are granted by a player's faction. Role actions are granted by their role. But other than that distinction they are all just treated as actions unless a role explicitly specifies otherwise (e.g a roleblock will stop a factional action just the same as a role action)
Can you rand your own role? No.
Was my role modified after I submitted it? Will I know if it was modified? The balance team had two primary goals:
- To make a fun and balanced game for all roles and factions
- To alter as little about roles as we can in pursuit of this goal
We did our best to change as little as we can about submitted roles. But if your role was changed, you were not notified, and will not be notified.
Was the role I received altered? I cannot comment on that, refer to the previous question.
When a player dies and their received role is revealed, is hidden information for the role shown? Unless the role specifies otherwise, when a player dies and the role they received is revealed, all hidden information for that role is revealed, UNLESS the flip was modified in some way, in which case whether or not hidden information is revealed depends on the nature of the modification.
What exactly is hidden information? Hidden information refers to any sort of information on rolecards that is hidden in certain circumstances, examples of possible hidden information include, but are not limited to:
- Hidden from the recipient of the role
- Hidden from role-cops
- Hidden during the role-submitter's flip
Information that is hidden to role-cops or hidden during the role-submitter's flip may or may not be indicated as such on a player's role card.
Submitted roles must be alignment agnostic, do modifications to a role made during host balancing also have to be alignment agnostic?
No, it is possible that a role was modified with a specific alignment in mind.
What is the Order of Operations (OoO)? All actions happen simultaneously - unless a paradox would occur. If a paradox would occur then the paradox inducing roles are executed in a predetermined order instead. This will usually be roleblocker goes then redirector goes then bus driver goes.
Will main identities be revealed post game?
Yes. Remaining anonymous post-game is not an option.
What's the deal with night 0? Some roles may have abilities that can be submitted during Night 0. All role actions and all factional actions cannot be used on Night 0 unless they explicitly specify otherwise. Factional chats will be open on N0 unless specified otherwise. If your role PM makes no mention of Night 0 abilities, then you don't have to worry about submitting anything during Night 0.
Do I have a Night 0 action? Your rolecard will explicitly mention whether or not you do.
Can I target myself? Abilities may only self-target if they explicitly state that they are able to. If this explicit statement is absent, they may not self-target.
The Thread - the public game thread Private Chats - private chats where you do not know the alignment of the other members of the chat (e.g Neighborhoods, Architect Chats, etc) Factional Chats - private chats on Discord where the alignment of all members of the chat is mod confirmed to be the same and the main account identity of all faction members is known. In KRC members of a factional chat may have alternative win-cons, but it will always be guaranteed that all members of the chat may obtain a win through their shared win-con. (e.g Mafia factional chat, Masonries, etc) Host Chats - each slot's private group chat on Discord directly with the host team. Host chats are guaranteed to be private and will not be released after the game.
Alignment - the team someone is playing for. Members of the same non-town alignment will have access to a 24/7 factional chat with all members of that same alignment unless specified otherwise. Faction - another word for alignment. A faction may have any number of players, including just one. Factional Actions - non-town factions will gain access to some number (possibly zero, possibly one, possibly many) of shared factional actions that can be performed for free alongside their regular role actions. Each factional action must be assigned to a member of the faction unless specified otherwise. Roleblocks will block factional actions unless specified otherwise. Likewise, factional actions are subject to any other game effects as well (tracking, redirection, manipulation, etc.)
Role - the role that a player receives. Roles are alignment agnostic and any role can be assigned to any alignment. Role Actions - the actions granted to a player from their role, as opposed to factional actions.
Anti-Town Faction - a faction is anti-town if town cannot win as long as any anti-town faction members are alive. Although it may be possible for anti-town factions to win with town still alive.
Phase - one portion of a cycle, such as the day phase or the night phase. Cycle - a full day + night phase.
Last edited by KRC Hosts; February 1st, 2025 at 11:14 AM.
Definition: The term for having actions denied. A Blocked player fails to carry out Role, Factional, and Item actions. Unless otherwise specified: charges are still consumed, and only occurs at night.
Strong Willed (Condition)
Definition: The term for actions that cannot be blocked or redirected, even when Blocked.
Strong-Willed actions can still fail or be prevented, such as by a Commute, Ethereal, any of Shielding, Protection, or Kill Immunity on a non-Piercing killing action, etc.
Unstoppable
Definition: An Unstoppable action is immune to most effects, including Roleblock, Redirection, and Rolestop.
It is notably the exclusive source of Rolestop-Immunity.
Rolestop
Definition: Rolestopped actions are not prevented such as in the case of Blocking, but their effects are prevent.
This is notable different in a few cases, e.g. a blocked action does not visit its target so a tracker would see no visit whereas a rolestopped action does visit its target, it just has no effect, so a tracker would see a visit.
Commuting (Condition)
Definition: All actions that target a commuting player are rolestopped. All non-self-targeting actions performed by a commuting player are rolestopped and non-visiting.
Notably, Strong-Willed is not enough to target a Commuter, Unstoppable is needed.
Ethereal
Definition: All actions targeting an Ethereal player are rolestopped. An Ethereal player may target their actions as normal.
Notably, Strong-Willed is not enough to target an Ethereal player, Unstoppable is needed.
Item (Terminology)
Unless otherwise specified:
Items disappear after their last charge is consumed.
Items cannot be discarded, dropped, gifted, or traded.
Items are multitaskable.
Multiple items may be used within the same phase.
ITA (Modifier)
Definition: The ITA modifier indicates an action that may only be used during a designated ITA window. Usage of an action with the ITA modifier is public (posted in the thread), announcing both the user and their target, unless the action also has the Silent modifier, in which case only the use of the action is announced, but not the user nor the target.
Macho (Condition)
Definition: A Macho player's death cannot be prevented by protective actions.
Additional Vote Power
Definition: Any mechanics that grant additional vote power.
All sources of additional vote power are automatically disabled if mafia could have parity if they were in possession of every active additional vote.
The disabling occurs immediately, even if it occurs mid-day.
After additional vote power gets disabled, it cannot be re-enabled.
The Wound action increases the target's Wounded level.
Wounded players are more likely to die to future Attacks
The Wound action usually cannot kill unless the target is already heavily Wounded, or the action is a very high level.
Mend (Action)
The Mend action reduces the target's Wounded level.
Attack (Action)
The Attack action attempts to kill the target.
Attacks have a higher chance of killing Wounded targets, with higher levels of Wounded further increasing the chance.
The higher the level of an Attack the higher chance it has to kill.
When an Attack fails to kill it inflicts Wounded equal to the Attack's level.
The default ITA is a Level 2 Attack
The default Factional Kill is a Level 20 Attack
Strongkill (Action)
Strongkills are Level 20 attacks that are guaranteed to succeed at killing their intended target, automatically ignoring any roleblocking or protective actions. Strongkills will not succeed on targets that have the Commuting condition.
Protect (Action)
Protect actions negate negative effects, starting with Attack action levels then Wound action levels.
Protect actions usually cannot be used on the same target on consecutive nights.
Shield (Action), Shielding (Status)
The Shield action increases the target's Shielding level.
One level of Shielding can prevent the effects a single Wound or Attack that would have otherwise killed the target.
When Shielding levels are consumed to prevent death, temporary buffs are prioritized over permanent buffs.
Roleblock (Action)
The Roleblock action makes the target Blocked.
Protect actions usually cannot be used on the same target on consecutive nights.
Empower (Action)
The Empower action makes the target Strong Willed.
Heal (Action), Poisoned (Status), and Poison (Action)
A player who is Poisoned during a night phase will die at the end of the following day phase unless Healed. A night-phase Poison is publicly announced at SoD.
A player who is Poisoned during a day phase will die at the end of the following night phase unless Healed. A day-phase Poison is publicly announced at SoN.
These mechanics are fairly standard and are mentioned to distinguish the Heal action from the Protect action.
The Poisoned status does not have any levels. A player is either Poisoned or not Poisoned, and a single Heal is enough to remove the Poisoned status.
Last edited by KRC Hosts; February 1st, 2025 at 01:19 PM.
Last year's roles are here, neatly tabulated for your convenience:
Player
Alias
Alignment
Role
Role Submitted
AAA
FM-Popcorn Axolotl
Town
Spoiler : The Beekeeper :
Alignment:Town Role:Swarm of Bees and The Beekeeper
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
A beekeeper since she was young she always felt more secure around them, treating them with more respect than the people around her. The swarm was a special breed unlike any other, their strength and intelligence stronger than all others. The pair trusts each other with everything they have and work as one entity.
Swarm Of Bees (Passive): Your swarm of bees has its ups and downs relying on them to help you in this game.
You can only perform one role action by default however can perform an additional unique role action per item type you use in a night. Max 4 role actions in a Night.
All role actions you perform show both you and a swarm of bees visiting your target.
You are immune to kills that trigger off you visiting.
Swarm: Protocol Protection (3 Charges): Target player gains 1 Shielding tonight. If this Shielding prevents a kill, lose one additional charge.
Swarm: Order Attack (3 Charges): ITA Attacks at your target player tomorrow are rolled with advantage (i.e. roll twice and pick higher roll). If the target dies by anything but an ITA before the next Night, you lose an additional charge. If the target dies to an ITA recharge two of your abilities by one.
Swarm: Operation Order (2 Charges): All non-killing role actions made by your target receive the Strong-Willed modifier.
Swarm: Rushed Robbery (3 Charges): Steal a random item target player has. If they have no items but would gain one tonight, steal that one instead. If you successfully steal an item you gain a charge back.
Swarm: Host Protection (1 Charge): Gain 1 Shielding for the duration of the night. You can't gain charges in this ability by your own abilities and lose 1 charge from all other abilities upon use.
The Deck
Aeoryi
FM-Sonrisa
Town
Spoiler : Bob the Hacker :
Alignment:Town Role:Bob the Hacker
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
In the clandestine corners of the virtual realm, Bob the Hacker reigns supreme. Known for his uncanny ability to infiltrate the darkest secrets of online worlds, Bob isn't your typical hoodie-wearing, keyboard-wielding tech whiz. No, he's the mischievous maestro of the digital underworld, always looking for a way to stir up a bit of chaos.
Sitting in his makeshift command center, Bob types away feverishly, crafting a potent digital weapon. With a sly grin, he unleashes a new worm into the online world. Designed to crawl through unsuspecting networks, the malicious code promises to disrupt and control, leaving chaos in its wake.
Abilities
Worm Deployment (Day 1):
On Day 1, Bob chooses 3 players to infect with his Worm, forming the beginning of the infected network. Any time an infected player visits or is visited by another player, every player that came in contact with the infected player will also be infected. Bob will be informed of new additions to his network at the beginning of every night. Abilities that are both able to target an unlimited number of players and end up targeting more than 3 players in a given night do not spread the Worm. Abilities that base the number of players they may target off of the size of the player list also do not spread the Worm.
Hack the Planet (Night):
Bob can use an array of abilities on the unsuspecting participants of his network, disrupting their online experience. Bob has a basic ability he may use every Night. This basic ability improves based on the size of his network, meaning the number of infected players. In addition, he may optionally use a single ability charge during the same Night. He gains ability charges based on the size of his network. Dead players no longer count towards the size of his network.
Basic ability: 0 infected players:
Motion Detector: Select a player of the worm network. You will see their encrypted network traffic, only allowing you to know if your target visited someone or was visited by another player. You will not learn who they came in contact with. 10 infected players:
Tracker: Select a player of your worm network. You will see their outgoing network traffic, learning if and who your selected player visited at night. 20 infected players:
Observer: Select a player of your worm network. You will see incoming network traffic, learning if and what types of actions were used on your selected player. You will not gain insight into who used those actions.
You may use your basic ability every night. You do not have to use the upgraded abilities, meaning you will always have the option to use Motion Detector or Tracker even if you have a network larger than 20 players.
Ability Charges:
Ability charges are gained once the network surpasses the listed size, they are not lost if the network shrinks below that size. A given ability charge can only be used one time before being permanently lost.
Anti-Virus (Healing Ability):
Make an infected player Kill-Immune for one night.
Data Leak (Investigative Ability):
Leak the names of everyone an infected player visited that night. (Their visits are posted in thread at SoD)
Network Jam (Bus Driving Ability):
Swap the actions used on two infected players within the network for one night. (Does not swap factional kill power)
DDoS (Kill Ability):
Eliminate an infected player with a devastating cyber attack. (Level 10 Terminate)
Special Condition:
If all players in Bob's network are eliminated, he may choose 3 new players to infect with his Worm on the following day, replenishing his network.
Forum Mafia Player
Animal Midwife
FM-Chromatography
Town
Spoiler : The Giving Tree :
Alignment:Town Role:The Giving Tree of Life or (The Unexpected Virtue of the Unconditional Giving Away of Oneself for the Nourishment of the Beloved)
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard: 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.
The Oracle
bakermir
FM-Protagonist Hair
Town
Spoiler : Musa the Music Fairy :
Alignment:Town Role:Darth Musa the Music Fairy
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
You are Musa the Music Fairy from Winx.
At Night you can select 2 people to receive some cool music, they will not know your identity. Music can be picked from Youtube, Soundcloud, etc.
Additionally, you can have one song posted to the thread if you are killed by any means. You can submit the song at any time while you are in Limbo and it will be posted at the end of the current phase.
The Walrus (Night 2+, 1-shot, cannot be refreshed):
Once during the game, you may choose to host a miniature Walrus event.
When you activate this ability, you must submit a modpost detailing a category of music you would like players to submit / some other grading criteria at your discretion.
At the start of the following Day, the Walrus event will be announced along with your modpost and all players in the game will be allowed to submit one song. These submissions must be kept anonymous.
At the start of the following Night, you will receive all submitted songs. You must then choose your top three favorites, ranked, as well as giving each a score out of ten.
The winner(s) of the Walrus event will win an unknown prize, at host discretion. If you do not submit, the event will be cancelled and no prize will be won.
This ability cannot be interfered with in any way. If you die at any point after the Walrus event announcement, you will forego your ability to post a song to the thread after death and instead continue to host the Walrus event after death.
*
Additionally, you also have the following abilities:
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.
Towb Leader
Bakura
FM-Talking Anthill
Town
Spoiler : Time Wizard :
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.
Queen of Roses
Bladescape
FM-Goblin and Worg
Mafia
Spoiler : Mischievous Princess :
Alignment:Mafia Role:Mischievous Princess
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 are the mischievous princess. Having no regard for the governance of your country or the wishes of the people and making chaotic decisions on a whim, you were quickly delegated to the least important political position the king could find. Although most of your country's people pay you no mind, you are somewhat popular among those who harbor distaste for the royal family, and still retain some small power in parts of the country. While the family is busy with various diplomatic affairs, you've seized the opportunity to do whatever you can get away with, just because you can.
Princess' Proclamation: Though your words carry little weight with the general public, you still find ways to make the most of them. Each Night, you may instruct your scribe to write a proclamation to be read aloud to the townspeople the next day. Unfortunately, you only have enough parchment for 100 characters. Your scribe is not talented enough to ink images, urls, or videos onto the parchment.
Royal Invitation: Each Day, you may summon someone to chat with you. Of course, declining a summons from royalty is unthinkable, and the target will be forced to accept. The following Night, the target will be placed into a private chat with you, which will dissolve the following Day. You will be anonymous and unable to perform any role actions other than a proclamation for the duration of the chat. As it would be incredibly rude to forego such a meeting to perform other duties, your target will not be able to perform any other Night actions. Fortunately for your target, you've magnanimously permitted your servants to perform any night actions in their stead. You will not know what actions they undertake, and any actions taken by your servants will be seen as being performed by you to tracking type roles. However, your servants will obviously refuse to carry out any killing actions against you, though your target will not be aware of that. Additionally, if you have any factional actions, your servants will be able to carry them out for you in your stead.
Princess' Poison (Day 3+): Once per game, during the Day, you may choose to prepare a poison for the drinks that will be served at your chat the following Night, as well as decide whether to place it in your drink or your target's drink. If you successfully form a chat the next night, at the behest of your attendants, you will gleefully inform your target that one of the drinks is poisoned and watch them toil over which one to drink. Of course, refusing to drink is not an option. Additionally, you will instruct your servants to avoid carrying out any self-healing actions for your victim. It will be announced that whoever ingests the poison will die at the end of the following Night unless healed. This announcement is false - the poison is fake and will not kill the player in question. This action cannot be stopped, although should this action fail for any reason, such as the death of your invitee during the day, you will be able to attempt it again.
Royal Funeral (Passive): The royal family will be preoccupied with a royal funeral, traveling away to the King's birthplace at the royal estate in the countryside. After the King's death you will gain access to new abilities.
The Core Node
Caitlin
FM-Chibi Minnie
Town
Spoiler : Evelyn Thornhill :
Alignment:Town Role:Evelyn Thornhill
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Grim Reaper
Cape90
FM-Snuggles
Town
Spoiler : Battleboarder :
Alignment:Town Role:Battleboarder
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
You are a Battleboarder, someone who debates which characters would win in a fight against each other.
All players are assigned values [F, E, D, C, B, A, S, S+, infinite] and qualities to the following traits based off of the flavor of their role-card only:
Weapons
Armor
Skills
Abilities
For example, a player who received a role card similar to a veteran might have similar traits to the following:
Weapons: A [Military grade equipment and weaponry]
Armor: B [Bulletproof vest, helmet]
Skills: B [Military training, conditioning, physical aptitude]
Abilities: F [None]
A player who received a role card similar to a witch might have similar traits to the following:
Weapons: B [Potions, familiars, wand]
Armor: D [Human-level durability]
Skills: B [Manipulation, potioncraft, herbalism]
Abilities: S [Mind control, precognition, fate manipulation]
Your*traits*are:
Weapons: E [Facts and logic, low human-level strength]
Armor: D [Human-level durability]
Skills: D [Debating "skill"]
Abilities: D [Access to internet, ability to consume media at an unparalleled rate]
These values and qualities are all hidden to you unless revealed by other role abilities. Players are informed of their own values and qualities in each trait.
Changes to a players role-cards may update traits accordingly.
You have the following role-abilities:
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1. Do some online research [Night Action, Multitaskable, Non-Visiting, 2-Shot]
At Night you may research a player, learning their traits and the name of their role. If you research a player who has a role based on a fictional pop culture character, then you gain +1 nerd point (you won't be informed about this). This ability can be used twice.
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2. Host a debate [Day Action, Non-Visiting, Five Targets, 1-Cycle Cooldown]
During the Day, you may invite three other players to an anonymous chat the following Night (referred to as "debaters") along with selecting two other players to scrutinize (referred to as "subjects") who are not added to the anonymous chat. You must also select one of the available buffs (listed below). In this chat, the traits of both of the subjects are revealed, but not their usernames or role names. The debaters must debate on which of the subjects would win in a fight (with the exact rules and the definition of "winning" left to their own discretion to decide).
Each debater in the chat privately votes on which subject would win. These votes will be made public at the end of the Night and the subject who wins the fight gains the buff that the Battleboarder selected.*The debaters are informed that the subject who wins will receive a prize but not the nature of the prize or how it is given. Ties are decided randomly.
Each buff can only be selected once per game. The player who receives the buff is informed of its full effects. They are also informed that "someone, somewhere, thinks you are better".
The Battleboarder may view the chat, but may not participate, and named in the chat only as "The Spectator". The Battleboarder may not "Host a Debate" and "Simulate a Fight" in the same Night. This ability has a 1-cycle cooldown before it can be used again.
Available Buffs:
Power:*The victor's non-factional actions and become Strong-Willed for the following cycle.
Durability:*The victor gains 1 level of Shielding for the following cycle
Speed:*The victor's non-factional actions become Tracker, Watcher, Follower, and Roleblock-Immune for the following cycle.
Skill:*The victor's vote counts for two for the of the following cycle.
Hax:*The victor may self-target with their role abilities, even if they do not have the option to self-target normally, for the following cycle. (Exceptions may apply at host discretion.)
---
3. Simulate a fight [Day Action, Non-Visiting, Three Targets, 1-Cycle Cooldown]
During the Day, you may invite three other players to an anonymous Night chat - you select two to be "combatants" and one to be a "judge". The Battleboarder may view the chat, but may not participate, and named in the chat only as "The Spectator".
In this chat, the traits of both of the combatants are revealed. The combatants must then debate who would win in a fight based off their own assigned traits.
The judge must secretly decide who wins the debate before the end of the Night phase. This will then be announced at the end of the Night. Each combatant may secretly decide which "Special Move" to perform on the other, the winner performs their "Special Move" and the loser does not. The winner may optionally also decide to pick a custom flavor name for their "Special Move". You may also predict which combatant wins, if you correctly predict the victor then you gain +3 nerd points. You may also predict which "Special Move" the winning combatant will perform, if you predict correctly, then you gain +8 nerd points.
If the judge or either combatant fails to make a decision, then their respective selections are randomized. Once a "Special Move" has been used, it can no longer be selected for the rest of the game.
You may not "Simulate a Fight", and "Host a Debate" in the same Night. This ability has a 1-cycle cooldown before it can be used again.
Available Special Moves:
"Victor" refers to the one performing the move, "loser" refers to the one who the move is performed upon
The victor is never directly informed of the identity of the loser and vice versa.
The loser is informed of what they are inflicted with.
In addition to being informed of what they are inflicted with. The loser is also informed that "you lost the fight, you also got your wallet stolen, can't have shit in krc"
Leg Sweep:*The loser's actions submitted during the following cycle have a 1-cycle delay.
Outmaneuver:*Any action the loser takes the following cycle is processed last in the Order of Operations.
Taunt:*All of the loser's role-actions are redirected to the victor the following cycle. The loser is not compelled to use their actions.
Stun:*The next Protect action targeting the loser is rolestopped. This lasts for the following cycle.
Go for the Throat:*The victor gains a silent Level 3 ITA shot for the following cycle that when used will automatically target the loser.
---
4. Write a blog [Night action, Multitaskable, Non-Visiting]
At Night you may write a blogpost, creating a message to be anonymously posted at the start of the Day. This message must be either of the "respect-thread" variety, or the "vs debating" variety.
A "respect-thread" message must include mention of the*values and qualities of traits*of exactly*1*player, and focus somewhat (defined as at least 50% of the message's overall content) on their "feats" (what the player can do), history, or jokes regarding them.
A "vs debating" message must include mention of the*values and qualities of traits*of exactly*2*players, and focus somewhat on their "feats", history, or jokes regarding them. There must be a script created alongside this (of any length) depicting how a hypothetical fight would go.
Traits may be falsified in a blogpost.
A player may be mentioned by either their in-game username*and or*by a role name (which may be falsified).
In place of players/roles, you may instead discuss fictional pop culture characters, you do not have to provide any values or qualities of traits if you do (but still you may do so, if you so choose).
Players are given the option to privately vote on if they agree or disagree with your blogpost. Votes from surviving players will be made public at the end of the Day. If a majority of players who voted agree, then you gain an extra shot of your research ability and you also gain +2 nerd points. If 75% or more players who voted agree, you can choose to bypass the cooldown on simulating a fight or hosting a debate that Day phase. If a majority of players disagree, then you may not create another blogpost the next Night.
---
As all of your abilities involve communication through the internet, you are never considered "visiting" another player via use of them, you are immune to investigative actions which track who you visit or target with your role-abilities.
The effect of Nerd points is not revealed to you.
The Seeker
Deathworlds
FM-The Hat
Town
Spoiler : The Gardener :
Alignment:Town Role:The Gardener
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Battleboarder
Delta
FM-Yellow Snow
Mafia
Spoiler : Chevalier d'Eon :
Alignment:Mafia Role:Chevalier d'Eon
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:
Fencing Master (x0) - Choose a target, they will be attacked with a basic attack (Level 1 Terminate action). Gain 1 Discretion.
Discretion (passive) - You must keep a low profile, you start with 1 Discretion. The soonest you may use Fencing Master is Night X where X is twice your current Discretion value.
Deception (passive) - You show up as town to investigative actions.
Informant (Strong-Willed, Non-Visiting) - At night, list three people who you believe will be revealed to be killed the next morning or during the following day (including elimination). You can not predict a player if you are targeting them with Fencing Master. You are rewarded for each correct answer:
2 correct - A shiny new rapier is given to you for your information. Perfect for stabbing. +1 to Fencing Master.
5 correct - Your rapier has been sharpened and cleaned for you free of charge. +1 to Fencing Master.
7 correct - A new dress with thin armor embedded into the Crinoline. You are Kill-Immune during the next use of Fencing Master.
8 correct - A bottle of perfume to further entice your victims. +1 to Fencing Master and Fencing Master becomes Roleblock Immune for the rest of the game.
11 correct - A forged document to ensure your safety, even if only for a short time. Fencing Master is Strong-Willed
13 correct - Fencing Master is a Piercing Kill rather than a Level 1 Terminate.
DVC Warrior
Didistetter
FM-Sad Super Saiyan
Town
Spoiler : Door Salesman :
Alignment:Town Role:Door Salesman
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
During the Day you pick a player, to knock on their door and to try to sell your goods to them. You may also choose to send a sales pitch of no more than 10 words to your target, with the limitation that all words in your message must be fully in caps.
At the start of Night, the target learns that there's a crazy guy at the door when they're trying to sleep, along with your message. The target can choose to either answer the door, wasting their time and being Blocked for the Night, or completely ignore it and resume their Night as usual.
Should they answer the door, you will manage to 100% convince them with your sales talk and sell them a mysterious item that only your target knows what it is. If they don't answer, you go home feeling defeated that you couldn't make any sales today.
After 1 successful sale, you gain a better understanding of your inventory. You will be aware of what type of action (investigative, protective, etc) the item you are selling corresponds to but not the exact abilities it gives.
After 2 successful sales, your work becomes more efficient. You will no longer block your targets on a successful sale. From this point onwards, you gain a bonus (in the form of a usable item) for every sale you make.
After 3 successful sales, you will gain full access to your inventory. You will now know exactly what items you are trying to sell before you make your submission.
After 4 successful sales, knocking on a door is just a formality for you. Your targets no longer get the option to refuse to open the door.
You may not target the same person twice.
The Giving Tree
Dum
FM-Tiny Hippo
Town
Spoiler : Queen of Roses :
Alignment:Town Role:Queen of Roses
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Trespassers have begun to invade your domain, but none of them can escape your watchful gaze, and every flower beneath their feet is a trap waiting to ensnare them.
Abilities:
Flower Field (Non-Consecutive):
Players visiting you will bloom, making their role actions Strong-Willed for the next cycle.
Pollinate (Non-Consecutive):
Players visiting you will become pollinated. Players are not informed of pollination. If a recently pollinated player targets or is targeted by a non-pollinated player in the following night phase, then the non-pollinated player will become pollinated. You may have at most 4 pollinated players before Night 4. After that the maximum is 3.
Garden Party (Day Action):
Invite all pollinated players to "pick flowers" with you, putting them in a neighborhood with you for the next 2 Night phases. During these 2 Nights, all killing actions performed by a pollinated player that target you will fail, and you may watch one of the pollinated players at night, learning of all non-killpower visitors to your target. You may not use Flower Field or Pollinate while in Garden Party. After Garden Party ends, all players lose their pollination.
Crown of Thorns (Passive):
A successful killing action on you by a pollinated player will make that player choose one of the following effects:
Unable to use non-factional actions that night
Unable to use non-factional actions the following night.
Bee Sting (Passive):
The level of ITAs performed on you by pollinated players is decreased by 2.
Sith Lord + Apprentice
Dyslexicon
FM-Lipstick
Town
Spoiler : Paranormal Investigator :
Alignment:Town Role:Paranormal Investigator
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Gaslight, Gatekeep, Girlboss
Eliza
FM-Grate
Town
Spoiler : Dungeon Master :
Alignment:Town Role:Dungeon Master
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
During the Day you may choose a player. You will learn this player's traits at the end of the Day phase.
At Night, you may choose to test the player you targeted at Day against one of the DND stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) which will cause you to roll a 20-sided die (D20).
If the player you test has an applicable trait or traits corresponding to the DND stat you selected, the value of the D20 result will be increased by up to 5 points. If the player has no valid traits matching that DND stat, 1 will be subtracted from the D20 result instead.
The following effects will be applied to your target depending on the D20 result:
(All effects only last for 1 cycle unless otherwise specified.)
1 or less: Vanillaization
2: Level 5 Wounded (does not last for only 1 cycle)
3: Macho condition
4: Level 4 Roleblock
5: 1-cycle action delay
6: Commute
7: Fake Poisoned
8: Player is informed: "Your stats were tested and your performance was... disappointing"
9: Gains 10 Rupees (does not last for only 1 cycle)
10: Tracker, Follower, and Watcher Immunity
11: Poison Immunity
12: 1-phase death delay
13: Tiebreaker vote
14: 1-cycle treestump on death
15: Strong-Willed
16: ITA boost (increase level of all ITAs by 3)
17: Level 25 Protect
18: Gains a D20 item that grants a 1-Shot use of this ability
19: Double vote
20 or more: Activates all effects from 15 to 19
You will not be informed of what you rolled or what effect your target received.
Pride
Ewianking
FM-Goldfish Bowl
Town
Spoiler : Gaslight, Gatekeep, Girlboss :
Alignment:Town Role:Gaslight, Gatekeep, Girlboss
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Day 1 you must choose two players to be in a neighborhood with. Each Night you may decide to kick one player out of the neighborhood and replace them with a different player. Once a player is removed, you cannot invite them back in.
If a player in the neighborhood dies, you can replace them with a new player of your choice during the next phase. If you die, the hood is dissolved.
Gaslight: Nobody in the neighborhood will know that you're the one in control of it. Any time before you create the neighborhood, you must create a fake role to claim; you will rolecop as this role, and if it has actions, you may submit targets for them and will appear to make the appropriate visits when being watched/tracked. They will however be fake actions that have no actual effect and are not subject to reactionary powers such as Paranoid Gun Owners.
Gatekeep: While in your neighborhood, players may not talk/participate in other neighborhoods of size 4+, though they will be able to read them.
Girlboss: Players who die while in your neighborhood may continue to talk in it for 24 hours after they die. If they had active night powers with remaining charges, you may submit a night action for them the night after they die. To all other players/powers, they will be seen/considered to be performing that action (even though they are dead).
Hopeless Romantic
Frinckles
FM-Dredge
Town
Spoiler : Mall Tycoon :
Alignment:Town Role:Mall Tycoon
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Every night, you can do one of these seven things, if available:
Security Protection:
You may have a security guard protect you while you spend the night in your office.
When protecting yourself with your security guard you are Kill-Immune because he will die in your place if you are attacked.
If you are not attacked, then your security guard will instead tell you the names of all your visitors. This ability can only be used ONCE, revealing will NOT recharge this use.
Ready for a good time?:
You can send Sarah The Dance Instructor of the mall's Dance Studio to perform a Level 3 Roleblock on a player.
Sarah will tell you if your target was immune to Roleblocks in any way in the morning. (E.g. Willpower, Strong-Willed, etc.)
On Duty:
You can send Paul The Cop of the mall's Police Department to investigate a player.
Paul will detect your target's rolecard to you, but not their alignment in the morning.
Paul forgets to return the investigative documents to the police station, making the target Investigation-Immune for the rest of the game.
The doctor is in!
You can send Greg the Doctor from the mall's clinic to perform a Level 25 Protect on your target.
He did what?:
You can send Elizabeth the Nail Specialist of the Mall's Nail Saloon to gossip a player.
Elizabeth will tell you who visited your target and who they visited.
Elizabeth does not learn about any visits that involve any form of killpower.
Public Transit:
You can send Stephen the Mall's Bus Driver of the Bus Depot to swap two players.
Swapping two players will make actions that target the first player instead target the second player and vice versa.
Your two swapped players will know they've been bussed.
The swapping will not affect killpower.
You may order Stephen to target you.
Mall Grand Opening:
You may reveal to the town your role during the day once per game, this will remove your current cool-down on your Store Owners.
Revealing will publicly reveal your rolecard but not your alignment.
Extra Info:
You have a 2-cycle cooldown on abilities. E.g. An Ability used Night 1 cannot be used again until Night 4.
You are seen visiting nobody when you send your Store Owners to a player, any visit detecting roles will instead see your Store Owners visit their target.
You will know if any of your Store Owners were stopped from doing their action on a player in the morning.
If a Store Owner dies (such as by targeted a role that kills visitors), then you are unable to use that ability for the remainder of the game.
As your store owners perform visits in your steed, outside of the aforementioned exceptions you are unaffected by any effect that relies on visiting.
Musa the Music Fairy
Gori
FM-Angry Rectangle
Town
Spoiler : Elemental Thief :
Alignment:Town Role:Elemental Thief
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
News Reporter
Hollowkatt
FM-Fluffernuts
Town
Spoiler : The Gambler (Coin Variant) :
Alignment:Town Role:The Gambler
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Day action: Receive a list of three random items from your prize pool. Select one of the items to be the prize for that Night. Each prize can only be selected once.
Day action: Choose a player after you have selected the prize for the Night, you will be put into a special neighborhood with them for the duration of the following Night phase. You may not target the same person consecutively.
While in the chat, the other player will be asked if they wish to flip a coin with you. If the player wishes to play, they may message the hosts and choose either "Heads" or "Tails". If they guess the result of the coinflip correctly, they win.
The winner will be revealed at the end of the Night phase. If the other player declines to flip a coin or does not submit then it's an automatic win for you.
The winner of the game wins the chosen prize at the end of the Night.
Prize Pool
1-cycle passive Last Will (activates on death at any point during the next cycle)
1-shot Item Cop
1-shot Stat Cop
1-shot Status Cop
1-cycle passive Treestump (activates on death at any point during the next cycle, being a treestump lasts 1 cycle)
1-shot Poison Healer (Day or Night)
1-shot Fake Poison
Lucky Coin (Passable item at Night, 1-shot ability to sacrifice the item for 10 rupees, only winnable if both players agreed to play)
Mis-Programmed Roomba
JeremiahS
FM-Pilgrim Anatomy
Town
Spoiler : The Gambler (Betray Variant) :
Alignment:Town Role:The Gambler
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Your role is Uncopiable and Rolecop-Immune.
Every Day you must choose a player to play a game with, the game with begin at the start of the next Night phase. If you do not choose a player, one will be selected randomly.
The game is a modified prisoner's dilemma.
Your target is able to choose either Ally or Betray.
You are only able to choose Ally.
After choosing a player a temporary anonymous neighborhood is created. Both you and your target have the option to de-anonymize yourself, each of you will receive the following feedback:
“You have been chosen to play a game.
Both you and your opponent are anonymous. If you wish to reveal your true identity you may submit the action “REVEAL” to the hosts, and your identity will be host-confirmed in the neighborhood.
You both have the option to either Ally or Betray.
If you both Ally, then you both will receive a Silent Pistol (Silent, ITA, Level 3 Attack).
If one of you Allies and the other Betrays, then the one who Allied dies and the one who Betrayed receives a Silent Sniper Rifle (Silent, ITA, Level 5 Attack).
If you both Betray, then you both get affected by an Unhealable Poison that will kill you both at EoD.
You must lock in your action before the Day action deadline. Failure to do so will default to allying.
This neighborhood will close at the day action deadline.
To lock in your action you may submit either “ALLY” or “BETRAY” to the hosts. This action is final. The results will be determined at the end of the Night.
All of the information in this feedback is true and reflects the mechanics of your role - however you may not select “BETRAY”.
You will no longer be able to use your role after ITAs are permanently disabled.
Mall Tycoon
jmw
FM-Peekaboo
Town
Spoiler : The King :
Alignment:Town Role:King
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
You are the king of your very own kingdom, filled with power and absolute authority of the land.
Once per Day, you may choose to knight someone and make them part of your King's Guard (to a maximum of four guards). Using this ability is compulsive if you have fewer than the maximum number of guards alive. Knights are notified that you knighted them and receive their benefits at the start of the following night. This ability is multitaskable.
Knight's ITA's are 1 level stronger and Knights have +1 Armor during the day. (E.g 0 → 1 or 2 → 3)
During the Day, you may exercise your supreme authority and publicly execute someone, killing them off and revealing their role to the public. To use this, you must make a post in the format of a decree ( Ex: “As the king of the land, I order that you, X, are to be executed!”) and link the post to the hosts. Be extravagant. This kill cannot be prevented in any way. You may also only do this once you have at least 3 knights. If you execute a member of the town, you lose all your knights due to disgrace. This may only be done once.
Each Night, a member of the King's Guard (chosen by the King) will devote themselves to defending the kingdom, acting as a Level 25 Protect on a target of your choice. You must cycle through choosing all possible guards to perform the Protection before you can choose any guard for a second time. All abilities will see the Protection being performed by the chosen guard, not by you. The King will be notified if the guard's target was attacked and that a member of the King's Guard valiantly saved them. If a Protect is successful, once the next Day begins, The King's first post must be commending the guard for saving the life of an innocent civilian.
Each Night (twice per game), instead of using the previous ability, you may direct a knight to apply a Level 25 Injure and a Level 5 Wound to another player. The knight you chose will learn of your command. In your first post, should the player killed not be town, The King's first post must be commending the guard for smiting down evil.
If three or more members of the King's Guard die through the elimination vote, non-Silent ITAs, or leave due to you ordering an execution, the King will be overthrown and will be vanillaized for the rest of the game.
Mischievous Princess
Kylomax
FM-Droopy Snout
Town
Spoiler : Gift Maker :
Alignment:Town Role:Gift Maker
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Each Night, you may select three presents and send them to three different players, you may send at most one “Dangerous Item” each Night, the gifts are received at SoD. You may not send a gift to a player you have sent a gift to before, unless you have already sent a gift to every living player. Additionally you cannot send the same gift twice.
Players who receive your gifts have two choices, open the gift, receiving the contents.
Or decline the gift by passing it to another player of their choosing.
If they do not choose within 12 hours then they will be considered as having declined and will pass it to a random player.
If a player receives the item with less than 12 hours in the day phase, then they may hold it through the Night and pass it during the following SoD.
Santa's List, all items are multitaskable unless stated otherwise:
Kid-Friendly Items
Ticket to Disneyland (1-shot) - The holder of this item at EoD compulsively goes to Disneyland that Night and commutes for the night.
A Little Tikes Cozy Coupe (1-shot) - The holder of this item at EoD compulsively uses it and bus drives two players that Night. This action will not redirect killing or protective actions.
A Disposable Camera (1-shot) - The holder of this item at EoD compulsively uses it to send another player of their choice a “picture” of their rolecard that night. (Self-Rolecop)
A Pair of Very Squeaky Sneakers (1-shot) - The holder of this item at EoD compulsively wears the Sneakers, making all of their visits that night so loud that the whole town hears them. (who they visit is posted in thread at SoD).
A Frog (1-shot) - The holder of this item must make a post in thread with A-Z facts about Frogs.
E.g:
A is for Amphibian, because frogs are Amphibians!
B is for Boing! Frogs can jump 10 to 20 times their body length. Wow!
etc.
The facts do not need to be true.
Failure to do this by EoD will lock them out of using any role actions that night.
Coal - It doesn't do anything
The Giving Treeby Shel Silverstein - The holder will be a tree stump for one cycle upon death. Can be passed as a multitaskable action.
A Plastic Stethoscope (1-shot) - The holder of this item at EoD compulsively uses the plastic stethoscope to apply a Level 4 Mend on a target of their choice that night.
Dangerous Items:
A Literal Bomb - The person who opens this gift dies. Attempting to pass the gift will result in the death of the original recipient. This item can only be gifted to a player who made less than 30 posts during the previous Day phase.
A Gun (1-shot) - The holder of this item may target a player during the Day who posted less than 35 times during the previous Day phase. If the shooter is town and their target is non-town, then the target dies with only a role flip. If the shooter is town and their target is town, then the shooter dies. If the shooter is non-town, then the target dies with only a role flip. This kill is piercing. If the target is somehow protected from piercing day kills, then the gun is used without further effect. If the shooter successfully killed a player, that player's full flip will be posted once the shooter dies.
A Knife (1-shot) -https://www.youtube.com/watch?v=d6gBu2Zd7Bc The holder of this item at EoD is so excited that they begin running around with this item. They must specify what player they run towards with the knife that Night. The chosen player must have made no more than 40 posts during the previous Day. Both the holder of this item and the player they run towards take 13 Levels of Wound.
*
After you run out of items, you can continue to send gag-gifts of your own creation, (e.g Coal, Used iPod, etc.), however they may have no mechanical usage other than being inert items.
2007 Bank
Laurentus
FM-Thumbs Up
Mafia
Spoiler : Forum Mafia Player :
Alignment:Mafia Role:Forum Mafia Player
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:
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.
Evelyn Thornhill
Lemon.Tangerine
FM-Decepticon
Town
Spoiler : Towb Leader :
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.
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
The Gambler (Coin Variant)
Litten
FM-Ringmaster
Town
Spoiler : Moon Worshiper -> BAR :
Alignment:Town Role:Moon Worshipper
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard: You stand atop a nearby hill, using the cover of the forest to watch the town from afar. Being distanced from them is nothing new to you. You've been branded a "lunatic" by them -- cast out, misunderstood, and exiled. But they don't understand. They don't know you've come to show them the way. The way of the Moon. Ancient civilizations knew of this strength, but the modern town has lost this connection. You believe yourself an emissary of the Moon, here to guide those who reject you to true greatness through the Moon. Any and all who don't welcome the Moon... their fate is not your responsibility.
As the Moon Worshipper, during any Night phase (including Night 0*), you may submit a message to the hosts along with a list of 2-4 players (including yourself, if you choose yourself) to "bless" in accordance with the phase of the Moon you choose from the list below. Your message has a word limit of 100 words, and it must be roughly in line with your flavor character.
The following Day, the sun will not rise, and will be instead be replaced by the moon at whatever phase you chose. Your message will be published (and clearly marked as having come from a role) along with the list of "blessed" players. Depending on the Moon state, additional things may also be included.
(*If you submit N0, there's a one-time exception -- you may delay picking the Moon phase and "blessed" players until any time within the first 24 hours of Day 1, at which point the moon phase and targets will be announced immediately.)
You are Semi-Compulsive, meaning that you may not submit no action twice in a row. If you try to, the hosts will randomly pick a moon phase from the available options and a random list of players to bless. You will additionally be publicly humiliated, in a method up to the host's discretion.
The states of the Moon you may choose (and their effects) are as follows (you may only pick each one once):
Blood Moon: With the Blood Moon, a dark shade of red brings a foreboding sense of dread to the day as everything shimmers with a deep crimson. The Moon prepares to sap strength from humanity. All of your blessed players have increased ITA accuracy. The specifics of the accuracy increase is determined by the hosts, however, the buff will be stronger the less people you have blessed by the Blood Moon. If 75% or more (rounded up) of the people your blessed players target with their ITAs die that Day phase (by any means) then the Moon will be ready to accept a heir. You may appoint someone to be this "heir" - meaning that if you die and you're unable to use all your moon states, on the Night immediately following your death, your heir may choose 1 unused moon state and use it once.
New Moon: The Moon hides itself, preserving its strength to supply itself more for a future effort. With the New Moon, any players blessed by the New Moon will have the effect of the following Moon copied onto them as well. This has no other effect.
Blue Moon: The arrival of the Blue Moon calls for a feast, and a celebration of life! All blessed players are allowed to submit one ingredient privately. At the end of the day, all the ingredients submitted by the blessed players are compiled and cooked into one food item, which the blessed players have the option to eat in tandem with performing their action. The specific effects of the food are up to the hosts.
Crescent Moon: The Crescent Moon shows the Moon building power. It helps guide your actions, but it does not empower them. All blessed players may choose to submit an additional backup target for each of their abilities that cycle. If a blessed player's abilities would not successfully affect their primary target but would've successfully affected their backup target if they were instead the primary target, the abilities will instead be performed on the backup target and the action submitter will be informed that their target was changed to their backup.
Full Moon: The origin of the term 'lunacy' derives from craziness originating from a Full Moon. And now, the Moon shall make some lunatics. All blessed players become "lunatics". This opens their mind to a connection with the Moon, allowing them to see dead people. Each blessed player is randomly assigned a player who died on the night you activate this ability or on the day of the Full Moon and is given a private chat with said dead player during the following night only. The players blessed by the Full Moon will flip with the modifier "Lunatic". Additionally, all "blessed" players will have their feedback scrambled in a method determined by the hosts during the night after the day of the Full Moon.
Finally, once you've used all your cycles of the Moon, you may choose to reveal yourself as the Moon Worshipper at any point in the Day. If you choose to do so, the hosts will reveal your role title, and you gain a 1-shot "mark" ability. You submit this mark when you reveal and the end of Day post will say that whatever player you marked will have been marked by the Moon. This will not say what that means, however.
You may only mark a player who was never blessed. This mark empowers all actions performed by blessed players (from any previous blessing) on that player, making any actions they take that target the marked player Strong-Willed. This lasts for the rest of the game. You get your mark back when your marked target dies and may submit another marking action the next available Day phase (with a maximum of 1 mark submitted per phase), and your mark disappears when you die.
Passives:
Your Moon actions are multitasking, meaning you may perform them in tandem with another action, if you get any.
Your Moon actions cannot be roleblocked, however, your blessings may be redirected.
If you try to bless any Sun Worshipper role, the Moon considers you a traitor. This will vanillaize you, publicly shame you (with a method to the host's discretion), and you will have confirmed all the "lunatic" rumors about you.
If you make a Sun Worshipper role your heir, the Moon will not abandon you, however, you will still be publicly shamed with a method to the host's discretion.
The Gardener
Luka
FM-Monet Rocket
Town
Spoiler : Firestar Warrior Cats :
Alignment:Town Role:Firestar Warrior Cats
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Ghost Lady
MacDougall
FM-Naptime
Town
Spoiler : DVC Warrior :
Alignment:Town Role:DVC Warrior
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
For years people have disregarded the power of the masses. The power of the majority. One mind alone may not hold much power. But a collective, a hivemind? The centralized power of human(?) thought, gathered into one concentrated power. That is terrifying. That, alone, could be argued as the most powerful thing known to man.
I am, of course, talking about the spectator chat of any given Mafia game.
The DVC of a Mafia game is filled with warriors. Warriors who can snipe wolves on just a skim. Who can lock the game within a few hours, if even that. And that's just one spec chat resident. Take that and multiply it. A terrifying concept, yes? You understand. The spec chat hivemind is a force to be reckoned with. After all, spec chat is never wrong.
The spectator chat is, undoubtedly, the best part of the game for the lowly player as well. While any given player might tremble in the face of a spec chat resident, they still appreciate the joys of reaching the graveyard. The ascension to Valhalla after a well fought battle of tunneling townies and taking no blame. The afterlife after living through getting ghosted by town while trying to kill an outed wolf. The spectator chat is a safe haven for poor souls. Poor souls like you.
You are the chosen one. You are spec chat's warrior. Why wait for death to embrace the DVC? You'll bring the DVC to the thread yourself.
---
Spec Chat Is Never Wrong
Everyone knows the famous spec chat tunnel. It is fabled amongst players how quickly spec chat will lock in a member of the Mafia, how swiftly that read will spread amongst the masses. You'll do the same. Spec chat cannot possibly be wrong, and neither can you.
During the Day you may target a town player that died during the previous Night or the current Day, if no player is selected, you will choose one randomly (including the Day elimination). That Night you will enter an anonymous neighborhood with said player. The dead player will be told by the hosts that they must submit an answer to “Who are your top 3 wolf reads?” before the end of the night. The following day you may choose to tunnel one of those three players. If they fail to answer, or if all three die that Night, you may choose any player to tunnel.
Spec Chat Weighing In
In addition to your usual ITA, you may also fire a Level 5 ITA Attack at the tunnel target (submitted privately). This ITA will be displayed as being fired by the dead town player you were in a hood with.
*
If your tunnel dies that Night or during the following Day and flips as non-town:
Never Ever Wrong!
DVC is always right! Good job. Spec Chat Hivemind level increases by 1 point.
If your tunnel dies that Night or during the following Day and flips as town: …Ever.
You enter one of the 5 spec chat stages of grief.
Denial: The first time this happens, no it didn't. Spec chat couldn't possibly be wrong. Don't be silly. Nothing will happen in this instance, because it didn't happen.
Anger: The second time this happens, it'll probably start getting annoying. It's okay. Just a fluke. It's entirely the fault of that last dead town, they didn't know what they were talking about, you just need to believe in the next one. It's definitely getting to you, though, as your hands are shaking. (Spec Chat Weighing In ITA becomes a Level 7 ITA Attack)
Bargaining: The third time this happens, ouch. Spec chat is always right though, aren't they? Maybe you just need to give them more chances. (Spec Chat Weighing in ITA becomes a Level 4 ITA Attack. Additionally each day you may fire a Silent Level 4 ITA Attack at one of the three players suggested by the dead town, including but not limited to your current tunnel.)
Depression: The fourth time this happens, it's probably just really sad. :(. You don't feel up to talking with DVC anymore, you need time to recover. There, there. (You no longer get a neighborhood with the dead town you targeted. They simply get prompted to choose their top three wolf reads without further explanation via the hood.)
Acceptance: The fifth time this happens, you've given in. Blessed be the DVC, but you cannot bear to see their reputation tarnished further. There's far too many obvious wolves alive and no one seems to be doing anything about it. Guess you'll have to do it yourself ¯\(ツ)\/¯ (You lose Spec Chat Is Never Wrong and Spec Chat Weighing In. Instead you gain an additional Silent Level 8 ITA with no targeting restrictions.)
*
Spec Chat Hivemind Levels
For every level of Spec Chat Hivemind, the level of the ITA attack given by Spec Chat Weighing In increases by 2. (e.g being on the Anger stage with 2 levels of Spec Chat Hivemind yields a 7+2*2 = Level 11 ITA Attack).
Spec Chat Is Inevitable
Once regular ITAs have ended, you may continue to use your Spec Chat Weighing In shot. It may now be fired at any point during the Day phase.
FM Mech Master
Marshmallow Marshall
FM-Space Pizza
Mafia
Spoiler : The Core Node :
Alignment:Mafia Role:The Core Node
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: Information connects all things. Network connects that information. Where others meander through realspace, you observe the information flowing through the cyber-band and can react in netspace. Where others have to deal with - ugh - physical forms, you can appreciate the code-banks of a clever mind without having to worry about their appearance. Also helps that you don't have to take breaks for body things. Peasants.
Deployment
Networks are constructed. Early it's easier to connect between devices but difficult to deploy assets, as your network grows, however, such things become easier as processing power becomes available. Part of the advantage of connecting to other assets is the combined power that comes from utilising unused processing power they were unaware of.
1. On Night 0, or within the first 24 hours of Day 1, you can establish four (4) new network assets. For the sake of cooldowns, these are treated as if they were established on Night 0 regardless of when you submit them. Connected Assets are unaware that they are connected to you but certain investigative powers may be able to reveal their connection status.
1\.1. Every subsequent Night Phase, you can establish two (2) new network assets. This can only be applied to players that have quoted either your or one of your other assets' posts (you will need to send proof to the hosts in order for your action to be considered valid).
Asset Improvement
Connecting is only the first step in establishing a functioning network. Once you have established base connectivity you then need to ensure integrity and security is maintained. Your second duty will be to improve the functionality of your network. Each asset has limited room, of course.
1. During a Day phase you can "improve" two network assets. You can't improve assets that have only been deployed since the previous Night. You can't improve assets with improvements marked as "self only". (Note that improved assets aren't Active assets)
2. Your improvements are as follows:
2\.1 Firewall deployment (Asset only) - When activated, can choose a non-asset player and prevent all traffic from that node to your asset. (Prevent one person targeting the person you have as an asset. This cannot prevent factional killpower.) Multiple can be built, one per player prevented.
2\.2 Mail Transmission Node (Any) - When activated, you may send an anonymous message to the asset. Activating this once allows you to activate the Mail Transmission Nodes of every other asset for free that Night.
2\.3 Mail Relay Server (Self only) When activated, creates a private chat between you and all assets who have the Mail Transmission Node for that cycle. Your identity will be anonymous. (You will also access the chat non-anonymously if you build a Mail Transmission Node on yourself). Requires 3 actions to activate.
2\.4 Observer Node (Requires Syslog Server, Asset only) - When activated, get a report at the end of Night with who your Network Asset visited. Requires 3 actions to activate, only one can be activated per Night, will fail if activated on the same asset two Nights in a row.
2\.5 Information Archival (Requires Syslog Server, Asset only) - When activated, receive any Night action results that asset receives. Requires 2 actions to activate, only one can be activated per Night, will fail if activated on the same asset two Nights in a row.
2\.6 Syslog Server (Self only) - Passive, enables the ability to build log improvements.
2\.7 Admin Rights Restriction (Any) - When activated, all role modification abilities affecting the asset (except abilities you use) are prevented.
2\.8 Proxy Server (Any) - When activated, anyone tracking you sees you visit this player instead of seeing you visit who you actually targeted.
2\.9 Denial of Service (Asset only) - When activated, the Asset's abilities don't take place until the next appropriate phase. (A Night action will go off the Night after they use it.) Requires 4 actions to activate, only one can be activated per Night, will fail if activated on the same asset two Nights in a row.
2\.10 Worm System (Asset only) - When activated, steal any items an asset possesses. Requires 2 actions to activate, will fail if activated on the same asset two Nights in a row.
2\.11 Automation Master (Self only) - Allows the deployment of Automation Nodes. When activated, can choose to activate up to 3 Automation Nodes for free. Requires 5 actions to activate.
2\.12 Automation Node - (Any) When installing, choose one other Improvement on this Asset. When the Automation Node is activated, count that Improvement as also being active. Activation via automation node does not override cooldowns or limitations that would be in place when activating other improvements normally. Can only be activated using the Automation Master.
3. Each Asset can only have 3 Improvements. You may scrap a previous improvement when you build a new one.
Asset Activation
While building improvements is all well and good, your ability to run said assets is very reliant on the processing speed of your network. You will have to rely on asset population to increase your ability to keep your assets active.
1. You can only Activate 3 Improvements per Night phase. If the abilities are active during the Day phase, they are activated during the previous Night phase.
Core Upgrades
As you gather more assets, more computing power can be utilised to enhance the abilities of the network. Note: This only counts for operating assets. Should an asset suffer critical hardware failure (read: Dead) then you will lose the ability to leverage the processing power from that asset.
1. As you gather Assets, you unlock tiers of your ability
1\.1 While you have 3 operating assets, you no longer have to wait to begin improvements on your assets.
1\.2 While you have 5 operating assets, you have enough processing power to begin to build improvements on your own core-system. The improvements you can build on yourself are marked as "self-only" or "any". These improvements are only operational as long as you maintain 4 assets. (You have 4 slots for improvement.)
1\.3 While you have 7 operating assets, you can activate up to 4 Improvements
1\.4 While you have 9 operating assets, you you can activate up to 5 Improvements
1\.5 While you have 11 operating assets, you can activate up to 6 Improvements
Artificial Status
As a core-node, you are no longer human. As such there are many facets of life that no longer prove to be quite the same for you as they would for others. Some good. Some not so good. Some a little sad.
1. You cannot be damaged by poisons.
2. You cannot use food items.
3. You are weak to Virus attacks unless you have installed a Firewall.
4. You cannot be affected by cold, but any heat over 80c causes functioning issues, preventing you from taking more than one action per cycle.
Anubis
MartinGG
FM-Four Past Seven
Town
Spoiler : 2007 Bank :
Alignment:Town Role:2007 Bank
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Beyond All Reason
May
FM-Catnip
Town
Spoiler : Kill Stealer :
Alignment:Town Role:Kill Stealer
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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
The Narrator
Michelle
FM-Pyramid
Mafia
Spoiler : Morshu :
Alignment:Mafia Role:Morshu
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 are Morshu, the Funky Shopkeeper with 2 lines
"Sorry Link, I can't give credit! Come back when you're a little, mmm, richer!"
Your role is Rolecop-Immune and Uncopiable.
No Credit (Passive): Each player other than you starts the game with 30 rupees. At the end of the day, each player will then gain 10 rupees.
Lamp Oil, Rope, Bombs! (Night 0, Compulsive): Create a list of 5 items and their corresponding effects. These effects may not involve any banned mechanics or any form of killpower and only one may involve any "Sharp" mechanics. Item effects have a 100 character limit. The hosts will price them according to their effect. The hosts may reject your item effects, so submit early.
It's yours my friend! (Day-action): Select a player, tonight they will be offered your list of items including their effects. They may spend their rupees in order to buy items, which serve as a 1-shot ability with the corresponding effect. They may buy multiple of any item. You may not visit the same player twice.
Come back when you're a little, mmm, richer! (Passive): If a player does not buy any of your items, they will be Blocked.
Profit Margin (Mafia-Only, Passive): For every rupee that a non-Mafia player spends at your shop, you earn two rupees. You may only sell to Mafia with “It's yours my friend!” if over the course of the game you have sold to town on more nights than Mafia.
Stockpile (Mafia-Only, Night, Multitaskable, Unlimited Use): Purchase items from your own shop.
The player you target will be told:
This will be your once-in-a-lifetime chance to shop at Morshu's!
Or will you have to come back when you're a little, mmm, richer!
Morshu will not visit you again, and if you do not buy anything then you will be Blocked. Items are guaranteed to do what they say they do.
The Knight
Nanook
FM-Joycat
Town
Spoiler : Mis-Programmed Roomba :
Alignment:Town Role:Mis-Programmed Roomba
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard: Each Night you go A-Wandering (Compulsive):
Wander into an unknown room and see what's going on in there. On your wanders, you can encounter many interesting and potentially dangerous things!
Each Night, you'll encounter someone else in the "house" (house is the game idk it sounded funny) and you'll get to see what they're doing!
The only problem is you're not exactly quiet and you can't really control where in the room you go and what in the room you bump into. The person in the room knows you're there and knows you've seen them.
Mechanics:
Each Night you will track a target, seeing who they visited that Night. However, you will not be able to control who you target and your target knows that “A Roomba” tracked them.
Additionally, during each Day phase you may choose to activate one of the following active abilities that will take place that night instead of your “Each Night you go A-Wandering” ability.
Playdate (2-Shot):
Oh no, you've wandered into the living room where little Bobby is playing with his friends. Adults will usually avoid you, but toddlers? Prepare for a bumpy night.
You track three people tonight but the results are jumbled. Your results will be in the form of one combined list.
Charging station:
We all run out of battery sometimes. While charging, you revisit wanderings of the past.
Tonight, when you track a player, you learn who they targeted on the previous Night instead.
Quick, Take a Picture! (3-shot):
Jenny the cat is hitching a ride tonight, it is adorable! The two of you are going to be internet-famous!
You can compose a 100-word message that we will deliver to your target along with the information that you've tracked them tonight.
You're still a vacuum (Passive): As fun as Roombas are, remember you're still a vacuum! At the end of every phase, you automatically pick up any items that were “lost” (most commonly due to player death, but other means may be possible. You do NOT receive used items.) over the course of that phase.
Stressed, Depressed and a Third Thing
neil the eel
FM-Not Enough Legs
Town
Spoiler : The Deck :
Alignment:Town Role:The Deck
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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 Roleblockwill decrease Willpower.
The limited Roleblock will only grant the target Willpower at SoD if it successfully prevented an action..
Firestar Warrior Cats
Niphredil
FM-Autumn
Town
Spoiler : Holy Spiritualist :
Alignment:Town Role:Holy Spiritualist
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard: MIDNIGHT MASS: At Night, choose a town member that died during the previous Night or Day phase. You'll learn their most recent action, target and get the same information they did. If they performed multiple actions simultaneously, you will learn them all.
LET'S TAKE A MINUTE TO REMEMBER THE DEPARTED (1-shot, Day action, disabled after Day 4): During the Day, tag the hosts and write in bold "Let's take a minute to remember <x>", where x is a town player who died during the most recent Day or Night.
You get to learn all actions they made during the game, including targets and information they got. In addition, if they had a Day action, you get to use it once.
If the majority of posts made during that minute don't mention the target's name anywhere in their post, then you will be vanillaized at the end of the Day for disrespecting the dead. Your own posts do not count for this tally, and you also get vanillaized if there are zero posts made during that minute.
Posts that are counted are posts made after your post that have the same timestamp as your post, or the same timestamp + 1 minute. (e.g. posting at 3:30 will count all posts made after your post with timestamps of either 3:30 or 3:31)
Elemental Thief
NoctiZ
FM-Platypus
Town
Spoiler : Bartender :
Alignment:Town Role:Bartender
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard: Not every role in this god forsaken game needs to be an essay long complicated life altering make vimeo account to make and post irl Guinea pig video content so that you can get people to subscribe to your channel I literally didn't even use the other 2/3 of the abilities cuz it was too complicated
You are a Bartender, you only give shots, if you want a novel, go read a book
On Odd Nights, give someone 10 shots. They'll probably be fine. (Are fake Poisoned.)
On Even Nights, give someone 20 shots. They get alcohol poisoning. (Are Poisoned.)
Bob the Hacker
Porscha
FM-Wakka Wakka
Mafia
Spoiler : News Reporter :
Alignment:Mafia Role:News Reporter
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: Interview (Day-Action)
Target a player and select three accusations to make against them.
The accusations must be of the following form:
You visited at least one of W, X, or Y last night!
You performed a Z role action last night!
You are in/not in a neighborhood!
Submit these accusations to the host, where W, X, and Y are player names and Z is a type of role action from (Killing, Protective, Manipulative, Investigative, Communicative, Other, No Action).
Your target is then informed of the accusations, but not who they are coming from and may prepare a short (max 100 characters) statement in response. You will receive their response as soon as they respond, or <no comment> if they do not respond by the day action deadline.
Regardless of their response, if at least 2 of your 3 accusations are true then you gain a charge of Penguin Shot.
Penguin Shot (0 Charges, multitaskable)
Target a player, you will receive one of the following pieces of information about them, picked at random:
X visited Y last night.
X did not visit anyone nights Y, Z, etc. // X has visited every night.
X has a Y ability (Y being one of the aforementioned action types)
X was targeted by a Y role last night. (Y being one of the aforementioned action types)
X was visited Y times last night.
X is in a neighborhood // X is not in a neighborhood
*
Accusation (2-shot, day action)
Two times per game during the day phase, you may accuse a player of being mafia by using the following command in thread:
“I accuse
@Player
of being mafia. The Jury of [PLAYER NAMES] will preside.”
The players you list will act as the jury, you may not select yourself to be on the Jury, if the majority votes that the player is mafia, they will be vanillaized for the remainder of the day phase and the following night phase. If the majority votes that the player isn't mafia, nothing happens. You lose a shot regardless of outcome.
Jury votes by posting something in the format of
@Player
is [GUILTY/NOT GUILTY]"
Votes are final and cannot be changed after they're cast.
*
Bureaucracy (Odd-Night)
Target a player, you will give them the ability to write a last will.
Bartender
Powerofdeath
FM-Old Lickilicky
Town
Spoiler : Ghost Lady :
Alignment:Town Role:Ghost Lady
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Congratulations, you have died! You are refusing to pass on, however, clinging to the realm of the living until you have wreaked your revenge!
You still retain your ability to speak, vote, be voted, and shoot ITAs as normal (as well as any other things living players can do, unless stated otherwise).
However, as a ghost, you are Ethereal - actions fail to affect you, even Strong-Willed ones, however Unstoppable actions may still affect you. You may target as normal.
Your incorporeal nature also makes you much more resistant to wounding effects. You have Armor Level 2 (This Armor does not reduce Wound gains mentioned on this rolecard.)
You count as being dead for all powers that target such or that distinguish between living or dead players, such actions bypass your Ethereal condition.
While non-dead-interaction powers fail to affect you, having them directed at you disrupts your ability to cling to life. Every time an action is directed at you, you gain levels of Wound according to the action type. These levels cannot be reduced by Armor:
Protective: 1 Level
Communicative: 1 Level
Investigative: 2 Levels
Manipulative: 3 Levels
Killing: Special
Other: Host discretion
Killing actions are processed against you normally with the following processing modification:
Excluding the examples below, a single Wound will deal at least 1 Level of Wound and at most 9 Levels of Wound (calculated after your Armor reduction)
An Attack (including ITAs) that would normally have killed you, will instead inflict 13 Levels of Wound.
A Terminate action instead inflicts 13 Levels of Wound.
An ability that causes a player to unavoidably die will still cause you to die.
Unstoppable actions or mass-targeting actions do not cause you to take levels of Wound. Mass-targeting actions are defined as actions that may target an unlimited number of players or actions that base their number of targets off of the size of the player-list.
Being targeted by an ability that would remove a dead player from the game will immediately kill you and will not trigger Vengeance.
You cannot reduce your Wounds by any means. At 25 levels of Wound, you will die.
You may know how many levels of Wounds you have, but you must request this information from hosts. You can request this information no more than two times per cycle.
Your role is Uncopiable
The Mark: Each Night, starting N1, you must mark one player. They will be told that they were marked by the Ghost Lady and, for the next cycle, they will be prevented from performing actions corresponding to two action types of your choosing. The player will be aware that they are marked by the Ghost Lady and the action types that they are unable to use. (Action types are Investigative/Protective/Killing/Manipulative/Communicative/Other and must be submitted when you submit your target at Night). You may only mark a given player once. Marking cannot prevent the use of items nor a target's first ITA shot.
Vengeance: When you die, you must choose one marked player to die alongside you. This player must be chosen in advance of your death and your target can be changed at any time. If you do not choose a valid player to die, your most recent marked target will be chosen
After death, you will move straight on to dead chat without passing time in limbo, because you were technically already dead.
Door Salesman
Pqwerty
FM-Oink
Town
Spoiler : Beyond All Reason :
Alignment:Town Role:BAR - Beyond All Reason
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard: Well, except game balance and hosting reasons. An inexplicable collection of effects and abilities loosely inspired by the name. Also a fun game, but really its more about the name than anything else of the game.
Everything in this role may or may not be secretly subject to hosts' discretion beyond what is written here (hypothetical examples: additional limitations or conditions or alternative process). Host's discretion is treated as beyond hidden information, and as such no one will be able to find that out with any ability or effect what-so-ever. That would be too reasonable. Additionally, friendly reminder from the role creator that roles which explicitly lie to you are banned from submission, and hence everything here can be trusted to some extent despite the role's name.
Every Night you have the option of causing someone else's non-factional, non-killpower ability or abilities to occur ad infinitum. You will be seen as targeting and visiting them an infinite amount of times. In the event that doing so is absurdly powerful in terms of balance or would break things, you will only cause the ability to repeat twice. If would still be absurdly powerful, you will do nothing and visit/target yourself. If what you are attempting with this ability is logistically unfeasible to process in one Night phase, but would for some reason be logistically feasible if it was known to occur two whole Day/Night cycles in the future, then that will occur without any possible interference ("any possible" means strictly that -- including your death) and you will have this ability permanently disabled once this specific clause is initiated. In the event that this ability is made forever disabled/gone, you will be notified.
You are secretly half-submarine, and so every Night you may choose to be on the surface or underwater for the following Day. This is multitaskable with any other abilities you choose to use at Night and cannot be roleblocked or otherwise interfered with. Both of these choices do nothing (wowee).............except the role creator didn't feel like making that joke in full. Instead, underwater state will act in a more protective manner when it comes to ITAs (You gain 1 Level of Armor against ITAs, but your own ITAs decrease by 2 levels) and the surface state will act in an offensive manner when it comes to ITAs (Your ITAs increase by 1 level, but have -2 Armor against ITAs (yes, statuses cannot be below 0, but remember, this role is beyond reason.)). If you forget to check this every day (smh...) then you automatically default to what you most recently were -- you begin the game submerged but may choose to surface on Night 0.
If you show the hosts appreciation (should be done privately, unless you want the role creator to know who you probably are ( ͡° ͜ʖ ͡°) ) for being awesome hosts who put a lot of effort into making this game happen, you'll gain a permanent +1 Level for your ITAs. Bonus points if you do it post-game too, though sadly there can't be any mechanical effects beyond the end of the game.
Inexplicably, you are considered a spirit or otherwise which makes you a half-submarine spirit (wait, what?) and are targetable by dead-interaction mechanics and similarly styled passive effects no matter how irrational or silly the outcome might be. As a result, you cannot be sent to limbo (death means permadeath) unless an ability for whatever reason specifies that you are sent to limbo in its wording.
If a post restriction (or otherwise related condition) which originates from a non-factional ability is placed upon you, you automatically fail it (for better or worse). If you are given any sort of conditional trade offer or otherwise, you automatically accept, where possible. It would be too reasonable otherwise. Note that this may include "sharp" post restrictions that are powerful enough to carry a steep penalty, such as ones that would require you to follow the rules but -- since you automatically fail it -- would be killed (not modkilled, as it originates from a role ability) for it.
In the event that some other role secretly modifies your role, you will be notified of the contents of the change. If someone modifies your role so that you identify as a sub or submarine instead of a half-submarine (excluding the part about being a spirit), you also die because subs are not allowed in the game, only modkills.
There is one final effect: Unless you directly caused your own death,...[HIDDEN INFORMATION BEGIN, DOES NOT FULLY REVEAL ON FLIP BUT ROLE RECIEVER CAN SEE]...during a host-determined length of time, another player in the game will have the option of inheriting a copy of your role wherein said copy replaces their original role. Since it is a copy, this copy will include any current effects such as permanently disabled abilities or modified text. They will know the full contents of your role, except this bit of hidden information (to be noted as hidden information).[HIDDEN INFORMATION END]
Paranormal Investigator
Princess Abigail
FM-Heterochromia
Town
Spoiler : Anubis :
Alignment:Town Role:Anubis
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Dungeon Master
PsychoSoldier
FM-Eyescream
Town
Spoiler : Sinner :
Alignment:Town Role:Sinner
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
[Hidden Info - Reward Info]
The reward is a Night-passable Meat Stew item that grants the holder a last will for as long as it is held. Alternatively, it can be consumed for a 1-shot Strongwilled.
If the Sinner is voted out, the first player to vote for them (without changing the vote) gets the Meat Stew instead.
Codec Master
Relm
FM-ZOMG
Mafia
Spoiler : Pride :
Alignment:Mafia Role:Pride
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:
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.
Chevalier d'Eon
Last edited by KRC Hosts; February 13th, 2025 at 08:45 AM.
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:
Each night you are informed of how many times you were targeted by each category of role action (not factional actions or items):
Killing
Protective
Manipulative
Investigative
Communicative
Other
Abilities that mass-target players (e.g target the entire playerlist or a number of players based on the size of the playerlist) or detection-immune actions are not counted.
Additionally, each Night you may make one prediction that includes:
The player you predict will target you
The type of action you predict they will take
Whether or not you want them to be Blocked
If your prediction is correct, then you will gain a copy of that ability to use the following Night. If the ability you predicted was any form of killpower, you will learn what the ability was but you will not copy it. Abilities gained from predictions cannot be Blocked or Manipulated and may be multitasked.
Additionally, if your prediction was correct and you wished for them to be Blocked, then they will be Blocked for the Night.
Gambler (Betray)
Ruby
FM-Candyfloss
Mafia
Spoiler : The Narrator :
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 Beekeeper
Ryast
FM-Scarf
Mafia
Spoiler : The Seeker :
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.
Alan, the Overbearing Manager
Santygrass
FM-The Great Flood
Mafia
Spoiler : Home Security :
Alignment:Mafia Role:Home Security
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 can install a camera on a player to see everyone who visits them for the rest of the game or until the player dies.
You can also install the camera on yourself.
Install Camera (Night): Install a camera on a player. At the end of each Night, you will learn who visits each player you have a camera on. Cameras do not detect killing actions. You may have at most 2 cameras active at a time. If you already have two cameras active, you may spend a Night to uninstall the camera and place it on another player, when you do this you will be seen as visiting both players to trackers/watchers. You will still receive investigative feedback on the Night you spent uninstalling the camera. Dead players do not count against your active camera count.
Example Feedback:
Camera 1 ([playername]): They were visited by [x], [y]
Camera 2 ([playername]): They were visited by [z]
Home Security Protocols (Non-targeting, Night): Choose one of the players you currently have a camera on (you cannot target yourself, even though you may self-target with Install Camera). You activate home security protocols locking down their house, turning it into a bunker for the Night (mechanically is a commute). For this Night and the next, you only learn if any players visited them during the Night from your Install Camera feedback, not who targeted them. After targeting a player with this, you must wait 2 nights before targeting that same player (e.g if you use this on a player on Night 2, you cannot target that same player with this ability until Night 5)
Destiny Bringer
SB16
FM-Matchstick Man
Town
Spoiler : The Oracle :
Alignment:Town Role: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.
Time Wizard
Spooky
FM-Choo-Choo
Mafia
Spoiler : Empowered Bookie :
Alignment:Mafia Role:Empowered Bookie
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 are Rolecop Immune + Uncopiable.
You start with 0 points.
Multitasking (Passive) - You can use any number of your role abilities in the same Day/Night. However, each ability can only be used once per Day/Night.
Gamble (Night, Infinite-Shot, Unstoppable, Non-targeting) - Choose as many players as you want. These players must not be in any factional chats with you, and cannot be yourself. For each player you target, guess who they will ITA or who they will be voting (if anyone) at the end of the following day*.
You gain 1 point for gambling on 1 player, (1+2) points for gambling on 2 players, (1+2+3) points for gambling on 3 players, (1+2+3+4) points for gambling on 4 players, etc.
For every incorrect guess, you lose 25% of your point gain. Points are rounded down.
Example: You gamble on 6 players and get 2 guesses wrong, you gain (1+2+3+4+5+6)\*(100% - 25% - 25%) = 21 \* 50% = 10.5, rounded down is +10 points.
Edge cases: You do not need to specify whether you think they will vote or ITA your guess, either condition will count as a correct guess.
If you guess Player A will vote Player B:
If either of them die at Night, then Player A is removed from your guess pool (you do not gain points from them, nor are you penalized with an incorrect guess)
If either of them die before Player A casts a vote or publicly ITAs another player, Player A is also removed from your guess pool.
Else, if Player A publicly ITAs Player B at any point during the day, the guess is correct.
Else, if Player B dies during the day, the guess is correct if Player A voted for Player B at any point that day, and incorrect otherwise.
Else, If Player A dies during the day, then the guess is correct if they died voting Player B, and incorrect otherwise.
Measure Scales (Night, Variable points, Infinite-shot) - Choose an EoD wagon from the previous day with at least 3 voters, and a list of role types from {Investigative, Killing, Protective, Manipulative, Communicative, Other}. For each chosen role type, learn how many players on the wagon have an ability that corresponds to the chosen type. This ability costs N*T/2 (rounded down) where N is the number of players on the wagon and T is the number of role types chosen.
Neighborize (Night, Variable points, Infinite-shot) - Choose as many players as you want. They will all be put into a single neighborhood with you. This ability costs 1 point to invite 1 player to a hood with you. (1+2) = 2 points to invite 2 players, (1+2+3) = 6 points to invite 3 players, (1+2+3+4)=10 points to invite 4 players, etc.
If you use this ability again then your previous neighborhood will dissolve. The neighborhood will close if you die or if there are no surviving players in it who are not aligned with your faction (if you are a member of one). You may also choose to dissolve the neighborhood at any time.
Moon Worshiper
Stick
FM-Tinnitus
Town
Spoiler : The Knight :
Alignment:Town Role:The Knight
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Passive: The Knight will copy any copyable, non-killing actions targeting it at night as one-shot abilities that it can use from the next Night onwards. The Knight can gain a maximum of 5 abilities this way per Night and can only use one active ability obtained from this passive or from trade-in per Night.
Passive: All investigative abilities that see who targets the player being investigated (e.g watchers) will fail when targeting The Knight.
Active: If The Knight has collected at least 3 one-shot actions from its passive, it can trade 3 of them in for permanent access to a new ability of its choice (each ability may only be claimed once). This ability is multitaskable and Unstoppable.
Trade-in Options:
Passive (1-shot): If The Knight is targeted with a killing action, they will will leap out of the way and the killing action fails. In effect, the Knight has 1 level of Shielding. The Knight knows when this passive is triggered.
Active (1-shot): Target a player with a Level 500 Protect.
Active (1-shot): Track and Follow a player and see who they visited during the night and what action types they performed.
Inefficient JOAT
Tepig
FM-Mr Clean
Town
Spoiler : Hopeless Romantic :
Alignment:Town Role:The hopeless romantic tryhard Tsundere who studies for finals and will follow you and boost you to greatness.
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Sinner
Varcron
FM-Disco Dancer
Lost Wolf
Spoiler : Alan, the Overbearing Manager :
Alignment:Lost Wolf Role:Alan, Overbearing Manager
Factional Abilities: Alone But Not Forgotten
You start the game without access to the mafia factional chat, the other mafia factional abilities, and without knowing who the other mafia are. However, the other members of your faction know of your existence, your identity, and your condition for joining factional chat.
Homeward Bound
If you are still alive when there are only six mafia players left (excluding yourself), you will be given full access to the mafia factional chat and mafia factional abilities.
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: 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.
The King
Venusaur
FM-Hon Hon Hon
Town
Spoiler : Inefficient JOAT :
Alignment:Town Role:Inefficient JOAT
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
Inefficient JOAT - you must cycle through all of your abilities before being allowed to reuse any of them. You may not use any specific ability on two consecutive Nights.
Insecure Doctor: Target yourself with a Level 30 Protect. However, if you are targeted by another Protect on the same phase, all Protects targeting you will fail, including your own.
Useless Cop: Target a player at Night to learn their role card, all statuses they're affected by and their respective levels, and all role abilities they used and their respective targets. Your action may only succeed if your target is not visited by anybody else.
Noisy Kidnapper: During the Day, make the decision to kidnap someone for a Night. They will Commute and be unable to perform any actions of their own (including role actions, factional actions, and item usage), however you may still target them as normal. Your target may not speak in any private chats that night, however they may still speak in factional chats. The Night will begin with an announcement informing the thread that ‘X has been Kidnapped!', where X is your target.
Tarot Prognosticator
Wisdom
FM-bad Hairday
Town
Spoiler : Sith Lord + Apprentice :
Alignment:Town Role:Sith Lord
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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 attemptedto 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.
Holy Spiritualist
Xanjori
FM-Player 2
Mafia
Spoiler : Stressed, Depressed and a Third Thing :
Alignment:Mafia Role:Stressed, Depressed, and a Third Thing
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: 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.
Kill Stealer
YouButWorse
FM-Breakup
Town
Spoiler : Grim Reaper :
Alignment:Town Role:Grim Reaper
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
The personification of death, you are here to collect souls of the other contestants.
Soul reap (Day and Night Action, Night 0*) - Once each phase, select a player. If they die during the next phase, you will gain 1 soul point. You will have until 24 hours after the start of Day 1 to submit your Night 0 action. This is still counted as being submitted during Night 0 and can be used alongside your regular Day 1 submission.
Ghostly shield (Self-targetable) - Spend 1 soul point to stand watch at another player's house at Night, and defend them from one attack that would have otherwise killed them.
Scythe of death (Day Action) - Spend 1 soul point to get another ITA shot. This can be used up to twice in one Day, but can't be used in combination with Death mark.
Death mark - At Night, spend 3 soul points and your ITA shot from the following day to mark someone for death, any ITA shots on that person that have a chance to succeed will automatically succeed.
Deathly Quiet (Day Action, 1-shot) - Costing 0 soul points, you may fire a Silent, Level 10 Terminate at a player that has posted less than 30 times per phase. (Valid targets are locked in at SoD. E.g. On day 3 valid targets are players that have posted less than 60 times.
Death Acts Alone (Passive) - You cannot gain soul points from kills performed by anyone you share a factional chat with.
Morshu
Yurkin
FM-Turquoise
Town
Spoiler : Destiny Holder :
Alignment:Town Role:Destiny Holder
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
Rolecard:
In this game, some people just weren't chosen by Fate. And nothing can stop fate from just banishing them... Unless the fruit of fate is shared.
The majority of the game will be considered to be "Non Chosen" by Fate. The ones Chosen by Fate will be notified at the start of Day 1. Those Chosen by Fate will "win" (not get selected for elimination) randed elimination votes against people who are Non Chosen. More players may be Chosen by Fate as the game continues.
All your actions are multitaskable with each other.
Destiny Observer (Day Action, Multitaskable): During the Day, you can choose a number of living players. At the end of the Day, you will be informed of how many people are chosen by fate within that list. Alternatively, you can try to guess who all the living Chosen players are. If you are correct, you will receive a DESTINY charge. (You cannot receive more than one DESTINY charge from this ability.)
Share the Fruit of Fate (Night Action, Multitaskable): During the Night, you can choose a pair of players. The next Day, if one is chosen by Fate and the other isn't, the fated one will have the option of sharing the fruit of fate with them. If they decide to do so, they will both be chosen by Fate. They will gain access to a shared neighborhood until one of them dies or you die. If at the End of Day both players are voting the same player, they will be immune to Roleblocks during the following Night. If that condition isn't met, the penguin will be sad. A player that was successfully targeted by this ability cannot be targeted by this ability again. There can be a maximum of three fated pairs active at once.
For each fated pair you create this way, you gain a DESTINY charge.
Penguin (Passive): Once a pair with shared fate is formed, you will send them a penguin. They will be able to play with the penguin, and the penguin will aid them in their duties... Or at least they'll try. They can't get rid of the penguin, but other than being present in everything they do, they're useless. (Flavor modifier just for fun, but the pair doesn't know it)
Blessing of Fate (Night Action, Multitaskable): During the Night, you can use one DESTINY charge to rolestop most killing powers targeting a player for the cycle (Night + following Day), this includes poison, but does not include piercing kills, nor wound. Attacks, including ITA Attacks will have their chance to kill set to 0, but will still apply Wound as normal. After using this ability on a player, then their fortunate fate has run its course and they lose their chosen status. If they were previous Sharing the Fruit of Fate, then they lose the shared hood and all associated benefits.
If you die, all ongoing effects of your role will end.
Gift Maker
Zedus
FM-Pareidolia
Mafia
Spoiler : Tarot Prognosticator :
Alignment:Mafia Role:Tarot Prognosticator
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:
Fortune Telling; something some see as a hoax, but you have made a name for yourself with your ability to read someone's fortune with a magical deck of cards.
[Deck of Cards] At the core of your abilities as a Tarot Reader is a magical deck of cards; the following cards of the Major Arcana of Tarot are what you use to read fortunes.
The Fool
The Magician
The High Priestess
The Empress
The Emperor
The Hierophant
The Lovers
The Chariot
Strength
The Hermit
The Wheel of Fortune
Justice
The Hanged Man
Death
Temperance
The Devil
The Tower
The Star
The Moon
The Sun
Judgement
The World
[Draw & Discard Pile] At the start of the game, all of your cards will be shuffled into the draw pile randomly. All discarded and unused cards are placed in a discard pile. At the beginning of every Day you randomly gain two cards from your draw pile. Unused cards are discarded at the end of the Night. If you run out of valid cards in the Draw Pile, then all remaining cards in the Draw Pile are discarded, and Discard Pile is shuffled and becomes the new Draw Pile.
[Read Fortune] Your flagship ability as a Tarot Reader is to read someone's fortune with your tarot cards. If you target a player with this action, you can choose a card in your hand to read their fortune. The effects are as follows:
Reveal your Rolecard (not alignment) to them:
The Fool
Learn if they possess killpower (through a role action, an item, additional ITA shots, or ITA buffs, but not the default ITA shot or factional abilities):
The High Priestess
The Empress
Justice
Death
Learn the player they targeted:
The Chariot
The Devil
The Moon
The Sun
Learn the players who targeted them, fails if the target dies:
The Magician
The Tower
The Hermit
The Wheel of Fortune
Learn what types of actions targeted them (Killing, Protective, Manipulative, Investigative, Communicative, Other):
Temperance
Judgement
The Devil
The Star
Learn if they are a part of a non-factional chat:
The Lovers
The Hierophant
The Hanged Man
The Emperor.
Wildcard; Choose any information type to gain:
The World
[Discard Card] At any time before Night begins, you can choose to discard one of your cards and draw another. You can only perform this action once per day.
[Stacked Deck] You will not be dealt any cards that correspond to the effect you used on the previous Night.
Aspiring Producer
Zugzwang
FM-Lassie
Town
Spoiler : Codec Master :
Alignment:Town Role:Codec Master
Factional Abilities:
Town is the uninformed majority and receives no factional abilities.
Win Condition:
Eliminate all anti-town factions.
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.
Empowered Bookie
And here are links to the tables for the five years before that:
Role Hall of Fame: Part 1
A place to honor the particularly interesting or well designed roles from past iterations of the game. The best role submissions from this iteration will be added to the hall of fame too!
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 attemptedto 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.
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: 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.
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.
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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.
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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.
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 Roleblockwill decrease Willpower.
The limited Roleblock will only grant the target Willpower at SoD if it successfully prevented an action..
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.
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.
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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.
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.
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.
In the era of limited power level KRC roles, it's difficult to create a submission that allows for the kind of complete freedom and creativity in mechanics that is most often associated with wish granters or reality benders. But Morshu manages to do just that. By front-loading the item creation process to night 0, it simultaneously limits the power level problems that true wish granters have, removes the impact of mid-game host discretion, and all while preserving the potential for post-rand creative design. It's the perfect KRC role - in a setup that is all about designing roles, the opportunity to design items within the game could not be more fitting.
Spoiler : Morshu :
Role: Morshu Rolecard:
You are Morshu, the Funky Shopkeeper with 2 lines
"Sorry Link, I can't give credit! Come back when you're a little, mmm, richer!"
Your role is Rolecop-Immune and Uncopiable.
No Credit (Passive): Each player other than you starts the game with 30 rupees. At the end of the day, each player will then gain 10 rupees.
Lamp Oil, Rope, Bombs! (Night 0, Compulsive): Create a list of 5 items and their corresponding effects. These effects may not involve any banned mechanics or any form of killpower and only one may involve any "Sharp" mechanics. Item effects have a 100 character limit. The hosts will price them according to their effect. The hosts may reject your item effects, so submit early.
It's yours my friend! (Day-action): Select a player, tonight they will be offered your list of items including their effects. They may spend their rupees in order to buy items, which serve as a 1-shot ability with the corresponding effect. They may buy multiple of any item. You may not visit the same player twice.
Come back when you're a little, mmm, richer! (Passive): If a player does not buy any of your items, they will be Blocked.
Profit Margin (Mafia-Only, Passive): For every rupee that a non-Mafia player spends at your shop, you earn two rupees. You may only sell to Mafia with “It's yours my friend!” if over the course of the game you have sold to town on more nights than Mafia.
Stockpile (Mafia-Only, Night, Multitaskable, Unlimited Use): Purchase items from your own shop.
The player you target will be told:
This will be your once-in-a-lifetime chance to shop at Morshu's!
Or will you have to come back when you're a little, mmm, richer!
Morshu will not visit you again, and if you do not buy anything then you will be Blocked. Items are guaranteed to do what they say they do.
Multi-power roles are a staple of KRC. But where multi-power roles often fall short is a lack of mechanical synergy or interconnectedness between their abilities. DVC Warrior is a great example of how to combine top-notch (and all too relatable) flavor with mechanically interconnected powers on a multi-power role. The role has a medium ability and ITA killpower. And while it could have stopped there, the combination of the medium ability with the dead player getting to decide who can be targeted with the ITA provides a degree of mechanical connectedness that is often missing from so many roles. Rather than having a medium chat and then proceeding to disregard whatever the dead player said - the DVC Warrior is mechanically obligated to listen to the dead as their shot selection is limited to their three picks.
Spoiler : DVC Warrior :
Role: DVC Warrior Rolecard:
For years people have disregarded the power of the masses. The power of the majority. One mind alone may not hold much power. But a collective, a hivemind? The centralized power of human(?) thought, gathered into one concentrated power. That is terrifying. That, alone, could be argued as the most powerful thing known to man.
I am, of course, talking about the spectator chat of any given Mafia game.
The DVC of a Mafia game is filled with warriors. Warriors who can snipe wolves on just a skim. Who can lock the game within a few hours, if even that. And that's just one spec chat resident. Take that and multiply it. A terrifying concept, yes? You understand. The spec chat hivemind is a force to be reckoned with. After all, spec chat is never wrong.
The spectator chat is, undoubtedly, the best part of the game for the lowly player as well. While any given player might tremble in the face of a spec chat resident, they still appreciate the joys of reaching the graveyard. The ascension to Valhalla after a well fought battle of tunneling townies and taking no blame. The afterlife after living through getting ghosted by town while trying to kill an outed wolf. The spectator chat is a safe haven for poor souls. Poor souls like you.
You are the chosen one. You are spec chat's warrior. Why wait for death to embrace the DVC? You'll bring the DVC to the thread yourself.
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Spec Chat Is Never Wrong
Everyone knows the famous spec chat tunnel. It is fabled amongst players how quickly spec chat will lock in a member of the Mafia, how swiftly that read will spread amongst the masses. You'll do the same. Spec chat cannot possibly be wrong, and neither can you.
During the Day you may target a town player that died during the previous Night or the current Day, if no player is selected, you will choose one randomly (including the Day elimination). That Night you will enter an anonymous neighborhood with said player. The dead player will be told by the hosts that they must submit an answer to “Who are your top 3 wolf reads?” before the end of the night. The following day you may choose to tunnel one of those three players. If they fail to answer, or if all three die that Night, you may choose any player to tunnel.
Spec Chat Weighing In
In addition to your usual ITA, you may also fire a Level 5 ITA Attack at the tunnel target (submitted privately). This ITA will be displayed as being fired by the dead town player you were in a hood with.
*
If your tunnel dies that Night or during the following Day and flips as non-town:
Never Ever Wrong!
DVC is always right! Good job. Spec Chat Hivemind level increases by 1 point.
If your tunnel dies that Night or during the following Day and flips as town: …Ever.
You enter one of the 5 spec chat stages of grief.
Denial: The first time this happens, no it didn't. Spec chat couldn't possibly be wrong. Don't be silly. Nothing will happen in this instance, because it didn't happen.
Anger: The second time this happens, it'll probably start getting annoying. It's okay. Just a fluke. It's entirely the fault of that last dead town, they didn't know what they were talking about, you just need to believe in the next one. It's definitely getting to you, though, as your hands are shaking. (Spec Chat Weighing In ITA becomes a Level 7 ITA Attack)
Bargaining: The third time this happens, ouch. Spec chat is always right though, aren't they? Maybe you just need to give them more chances. (Spec Chat Weighing in ITA becomes a Level 4 ITA Attack. Additionally each day you may fire a Silent Level 4 ITA Attack at one of the three players suggested by the dead town, including but not limited to your current tunnel.)
Depression: The fourth time this happens, it's probably just really sad. . You don't feel up to talking with DVC anymore, you need time to recover. There, there. (You no longer get a neighborhood with the dead town you targeted. They simply get prompted to choose their top three wolf reads without further explanation via the hood.)
Acceptance: The fifth time this happens, you've given in. Blessed be the DVC, but you cannot bear to see their reputation tarnished further. There's far too many obvious wolves alive and no one seems to be doing anything about it. Guess you'll have to do it yourself ¯\(ツ)\/¯ (You lose Spec Chat Is Never Wrong and Spec Chat Weighing In. Instead you gain an additional Silent Level 8 ITA with no targeting restrictions.)
*
Spec Chat Hivemind Levels
For every level of Spec Chat Hivemind, the level of the ITA attack given by Spec Chat Weighing In increases by 2. (e.g being on the Anger stage with 2 levels of Spec Chat Hivemind yields a 7+2*2 = Level 11 ITA Attack).
Spec Chat Is Inevitable
Once regular ITAs have ended, you may continue to use your Spec Chat Weighing In shot. It may now be fired at any point during the Day phase.
This role takes the guidelines for "how to make a good role" and just throws... them out the window. Thematic consistency? Who cares! I'm half-submarine, half-spirit! Concise, organized role text? No thank you, doing that would ruin the build-up to my punchlines. Being reasonable? Have you seen the role name??
And you know what? It works. Beyond all reason, it works. The abilities are weird (which is perfect for KRC), the theming is hilarious, and the punchlines consist of one of my all-time favorite KRC jokes in "If someone modifies your role so that you identify as a sub or submarine instead of a half-submarine (excluding the part about being a spirit), you also die because subs are not allowed in the game, only modkills."
And the crown jewel for this role is it's weirdest ability of all - ad infinitum. It's a concept that is so unpredictable and yet has so much potential for crazy and amazing interactions in a setup like KRC. It's so novel and yet so simple that it makes you wonder why no one thought of it sooner. And the way this role synergized with Moon Worshipper to create the infinite full moons was just a pure, peak-KRC moment. Aa well-earned place in the hall of fame.
That said - use this role as a template at your own risk! Beyond all reason, this role worked out fantastically, but wow did it have a very narrow line to walk in order to effectively pull it off!
Spoiler : BAR - Beyond All Reason :
Role: BAR - Beyond All Reason Rolecard: Well, except game balance and hosting reasons. An inexplicable collection of effects and abilities loosely inspired by the name. Also a fun game, but really its more about the name than anything else of the game.
Everything in this role may or may not be secretly subject to hosts' discretion beyond what is written here (hypothetical examples: additional limitations or conditions or alternative process). Host's discretion is treated as beyond hidden information, and as such no one will be able to find that out with any ability or effect what-so-ever. That would be too reasonable. Additionally, friendly reminder from the role creator that roles which explicitly lie to you are banned from submission, and hence everything here can be trusted to some extent despite the role's name.
Every Night you have the option of causing someone else's non-factional, non-killpower ability or abilities to occur ad infinitum. You will be seen as targeting and visiting them an infinite amount of times. In the event that doing so is absurdly powerful in terms of balance or would break things, you will only cause the ability to repeat twice. If would still be absurdly powerful, you will do nothing and visit/target yourself. If what you are attempting with this ability is logistically unfeasible to process in one Night phase, but would for some reason be logistically feasible if it was known to occur two whole Day/Night cycles in the future, then that will occur without any possible interference ("any possible" means strictly that -- including your death) and you will have this ability permanently disabled once this specific clause is initiated. In the event that this ability is made forever disabled/gone, you will be notified.
You are secretly half-submarine, and so every Night you may choose to be on the surface or underwater for the following Day. This is multitaskable with any other abilities you choose to use at Night and cannot be roleblocked or otherwise interfered with. Both of these choices do nothing (wowee).............except the role creator didn't feel like making that joke in full. Instead, underwater state will act in a more protective manner when it comes to ITAs (You gain 1 Level of Armor against ITAs, but your own ITAs decrease by 2 levels) and the surface state will act in an offensive manner when it comes to ITAs (Your ITAs increase by 1 level, but have -2 Armor against ITAs (yes, statuses cannot be below 0, but remember, this role is beyond reason.)). If you forget to check this every day (smh...) then you automatically default to what you most recently were -- you begin the game submerged but may choose to surface on Night 0.
If you show the hosts appreciation (should be done privately, unless you want the role creator to know who you probably are ( ͡° ͜ʖ ͡°) ) for being awesome hosts who put a lot of effort into making this game happen, you'll gain a permanent +1 Level for your ITAs. Bonus points if you do it post-game too, though sadly there can't be any mechanical effects beyond the end of the game.
Inexplicably, you are considered a spirit or otherwise which makes you a half-submarine spirit (wait, what?) and are targetable by dead-interaction mechanics and similarly styled passive effects no matter how irrational or silly the outcome might be. As a result, you cannot be sent to limbo (death means permadeath) unless an ability for whatever reason specifies that you are sent to limbo in its wording.
If a post restriction (or otherwise related condition) which originates from a non-factional ability is placed upon you, you automatically fail it (for better or worse). If you are given any sort of conditional trade offer or otherwise, you automatically accept, where possible. It would be too reasonable otherwise. Note that this may include "sharp" post restrictions that are powerful enough to carry a steep penalty, such as ones that would require you to follow the rules but -- since you automatically fail it -- would be killed (not modkilled, as it originates from a role ability) for it.
In the event that some other role secretly modifies your role, you will be notified of the contents of the change. If someone modifies your role so that you identify as a sub or submarine instead of a half-submarine (excluding the part about being a spirit), you also die because subs are not allowed in the game, only modkills.
There is one final effect: Unless you directly caused your own death,...[HIDDEN INFORMATION BEGIN, DOES NOT FULLY REVEAL ON FLIP BUT ROLE RECIEVER CAN SEE]...during a host-determined length of time, another player in the game will have the option of inheriting a copy of your role wherein said copy replaces their original role. Since it is a copy, this copy will include any current effects such as permanently disabled abilities or modified text. They will know the full contents of your role, except this bit of hidden information (to be noted as hidden information).[HIDDEN INFORMATION END]
I talked before about how multi-power roles (such as but not limited to JOATs) often lack mechanical synergy and interconnectedness. And while Moon Worshipper does have some mild mechanical interconnectedness with the New Moon duplicating the effect of the next moon, this role doesn't really follow the route of greatness via mechanical interconnectedness. Instead this role demonstrates one of the other ways to take a relatively standard JOAT and elevate it to greatness - thematic consistency and cool flavor. The different JOAT effects correspond to different phases of the moon with different bits of flavor text tying the phase of the moon with its corresponding effect. And the whole role just feels so grandiose and mysterious - like, making it so the sun doesn't rise and instead a phase of the moon rises? Making certain players publicly blessed by this rising moon without any elaboration on what it does? Modifying players flips to include a lunatic modifier? The role is an incredible example of how small flavor touches that have little balance impact and are easy to run can enhance a role's flavor and elevate it to greatness.
Spoiler : Moon Worshipper :
Role: Moon Worshipper Rolecard: You stand atop a nearby hill, using the cover of the forest to watch the town from afar. Being distanced from them is nothing new to you. You've been branded a "lunatic" by them -- cast out, misunderstood, and exiled. But they don't understand. They don't know you've come to show them the way. The way of the Moon. Ancient civilizations knew of this strength, but the modern town has lost this connection. You believe yourself an emissary of the Moon, here to guide those who reject you to true greatness through the Moon. Any and all who don't welcome the Moon... their fate is not your responsibility.
As the Moon Worshipper, during any Night phase (including Night 0*), you may submit a message to the hosts along with a list of 2-4 players (including yourself, if you choose yourself) to "bless" in accordance with the phase of the Moon you choose from the list below. Your message has a word limit of 100 words, and it must be roughly in line with your flavor character.
The following Day, the sun will not rise, and will be instead be replaced by the moon at whatever phase you chose. Your message will be published (and clearly marked as having come from a role) along with the list of "blessed" players. Depending on the Moon state, additional things may also be included.
(*If you submit N0, there's a one-time exception -- you may delay picking the Moon phase and "blessed" players until any time within the first 24 hours of Day 1, at which point the moon phase and targets will be announced immediately.)
You are Semi-Compulsive, meaning that you may not submit no action twice in a row. If you try to, the hosts will randomly pick a moon phase from the available options and a random list of players to bless. You will additionally be publicly humiliated, in a method up to the host's discretion.
The states of the Moon you may choose (and their effects) are as follows (you may only pick each one once):
Blood Moon: With the Blood Moon, a dark shade of red brings a foreboding sense of dread to the day as everything shimmers with a deep crimson. The Moon prepares to sap strength from humanity. All of your blessed players have increased ITA accuracy. The specifics of the accuracy increase is determined by the hosts, however, the buff will be stronger the less people you have blessed by the Blood Moon. If 75% or more (rounded up) of the people your blessed players target with their ITAs die that Day phase (by any means) then the Moon will be ready to accept a heir. You may appoint someone to be this "heir" - meaning that if you die and you're unable to use all your moon states, on the Night immediately following your death, your heir may choose 1 unused moon state and use it once.
New Moon: The Moon hides itself, preserving its strength to supply itself more for a future effort. With the New Moon, any players blessed by the New Moon will have the effect of the following Moon copied onto them as well. This has no other effect.
Blue Moon: The arrival of the Blue Moon calls for a feast, and a celebration of life! All blessed players are allowed to submit one ingredient privately. At the end of the day, all the ingredients submitted by the blessed players are compiled and cooked into one food item, which the blessed players have the option to eat in tandem with performing their action. The specific effects of the food are up to the hosts.
Crescent Moon: The Crescent Moon shows the Moon building power. It helps guide your actions, but it does not empower them. All blessed players may choose to submit an additional backup target for each of their abilities that cycle. If a blessed player's abilities would not successfully affect their primary target but would've successfully affected their backup target if they were instead the primary target, the abilities will instead be performed on the backup target and the action submitter will be informed that their target was changed to their backup.
Full Moon: The origin of the term 'lunacy' derives from craziness originating from a Full Moon. And now, the Moon shall make some lunatics. All blessed players become "lunatics". This opens their mind to a connection with the Moon, allowing them to see dead people. Each blessed player is randomly assigned a player who died on the night you activate this ability or on the day of the Full Moon and is given a private chat with said dead player during the following night only. The players blessed by the Full Moon will flip with the modifier "Lunatic". Additionally, all "blessed" players will have their feedback scrambled in a method determined by the hosts during the night after the day of the Full Moon.
Finally, once you've used all your cycles of the Moon, you may choose to reveal yourself as the Moon Worshipper at any point in the Day. If you choose to do so, the hosts will reveal your role title, and you gain a 1-shot "mark" ability. You submit this mark when you reveal and the end of Day post will say that whatever player you marked will have been marked by the Moon. This will not say what that means, however.
You may only mark a player who was never blessed. This mark empowers all actions performed by blessed players (from any previous blessing) on that player, making any actions they take that target the marked player Strong-Willed. This lasts for the rest of the game. You get your mark back when your marked target dies and may submit another marking action the next available Day phase (with a maximum of 1 mark submitted per phase), and your mark disappears when you die.
Passives:
Your Moon actions are multitasking, meaning you may perform them in tandem with another action, if you get any.
Your Moon actions cannot be roleblocked, however, your blessings may be redirected.
If you try to bless any Sun Worshipper role, the Moon considers you a traitor. This will vanillaize you, publicly shame you (with a method to the host's discretion), and you will have confirmed all the "lunatic" rumors about you.
If you make a Sun Worshipper role your heir, the Moon will not abandon you, however, you will still be publicly shamed with a method to the host's discretion.
The role utilizes a particularly interesting and unique method for creating a neighborhood, then after the hood is created it presents the members of the hood a number of interesting options. Should they reveal what they're voting for? Should the reveal how they're voting? Should they treat the powers as something that's voted on by a consensus, or should it be up to the players that actually have control over the action? And the fact that the actions can only target players within the hood, with a vigilante shot included, makes this role into a sort of day-at-night with a lot of very neat dynamics. I think it's no surprise that this role was one of the highest voted roles, earning it a spot in the hall of fame.
Spoiler : The Infinity Mirror :
Role: The Infinity Mirror Rolecard:
Any time during the day, submit the name of another player to the game hosts, that player will then be asked to submit the name of another player who will then be asked to submit the name of another player and so on until someone submits the name of a player who was already submitted, forming a mirror, or the Day phase ends. If the Day ends before a mirror is formed, the last person to be targeted will automatically target you and complete the loop.
Once the mirror is formed, all members of the Infinity Mirror will receive a temporary neighborhood chat for the following Night phase.
The first name may choose to rolecop someone from the group before end of night and will receive the result at the end of the night.
The second name may choose to protect someone from the group before end of night.
The third person may choose to track someone from the group before end of night.
The fourth person may choose to vig someone from the group before end of night.
The fifth and any subsequent players who form part of the infinity mirror go back to the start (rolecop, protect, track, vig in that order) but share the same use of their respective action with the other players in the hood with the same action and must vote on who they wish to target (voting for an action is determined identically to voting for the daytime elimination but is submitted privately). All players with that action get identical night action feedback and all will be seen visiting their target by any relevant investigative roles.
You may be added to the neighbourhood, in which case you are treated like any regular player with respect to potential night actions.
As a mirror, you are highly fragile and will always die if you are attacked in the Night even if you would normally be protected from dying.
This role achieved something that is very difficult to do - creating a powerful wish granting role, restricted enough to not be over-powered, while restricted in ways interesting enough to make it still a lot of fun to play. Similar to many other roles in the Hall of Fame - the extent of what this role is actually able to do mechanically, isn't that unusual - it can protect, create investigative results, redirect, etc. But where this role, and many other Hall of Fame roles, shines is in the method it uses for actually triggering those effects. An interesting range of effects, triggered in an innovative way, while not suffering from complexity bloat - it's also no surprise that this role was highly voted.
Spoiler : The Keeper of Dramatic Irony :
Role: The Keeper of Dramatic Irony Rolecard: Bound to guarding the Quill of Dramatic Irony in one of the seven fabled shrines of Literary Devices, they are now tasked to use its perverse power to oversee a new story?s unfolding: the story of KRC: Game of the Decade.
Cursing the Champion (Night, Night 0, Unmanipulatable): Choose a player to become the protagonist for the following day and night. After the day has ended, they will learn that they were under the influence of the Keeper of the Dramatic Irony.
It?s Not Like That?ll Ever Happen (Night): Submit a post from your protagonist where they make a prediction about unknown quantities in the game or a future event within the game. Tonight, if it is true after the initial action processing, the hosts will make you take an action in order to falsify that prediction. You will not know the exact nature of this action.
You may only perform one action over the course of the game per archetype:
Investigative / Protective / Killing / Action-Manipulative / Role-Manipulative / Miscellanea
If the hosts interpret an post as attempting to repeat an archetype, you will at the end of the night that your action failed due to having already used the use of the [XXX] archetype.
All ongoing effects granted by your abilities cease functioning at dusk.
You cannot affect players? win conditions.
Actions that involve sharp mechanics, or that are otherwise overpowered, may be rejected at the discretion of the hosts.
You are permitted to interact with your targets to covertly goad them into making a prediction, but if you claim or soft the nature of your ability then you lose it.
All post submissions are subject to host veto, no explanation required.
Examples
Submitted Post:
Yeah, I?m basically never dying tonight.
Result: Submitted Vig shot on target player.
Submitted Post:
I don?t think Marl ever does that to Wisdom if he were any wolf role other than wolf kp
Result: If Marl is wolf kp, an action is submitted to convert Marl into an arbitrary other role, such as a wolf roleblocker. If Marl is a different wolf role, nothing happens because the prediction was already false. If Marl is town, there is no feasible way to falsify the statement without changing Marl?s alignment, so nothing happens.
Submitted Post (on D1)
I?m probably getting executed by D3 anyways
Result: Submitted action to protect that target from execution until D3. However, it only functionally lasts until D2 because it dissipates at the start of N2.
Quite similar to The Keeper of Dramatic Irony, the Compulsive FPSer is able to utilize a wide range of powers, but they're locked behind a particularly innovate activation method. The role is theoretically able to do anything as the fake claim by the player can be anything - and while it would be rebalanced if it were overpowered - it still leaves a huge range of potential abilities at the player's disposal with clever play. But the catch is - you have to be both right and able to push (or at the very least predict) a player's flip happening that day. Overall the submission demonstrates a method to allow for unlimited versatility without breaking balance.
Spoiler : Compulsive FPSer :
Role: Compulsive FPSer Rolecard: Can?t help yourself
At some point during the first day, you must fullclaim any role. If you rescind this claim or claim any part of your initial role, you will be vanillaized. Breadcrumbing your true role can result in you being vanillaized, depending on host discretion.
Target Locked
Each night except night 0, you may visit a player. You will have a 0% ITA shot if used on that player during the next day.
The ends justify the means
At any point during the day, you can send the host a link to a post you made presenting information from your fakeclaim about the player you visited the night before with Target Locked. If that player dies during the same day after the post is made, you will also gain one of the following effects:
Works every time
If that player is not the same alignment as you, you gain the role you initially fakeclaimed. This role will follow the fakeclaim as closely as possible, while being rebalanced in the same way another role would be if it were created at the start of the game. You will still be vanillaized for the same reasons as above, but you lose the rest of your initial role. You gain nightkill immunity for the night following the elimination.
?My bad
If that player is the same alignment as you, you will no longer be vanillaized for claiming your initial role, and you gain the role of the player that was eliminated.
This role's admission is very different from the other three admissions from KRC: Game of the Decade so far. Where those roles demonstrated particularly innovative mechanics, this role doesn't have anything new mechanically. What this role does well is its humor. The "because you're a frog" bit became a running joke among hosts during balance, among players in dead chat, and even prompted the #spoiler-discussion to be renamed to #frog-discussion. It shows how you can put together standard mechanics mixed with humor to make a memorable role that earned it one of the highest vote counts in HoF voting.
Spoiler : Frog :
Role: Frog Rolecard:
+ Frog A (Passive): Frog. You're a frog.
+ Frog B (Passive): The first time someone would hit you with an ITA, you jump out of the way because you're a frog.
+ Frog C (Passive): You may submit messages in your role PM during the Night phase, which will be posted in the game thread by the host. The messages will be noted to have come from a frog because you're a frog.
+ Frog D (Passive): You will receive a copy of all investigative ability feedback from abilities targeting you because you're a frog.
+ Frog E (1 target at night): Choose someone. Create a group chat and let them know you're a frog. You can also use it for whatever you want because you're a frog.
+ FFFFrog (1 target at night): Send the message "I'm a frog" to target player because you're a frog.
This role is an excellent demonstration of combining excellent theming and storytelling with a few innovative mechanics here or there.
If the role didn't also incorporate creative mechanics, I would be saying something like "While Frog showed how humor can carry a role even without mechanical innovation, this role shows how a well put together, cohesive, and thematic ability set can similarily carry a role"
Except this role has that and it has a few of innovative mechanics of its own. The Nest Cover, Shapeshifting, and Lucky abilties stand out there.
Spoiler : Woman of Many Masks :
Role: Woman of Many Masks Rolecard:
You possess the powers of many masks passed down through the generations in your town. After your town fell 10 year ago, you are the only survivor and the wielder of the many masks. The masks, while not all mastered yet, can still be used for limited power; however the overuse of a mask could be cause temporary or even permanent consequences to the user.
Family Heirloom
(Passive)
You know the powers of your family's mask, the ?Fox Mask? and are able to handle all masks generated with this role to their full potential.
Abilities with the key word mask have a negative that roleblocks the user of the item the cycle after use and this restriction is revealed to anyone who acquires one. However you are immune to this restriction.
Equipping Masks
(Day)
To fully use the powers of a mask they require you to embrace them during the day and select which mask you will wear into the night. You may only have one mask equipped at a time and equipping a new one removes the previous.
If a mask has at most 2 uses left, you may also swap out the mask during the night, however this destructive action will result in the mask's powers being lost forever.
Embraced Powers
(Night)
You have the power of the 5 main animals of your village at your disposal, some with more than one effect, however if any fall to zero charges they will be lost forever and can not be recharged.
Fox Mask
(3-Shot, Mask)
You may use both of the following powers of the fox. The fox is imbued with cunning and shapeshifting powers, though they are known for their mischief as well.
Shapeshifting
Assume the form of a dead town player's investigative ability that had uses remaining (In the case there was none remaining you will be refunded that shot of this ability and learn as such.) During that night any role investigations will view you as if you had the role of your target.
Mischief
Target two players tonight and learn if any of them visit you or the other target (not themselves). If the answer would be no you will be informed if either of them have targeted you throughout the game. In the case you would get a no from this you will get the same feedback as if you were roleblocked.
Wolf Mask
(2-Shot, Mask, 1-night cooldown)
You may use one power of the wolf. Known for their teamwork and the power to hunt, whether it be to hunt down the ones planning to do harm or to find food to feed others.
Hunt
Target a player, they will be attacked and bleed which causes them to die at the end of the following night unless healed. (This can be prevented by a protection on the target night or a heal on the following day.) (This option can only be used once per game.)
Pack Tactics
Target a player their actions will be strong manned tonight
Hare Mask
(2-Shot, Mask, 1-night cooldown)
This mask is of the hare and represents the family's reflexes and luck generated from it. This mask passively removes a usage at the end of every night it was worn and de-equips itself at the end of the night in exchange for receiving the benefits of both passives.
Lucky
(Passive)
Tonight if you are directly and singley targeted with any ability that has a luck/random element you will always have the most favorable outcome happen to you. In the case that the best is not obvious the hosts will random one within the beneficial options if any exist.
Trigger
(Passive)
Block the one action from each player that visits you tonight. If the only action to target you is a SINGLE attack that attack will be prevented.
Bear Mask
(2-Shot, Mask, 2-Night cooldown)
You may use both powers of the bear. The Bear represents the strength of one?s self and the protection of one?s young no matter the cost.
Protect Young
Target player is protected from a single attack during the night as long as they haven't been successfully protected yet in this game. If you protect them from multiple attacks at this time you will gain the Macho Modifier. (Macho means you can no longer be protected.)
Gather Honey
Tonight you will gather honey as it is a resource used within the mask repair process. At the end of the following day you will gain the ?Honey? Item.
Honey
(1-Use, Day, Multitaskable)
Gain a single use of a mask within your possession. This can?t exceed the starting uses a mask has however.
Owl Mask
(2-Shot, Mask. 1-Night Cooldown)
You may use both powers of the owl. The mask of the owl was represented by wisdom and the people of the night, not to mention the power of the skies.
Keep Watch
Learn the number of times a player was visited over the last cycle. (Previous day and night) however you will gain the feedback at the start of the following night
Nest Cover
For the following cycle you and the target player will gain a private chat. At the end of the chat you may grant the target one of your masks, losing all its abilities and giving it to them. You can?t give away your family masks and if that player dies the mask will flip with them.
For the final admission to the Hall of Fame from KRC: Game of the Decade, we have The Magician. The role starts out as just as standard JOAT - but its unique gambling mechanic is what earns it a spot here. The recipient of the role can gamble away one of their abilities by betting on who will die that night, and if they're correct then they gain that ability they wagered permanently, with infinite shots, and the ability to multitask it alongside it's other standard JOAT actions. This gambling risk vs reward is unique and creates an interesting dilemma for the player - gamble something weak and you only gain something weak, if even at all, but gamble something strong, and you might have just thrown away your strongest ability for the whole game.
Spoiler : The Magician :
Role: The Magician Rolecard:
Passive - Prepared: You start the game with 1-shot of every card. You gain another shot of a random card if you are on the wagon of someone who is executed. You may use two different day abilities (only one day ability 1 a day, only one day ability 2 a day) during one day
Day Ability 1 - Magic Trick: Activate one of your cards. The person you activate it on will be aware that a card named [insert name of the card you activated] was used on them, along with the effect of that card. Activating a card causes you to lose a shot of that card. You may only use this ability once a day and you may not activate the same card two days in a row.
Night Ability 1 - Gamble: Gamble a specific card away. When using this ability, tell the host the name of the card you want to gamble, along with a player who you think will die that night. If that player dies that night, that card will become infinite shot and you will gain that card as an additional day ability (what this means is, you gain day ability 2- card name and effect - infinite shot if you are correct) however, you still may not use the same card on two consecutive Days. If you are wrong, all shots of that card will be lost. You may only gamble cards that you have shots left and you may only gamble one time every Night - infinite uses.
Cards:
1. Exposed - Whenever a target player uses a day ability, whether today or any time in the future, the host will always announce that the target used a day ability. Likewise, the host will announce each night whether or not the target used a night action successfully for all future nights.
2. Life Swap - Submit two players. Both players will be aware that this card was used on them, along with the effects. They will not be aware who the other target of life swap is. If player A dies tonight, player B will die instead. If player B dies tonight, player A will die tonight instead.
3. Neighborizer - Target a player and become a neighbor with them.
4. Poison - Poison a player. They will die at the end of the NEXT day phase if a protective action is not used on them (whether it be a day or night protective action, even if the action itself doesn?t heal poison). If they are poisoned day 1, they will die at the end of day 2 unless a protective action is used on them.
5. Magic Trick - All actions targeting you tonight will instead target the other player. The target will not be aware who you are.
This role was an iconic part of the ?KRC-MFM Edition game. The player who received it, jmwjmw27, also put the role to amazing use, as a third party with a win-con requiring him to make a certain amount of profit before the game ended, he came up with a series of fantastic ideas. From cosmetic accessories to selling poison for dirt cheap only to sell the antidote the next day for a drastically marked up price. jmw eventually left the game with the win after he discovered the power of lootboxes as people rushed to buy his supply in order to adorn their pet crabs with various cosmetic items along with a small chance for powerful abilities if they're lucky!
Spoiler : The Tradestar Midas :
Alignment: Space Station
Role: Tradestar Midas
Factional Abilities: Upgraded Rolecard
As you are a solo faction, your abilities have been upgraded.
Upgrades are shown in pink on your rolecard.
Win Condition:
You exit the game with a win after you collect 20,000 gold.
Warning: You are not classified as anti-town, you being alive does not prevent the game from ending. If the game ends before you complete your win condition, you will lose.
Rolecard:
You are the Tradestar Midas from 2012 indie game Cortex Command. You are a space station orbiting planet Epsilon MT-1096. You are the only space station in orbit of this planet, which means any planetary operations must be routed through you.
There is an ongoing bidding war for the rights to mine on Epsilon MT-1096, which is rich in valuable metals, most notably Gold. You serve as a launching point for all military and mining operations on Epsilon MT-1096 for each faction. The Intergalactic Mining Commission is taking bids for the planet currently, but until then any person can mine on it.
You are a space station. As a space station, you may take unlimited unique actions per night. Unfortunately, you do not have hands, which means you cannot use items.
Gold
Each player begins the game with 2000 gold- including you. Gold can be used to purchase items from you. Lynched players give half their gold split among each voter, while killed players transfer half of their gold (rounded down) to their killer. If applicable, players that are revived do not retain their gold.
You gain additional powers as you gather more Gold. You will know what current powers you have and what the next power you gain will be. If you lose gold, you lose the respective power.
Unlockable Abilities:
2000: You may send the police to investigate an item, learning who owns the item. You must specify the name of the item prior to using this ability. 1 charge.
2500: You gain plated armor, giving you immunity to traditional night attacks.
3000: ???
4000: ???
5000: ???
6000: ???
8000: ???
10000: ???
12500: ???
15000: ???
17500: ???
20000: You exit the game with a win.
Shop
As the bustling center for trade, weapons, tools and artifacts can be bought and sold from the Tradestar Midas. You are open for business at all times, anonymously running a shop where players can spend their gold on various items for themselves or to gift to other players to impact them in the game. Items listed in the shop are presented with only their name, price, and a short advertising description (flavor). The effects of the item are not listed, or may not behave as advertised. As you ARE the space station, you are unable to purchase from this shop. The items for sale and the prices of said items, but not their effects, are determined by you- with the exception of 3 things.
Crabs: Crabs are always sold for free. A player owning 100 or more crabs at once will kill themselves due to hitting the entity limit. This is a kill that cannot be avoided or protected and ignores all immunity. Crabs cannot be gifted to other players.
Weapons: As a military operations hotspot, arms dealers are always operating on the Tradestar Midas. Some type of weaponry must be available at all times- determined by you.
Mining Contract: Available for 10000 gold, the Intergalactic Mining Commission is selling the mining contract for Epsilon MT-1096 to anyone.
You may refresh the shop at most once every 24 hours. Purchases from the shop can be done at any time, are made anonymously and are first come first serve unless otherwise specified.
To list items from the shop you should: 1) Request a price quote from your suppliers.
You may send a message to the host at any time with a description of an item containing the desired name, effect, and available quantity. The host will give you a price quote for how much that item will cost you to purchase.
2) Determine the sale price.
Determine how much you wish to sell each item for on your shop. As you are looking to make a profit, you should sell items for more than they cost you.
3) Update Inventory.
Once a list of new items to sell has been compiled by you, you must update the shops inventory as long as it has not been updated within the last 24 hours.
4) Profit.
You will be credit gold equal to the difference between the price you listed the item for and the price it cost you to purchase the item. Note: you do not have to purchase the item from your suppliers until you also have a buyer - (you are a futuristic space station after all, you don't have to worry about supply chains or inventory management.)
Any items that you are selling for a loss will be automatically delisted as soon as your reserve gold drops too low to be able to afford the transaction.
As you the space station hosting the shop, if you are destroyed, so is the shop. Upon your death the shop closes. The ability host a large amount of shops takes a lot of space, and as such, the ability to open the shop cannot be stolen or copied unless the thief or copier is a large building (such as a large space station, a mall, or a warehouse) or somehow possesses enough private property to reopen the shop (either through mechanics or through flavor at hosts discretion).
Selling
Players can also sell using the shop. For a price that they choose, players may list their items on the shop. If they successfully sell their wares, you get a 30% tax cut of the profit- being a space station is expensive! Players can also sell their actions temporarily for gold, allowing other people to choose what they do for the night. The player may choose how much information they want others to know when purchasing their action, including who is selling, what the individual action does, or what their role does. Players do not have to be honest in their advertising descriptions, buyer beware!
Gold Rush
Players will periodically receive gold from the mining operations on the planet.
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 By: NANOOK
Game: ?KRC: M-FM Edition
The role does an excellent job of showcasing how to make a fun role without relying on power creep. The role in all is rather average from a power level perspective, maybe even a bit on the weaker side as far as ?KRC games go, but from the comically long name to the wacky theming and interesting takes on standard mechanics, the role does an excellent job of showcasing how humor combined with mechanics can make an amazing role.
Spoiler : 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 :
Role: 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 Rolecard:
Every night, you may do one of the following, and role a 22-sided die to determine the outcome:
Wrangle Some Cattle or Whatever
Go out and wrangle some cattle! The amount of cattle you wrangle is equal to the result of your die roll. Day action.
Sell Some Cattle or Whatever
Sell the cattle you wrangled during the previous day (cattle not sold the following night will be lost forever into the ether of the desert). For every four cattle you sell, you will receive one (1) bullet (rounded down?this means you can receive a maximum of 5 (five) bullets in a single sale).
Fire a Warning Shot
If you succeed, you?ll scare the person you?re warning and any action they would take that night (excluding a factional action) is delayed, and takes effect the following night instead. If you fail, you?ll kill them instead, and feel so wracked with guilt that you won?t be able to use any of your gun abilities again for the following two cycles. Uses a single bullet. Success rate: twelve (12) or higher.
Sleep With a Loaded Gun Beneath Your Bedroll, Just in Case
If you?re feeling paranoid, you can sleep with your gun loaded beneath your bedroll. For each person that visits you, if you roll an 8 (eight) or lower, you?ll miss and whatever they are attempting to do to you will succeed?if you roll a nine (9) to 18 (eighteen), you will hit them in a non-fatal manner and whatever they are attempting to do to you will fail (excluding factional actions)...if you roll a nineteen (19) to 22 (twenty-two), you will shoot them dead (and any non-fatal/non-factional actions they are attempting to take against you will fail).
Each visitor will use up one (1) bullet, regardless of the result of your roll. If you do not have enough bullets for the amount of people visiting you, who you fire at is determined by the host?s resolution order (i.e., if protects resolve before investigations, you?ll fire at someone protecting you before someone investigating you).
Go Hunting for Some Meat, Cause You Can?t Eat the Cows
If you roll an 11 (eleven) or lower, you will return to your camp before any actions taken against you. If you roll a twelve (12) or higher, anyone attempting to target you will find you gone from your camp. This action uses up 3 (three) bullets, cause hunting is hard!
Sleep nekkid
This doesn?t do anything, it just feels nice and the breeze on your giblets is soothing. If you fail you?ll be so embarrassed that you couldn?t get out of your clothes that you won?t be able to wrangle any cattle the following night. Success rate: two (2) or higher.
Another great example of how a great role can be made without particularly strong mechanics through the use of cohesive theming and interesting application of mechanics. When in the hands of town, the first shot is a loyal vigilante, which on the surface seems useless. But the shot can be used to prune the PoE when you hit town or out a scum when you hit a wolf a great benefit to town. And from a design perspective, a loyal vigilante not killing someone is much more interesting mechanically as there tends to be much more plausible deniability than a boring and simple alignment cop.
Spoiler : Forum Mengsk :
Role: Forum Mengsk Rolecard: Forum Mengsk
I will not be stopped. Not by you, or the mafia, or the third party, or anyone. I will rule this thread or see it burnt to ashes around me!
You initially have two abilities:
A one-shot night kill, which will not work upon targeting a non-town (town being the uninformed majority faction) and will be treated as if you were role-blocked. This kill cannot be protected against except for role-blocks or redirections.
You passively have a one-time vest saving you from either a night-kill or day-kill, except for eliminations. You will not know if this vest has been used.
If either:
You are the last living member of your faction
You are the only member of your faction
There has been at most 1 non-town death by the end of night 2
Then the following will happen:
Your role will be re-named to Emperor Mengsk.
You will gain another one-shot night-kill, but instead of working against town it will work against any non-town (hitting a town with this shot will not work in a similar manner instead).
You will gain a one-time ability to death-tailor a player at night to a role and alignment of your liking. You will learn their true role (but not alignment) at the same time.
A mechanically fresh take on an investigative role. Everyone knows that alignment cops are boring and probably too strong, even in a setup like ?KRC, but a Follower (target a player to see what action they performed) is far too weak for a setup like this. But the pincushion takes the idea of a Follower and makes it more powerful in a mechanically interesting way by instead being able to "pin" players and get semi-Follower feedback on them every night for the rest of the game, potentially building up an investigative network over the course of the game and getting stronger and stronger unless mafia deals with them.
Spoiler : The Pincushion :
Role: The Pincushion Rolecard:
As the pincushion, you utilize pins to collect large amounts of information. When a player is pinned by one of your pins, it will inform you when that player uses an action of the same type as the pin. Your pins can be one of five types:
- Pin of Information: Will notify you when the pinned player uses an informative action. (This is determined by the host, but includes things like cops, watchers, investigations, and trackers)
- Pin of Killing: Will notify you when the pinned player uses a killing action. (This is determined by the host, but includes things like executions, vigilante shots, vengeful kills, PGO kills, werewolf kills, and arsonist ignites)
- Pin of Protection: Will notify you when the pinned player uses a protective action. (This is determined by the host, but includes things like bodyguard, doctor, poison heal, and faith heal)
- Pin of Support: Will notify you when the pinned player uses a supportive action. (This is determined by the host, but includes things like roleblocks, bus drives, motivations, and neighborizes)
- Pin of Ambiguity: Will notify you when the pinned player uses a miscellaneous action, defined as any action that the host does not categorize as informative, killing, protective, or support.
Passive Ability: Pins and Needles ? Anyone who visits you during the day or night will be struck with a pin type of your choosing. They will not be notified of this. If someone is already pinned with a pin of a different type, they will gain this pin in addition to the pin they already had. If someone is already pinned with a pin of the same type, nothing will happen. You will be notified of everyone who is pinned visiting you at the end of each day and night phase. This passive cannot be roleblocked.
Active abilities:
- At the start of each day and night phase, you can choose from killing, informative, protective, support, and miscellaneous. For the rest of that phase, all pinning actions will use pins of that type. This active ability can be used in conjunction with all other abilities, and cannot be roleblocked.
- During the night phase, you may choose to strike a player with a pin. They will be struck with whatever pin type you?ve chosen, and will not be informed.
- Once per game, you may choose to forego striking a player with a pin, and instead change the type of each individual pin you?ve already placed to a type of your choosing (The pins do not have to all be the same type).
Notes on the pins themselves:
-Pins cannot be removed, and persist on death and revival. If a pinned player dies, and uses an action while dead, or after being revived, you will still be notified.
-A player can be pinned with as many different kinds of pins as possible, but cannot be pinned with more than one of the same kind of pin. If a player chooses to set two of their pins on someone to the same type, one will be removed.
-Pins will notify the user of astral (ie nonvisiting) actions, but not of passive abilities.
-If the pincushion somehow pins themselves, the pin will function as normal.
Spoiler : Example :
Player A is the pincushion. Player B is a day cop / night vigilante.
During the start of day 1, Player A sets their pins to Informative. Player B uses their day cop action on Player A, and receives their result as normal. At the end of day 1, Player A is informed that they struck Player B with a pin during the day phase (Player A does not know when exactly this happened, and is only given a list of players that were struck during that phase). At the start of night 1, Player A sets their pins to killing, and pins Player B. Player B vigilante kills Player C. At the end of night 1, Player A is informed that their killing pin on Player B reacted, informing them that Player B used a killing action.
This role was extremely cool. And honestly, too strong for the setup. Rather than nerfing it we gave it a win-con aimed at keeping balance in the game. And then deathworlds, an SCP expert, randed the role, and it was just perfect. He used the role to its fullest potential, integrating mechanics and SCP lore into his actions, using them to great and entertaining effect while keeping up a balancing act between factions while staying alive himself. Deathworlds created a full log of all his actions during the game, and for the first time, that action log is now available for all to read here!
Spoiler : The Administrator Action Log :
DAY ONE:
-Use 294, (punch in true Potential and drink) - GRANTED - Effect: Deathproof until day 2
-Use SCP-662, (summon Mr. Deeds, ask if he is able to discretly provide information regarding other players) - DENIED -
-Use SCP-662, (summon MR. Deeds, ask to provide as much gold currency as possible), -GRANTED- Effect: Gain +1000 gold currency
-Use SCP-2140, (Show 2140 to Chad Knight) -Granted, pending review- Effect: - The target will instantly receive the following feedbacl:
Another player is requesting to convert your alignment, do you accept?
If the player is non-town they will automatically decline (but will still receive this feedback)
If the player accepts then your faction will convert from O5 Council to SCP Foundation.
They will join your new faction
Your faction will gain the following two abilities:
Factional Communication
You share a permanent (day and night) factional chat with all other members of the SCP Foundation.
We die in the dark, so they may live in the light.
If any member of your faction dies, then all living members exit the game with a loss.
The ethics committee presents this consideration to you for your approval or denial.
-Use SCP 662 and SCP-500, (Summon Mr Deeds, provide him with a pill, and give it to Dark Unicorn) -GRANTED- Effect: Target received feedback stating that a butler appears, gives them a pill, and leaves
-Use SCP-500 (Consume SCP-500) -GRANTED- Effect: After a short delay, target is cured of all disease and is "the pinnacle of health"
-Use Foundation resources to provide effective immunity to all convential and unconvential attacks -DENIED-
-Use Foundation resources to provide body doubles and memetic defences for next night (2/3 chance of an effect to instead target a double, and targets are forced to say a sentence depending on if they target the administrator, or a body double) -GRANTED- Effect: Unknown
-Use SCP-4001 (Have information provided by SCP-4001 photocopied and anaylized for information regarding their capabilities, targeting tesseract) -GRANTED- Effect: Role card was revealed, with role name, flavor and allignment redacted
NIGHT ONE:
-Use SCP-914 (Have both weak energy pistols refined on the "fine" setting, and tested to determine capabilities) -GRANTED- Effect: Weak Energy Pistols turned into "Plasma Pistol" one Plasma Pistol was expended in the process.
-Use SCP-4001 (Used in the previously described manner except targeting Chad Knight) -GRANTED- Effect: Role abillities are revealed
-Use SCP-294 and SCP-038 (Molten gold created from 294, forged into an ingot, presed against 03 -GRANTED- Effect: +1000 gold, and an additional +1000 gold per phase
DAY TWO:
-Allocate foundation resources (borrow 162 gold currency) -GRANTED- Effect: 162 gold gained, now 162 gold in debt.
-Use SCP-3668 (Equip SCP-366 -GRANTED- Effect: Unknown, presumed night immunity
-Use SCP-4001 (Targeting ohno) -GRANTED- Effect: Learn that they have the ability to target someone during the day and chat anonymously at night
-Use SCP-4001 (Targeting Kitty Cat Dance) -GRANTED- Effect: Learn that their role is "The PQ Maneuver"
-Use SCP-4001 (Targeting Forsaken Bones) -GRANTED- Effect: Learn that Forsaken Bones is "The Tradestar Midas", that they currently had four abilities, and that they will win and leave upon collecting 20,000 gold, unable to determine how prices are set or where they get their inventory
-Use SCP-4001 (Targeting Demonic-TP) -Granted- Effect: Learn full role card of Demonic TP (note: both this and the previous request were fulfilled during the night, instead of during the day)
NIGHT TWO:
-Use SCP-914 (Put "Robinhood Bow" into 914, refined on the "fine" setting) -GRANTED- Effect: Yield x1 "Robinhood's Gun"
-Use SCP-914 (Put "Robinhood Bow" into 914, refined on the "fine" setting) -GRANTED- Effect: Yield x1 "Robinhood's Gun"
-Use SCP-4339 (Hold pen, and declare "I appear as town" -DENIED- (note: denied per Addendum 4339-2: Ethics Committee Moratorium stating that "All further use and experimentation with SCP-4339 has been suspended.")
-Use SCP-6229 (Use item to generate boxer briefs that causes the wearer to appear as "town" to those that would perceive the weaerer) -GRANTED- Effect: Unknown, presumably fools allignment detection
DAY THREE:
-Use SCP-3668 (This is a renewal, item SCPs in the inventory use one request per cycle) -GRANTED- Effect: SCP-3668 remains in inventory
-Use SCP-2412 (Ask "What alignment is Demonic TP?") -DENIED- (Note: The Ethics committee [Lag] denied this request stating "The ethics committee is against:
- Murder
- Necromancy
- Excessive violations of privacy (read: alignment cop)
- Anything that's too OP (might risk revealing the existence of the federation!)")
-Use SCP-248 (Place a "100%" sticker on plasma gun) -GRANTED- Effect: Unknown
-Use Anomalous Item (Receive glass ormanent that causes those who make contact with it, unable to lie) -GRANTED-
-Use SCP-4001 (Targeting Is that a Leaf) -GRANTED- Effect: Learn Is that a Leaf's abilities.
-Use "Contain" factional ability targeting "Demonic TP" -GRANTED- (Note: This is a factional ability) Effect: Ability used as described in role card
-Use SCP-2412 (Ask "What factions currently exist in S-FM 399: ?KRC, M-FM edition?") -GRANTED- Effect: Learn that the remaining Alignments are: -Town, -Triad, -O-5 Council, and -Space Station (Note: This cost 2 requests)
NIGHT THREE:
-Renew Anomlyous briefs -GRANTED-
-Use SCP-4001 (Targeting Purple) -GRANTED- Effect: Learn that Purple can swap actions of two different players, can intercept them, can send back nonsensical feedback, killed players may hydra with purple
-Use SCP-662 (Drunkingly request that Mr. Deeds provide a burner phone to Purple that has a single anonymous contact, have Deeds say "You have friends, Mr. Purple, please allow them to help you and your faction.") -GRANTED- Effect: Received the phone as described, Purple had the option to join a anonymous slack chat, they accepted)
DAY FOUR:
-Renew SCP-3668 -GRANTED-
-Use SCP-1066 (Sign name on 1006, whilst thinking of sharpshooting) -GRANTED- Effect: "Disappearing briefly, you reappear with a detailed understanding of sharpshooting. This buff will last until your death.
Your hit-rate for all weapons you wield is multiplied by 4.
If the hit-rate hits 200% as a result of this, the attack gains the Ninja modifier
If the hit-rate hits 400% as a result of this, it will penetrate one layer of bulletproof vests (Note: this will still not kill true-bulletproof players)" (Note: The ethics committee gave the administrator the following warning before asking if they wished to proceed "It is worth noting that approximately █% of subjects do not survive the four years."
-Use SCP-2412 (Ask "How many living triad are there remaining?") -GRANTED- Effect: Learned that there was exactly three remaining triad
-Use SCP-4001 (Targeting Dark Unicorn) -GRANTED- Effect: Learned that the role name is "Town Leader" with no further explanation.
-Use SCP-4001 (Targeting self) -GRANTED- Effect: Was given a copy of the administrator's role abilities (Note: A heavily redacted personal history was given, the administrator's death was faked three times)
NIGHT FOUR:
No requests
Spoiler : The Administrator :
Alignment: O5 Council
Role: Administrator
Factional Abilities: Secure.
(1-shot, Multitaskable)
Once per game you may target another another player to secure their safety. They will be rolestopped.
Contain.
(1-shot, Multitaskable, Day Action)
Once per game you may target another player during the day to contain them. They will be kidnapped that night and placed in a chat with you. You will appear anonymous, they will not. They will also be roleblocked and rolestopped.
Protect.
(1-shot, Multitaskable)
Once per game you may target another player to protect them. They will be immune to all forms of death and negative debuffs tonight and tomorrow except modkills and the daytime execution. This immunity functions by canceling any actions or effects that attempt to inflict fatal damage to the target, meaning it overrides abilities that otherwise pierce immunity.
Win Condition: Maintain Balance.
You win if all of the following conditions are met when the game ends:
- You are alive
- There are at most 3 town alive
- There are at most 2 anti-town players alive
You only count for parity if your not-counting would result in a loss.
Example:
3 group-scum vs 3 town vs You - you count for parity and the game continues.
2 group-scum vs 2 town vs You - you do not count for parity, the group scum obtain parity and the game ends in a win for group-scum and you.
Warning: You are not classified as anti-town, you being alive does not prevent the game from ending, even if the game ending would result in you losing. Rolecard:
Welcome, newly appointed administrator. Your death has been faked, and class A amnestics given out to any who knew better. You are now a ghost. (Host note: You are not actually dead, nor are you a ghost. This is just flavor)
As the admnistrator of the SCP foundation, you are the most powerful person on earth. In addition to access to limitless "conventional" resources from the foundation you also have access yo thousands of anomalous objects to use at will. You may read up on those here (passcode Monteauk) https://the-scp.foundation/
Some notable things to get started:
SCP-055
SCP-096
SCP-500
SCP-682
Class A amnestics
You powers are only limited by lag the ethics committee
The story of this amazing role is actually a tragedy. An one of a kind role with an incredibly unique system to it, unrivaled mechanical complexity, put in Loldebite's hands. And then... Loldebite purchased 1 million crabs from the aforementioned Tradestar Midas. And instantly died as a result. Mid-Day 1. After having made only two posts.
Yeah... that one was really on me as a host for letting something that could blindside a player to instantly kill them through really no fault of their own. Lesson learned for future iterations of the game. But this role still stands as one of the most fascinating role concepts I've ever seen.
Spoiler : The Android :
Alignment: Malevolent AI
Role: Android
Factional Abilities: Upgraded Rolecard
As you are a solo faction, your abilities have been upgraded.
Upgrades are shown in pink on your rolecard.
Note: These upgrades will not appear to any role-cop or ability peek abilities unless said actions also contain an alignment check.
Win Condition:
You are an anti-town faction. You win if any day begins with all of the following conditions met, or nothing can stop this from happening:
- You are alive
- There are no other anti-town factions alive
- There is at most 1 other player alive
Rolecard:
You are an android, a robotic entity disguised as a human.
By default you are resistant to damage from fire, cold, soul damaging, fisticuffs, and knives.
It takes two attacks from a damage type you are resistant to to count as a lethal attack for you. Being healed in any fashion resets the amount of attacks you may survive from any resistant damage type.
By default you are immune to damage from poison, hunger, thirst, toxins, biological agents, radiation, telepathy, blood magic, and asphyxiation.
Being attacked from a damage type you are immune to will have no effect.
By default you have an ability to tackle another player during the night, if their rolecard contains no means of inflicting lethal damage on another player, you inflict a lethal attack upon them as they are unable to defend themselves. If they have an attack that can effect you, you fail in your attack and all your other actions fail. Your target is informed if they survive an attack. You may only perform one action per night unless otherwise specified.
At the start of every day and night you gain an amount of upgrade points you can use to improve any of your four subsystems. You may spend upgrade points at any time, nothing can prevent you from spending upgrade points. You may not reallocate spent upgrade points.
You start the game with 2 upgrade points.
At the start of every night you gain upgrade points by fulfilling the following conditions during the day:
+2 upgrade points at the start of every night by default.
+1 upgrade point at the start of every night if you have not been dealt damage from a lethal attack during the game.
+1 upgrade point for every vote on you at the end of the day.
+3 upgrade points for being the hammering or last vote against a player that was lynched the previous day.
+1 upgrade point for being a vote on a player that was lynched the previous day, this stacks with being the hammering or last vote on a player.
+2 upgrade points for having the highest post count for the prior day.
+1 upgrade point for having the 2nd or third highest post count for the prior day.
+3 upgrade points for killing a player during the day.
At the start of every day you gain upgrade points by fulfilling the following conditions during the night:
+1 upgrade point at the start of every day by default.
+1 upgrade point for being the target of a beneficial action during the night, these points cannot be gained multiple times during the same day/night cycle.
+1 upgrade point for being the target of a neutral/benign action during the night, these points cannot be gained multiple times during the same day/night cycle.
+2 upgrade point for being the target of a negative action during the night, these points cannot be gained multiple times during the same day/night cycle.
+2 upgrade points for not being the target of any action from another player during the night
+2 upgrade points for killing another player during the night.
+1 upgrade point for surviving an attack
At any time you may fulfill the following conditions to gain upgrade points, you can only fulfill these conditions once:
+1 upgrade point for making the host laugh
+5 upgrade points for surviving to LYLO or MYLO.
+5 upgrade points for reaching level 10 in any subsystem.
+5 upgrade points for eliminating the last player of any faction.
Thanks to your upgraded rolecard you also gain:
+X upgrade points each start of day and each start of night where X is the equal to the corresponding phase number. This quantity is not affected by the upgrades to the Energy Production Core.
To upgrade a subsystem simply message the host and inform them of how many upgrade points you want to spend and for which subsystem. Each upgrade's cost is equal to the level of the upgrade. You must upgrade subsystems in order, I.E. you must have levels one-three of core before getting level four of core. All upgrades are permanent. You start with level 1 in every subsystem.
Spoiler : Core upgrades :
Core: Energy production
Level 1 core
Default
Level 2 core
---
Level 3 core
You gain one additional upgrade point per start of day and start of night.
Level 4 core
---
Level 5 core
Each night you may write a message that will be publicly displayed at the next start of day
Level 6 core
---
Level 7 core
Each condition that you may fulfill to gain upgrade points now yields that many upgrade points +1.
Level 8 core
---
Level 9 core
At night you may overcharge your core, killing everyone that visits you and that visits a target of your choice. If your target visited no one during the night then they also die. These are attacks from high heat, radiation, and electrical discharge. You have exactly one charge of this ability. Charge is refunded if the ability fails to kill any target.
Level 10 core
You may now perform up to two actions per night.
Spoiler : Chassis upgrades :
Chassis: Health and body
Level 1 Chassis
Default
Level 2 Chassis
---
Level 3 Chassis
Your tackle action no longer has a chance to fail if the target has a killing action.
Level 4 Chassis
---
Level 5 Chassis
You gain a one automatic use immunity to lethal attacks.
Level 6 Chassis
---
Level 7 Chassis
You gain resistance to all attacks, any attacks you were previously resistant to become immunities.
Level 8 Chassis
---
Level 9 Chassis
You gain the ability to auto-repair yourself during the night. You are healed from all damage and immune to all harmful effects during that night, this does not grant lynch immunity.
Level 10 Chassis
It now takes three attacks from a damage type you are resistant to be a lethal attack for you, in addition, all your attacks bypass normal kill/attack immunity.
Spoiler : Locomotion upgrades :
Locomotion: Agility, movement, and dexterity
Level 1 Locomotion
Default
Level 2 Locomotion
---
Level 3 Locomotion
At night you may run, nothing can effect you during these nights and you cannot perform any other actions. You may not run two day/night cycles in a row. If used during the day you lose the opportunity to vote and post, this does not grant lynch immunity.
Level 4 Locomotion
---
Level 5 Locomotion
You are gain immunity to effects or abilities that track who you visit or what you do.
Level 6 Locomotion
---
Level 7 Locomotion
You are immune to misdirection, roleblocking, and other abilities that would change who you intend to visit.
Level 8 Locomotion
---
Level 9 Locomotion
At night you may swap two players, any actions that would effect one player would instead effect the other and vice versa.
Level 10 Locomotion
You may perform a single night action during the day per day. Each action that would last for the duration of the night would last for the entirety of the day.
Spoiler : Processing upgrades :
Processing: Intellect, reaction speed, and perception
Level 1 Processing
Default
Level 2 Processing
---
Level 3 Processing
You gain the ability to analyze a player at night, learning if they have the ability to attack or kill another player.
Level 4 Processing
---
Level 5 Processing
You gain the ability to passively know the names of all players who visit you during the night.
Level 6 Processing
---
Level 7 Processing
You gain the ability to passively know whenever random effects or abilities are used, you passively know the result of all random outcomes.
Level 8 Processing
---
Level 9 Processing
You gain the ability to alignment check a player at night, learning their alignment. This ignores normal investigative immunity. You have two charges of this ability, if you are out of charges you may continue to use this ability every other night.
Level 10 Processing
You gain the ability to perform all abilities gained from processing once per night without spending your normal action. This does not use your normal action(s)
As I've mentioned before, the Breadcrumber is perhaps my favorite role concept of all time. It's only limit is perhaps your own creativity - and normally a role like that would be wildly overpowered, but the restriction of requiring you to make a post for each letter you want to do keeps it in check. Just read the role, it speaks for itself in how cool it is.
Spoiler : The Breadcrumber :
Role: The Breadcrumber Rolecard:
The Breadcrumber can do any action imaginable that doesn’t break the game (Must ask the hosts if the action is possible or not), but they must spell it out completely using the first letter of a string of posts during the most recent day phase(they must quote the string of posts to prove they did it to the moderator). The longer the string of letters, the stronger the action can be. The action doesn't have to be an already established role. Additionally, the post with the first letter must contain one of the keywords “start” or “begin”, and the post with the last letter must contain one of the keywords “end” or “stop”. It is up to the moderator whether this can be used during both the day and the night, or just the night. It is up to the moderator to determine how many "breadcrumbs" the breadcrumber has(however they always have at least one, and they have at least two if they can only do their action during the night)
Example string of posts, where the first letter of each post makes up a sentence:
Hello everyone, lets get this started (the word "start" is said here, initiating the breadcrumb)
Everyone, tell me your top 3 scum/town
All votes on this wagon are dumb
Look at this post
Bruh moment
Oh, I didn't see that
But you said you TRed him, when did that stop? (the word "stop" is said here, ending the breadcrumb)
All in all, the first letter of each of these posts would spell out "Heal Bob", which would heal the player named "bob" in this scenario.
Example string of posts that the hosts will NOT accept:
Hey peeps let's get this party started!
Wow that's kinda cool
It's NAI how they are acting
No, I am not a crook
Gosh, this role of mine is weird :/
Aaaand I'm out of this conversation
Man, we need to vote that guy off
Elvis Presley was a god
I think the derailing of the thread should stop.
I might have a bit of a soft spot for this role as it was the one I randed, but it's just a great role! A wide selection of powers that require careful planning lest you accidentally debuff allies or buff the enemy, paired with the powerful but often underrated messenger ability that synergizes with your buffs/debuffs as a means for you to anonymously advise your target of what colors to pick. And given it's ?KRC where any roles are possible, the prospect of having to pick colors with just an anonymous note which you're not sure you can trust is quite exciting! The Artisan ended up playing a pivotal role in the outcome of the game as through disastrously bad luck I appeared to be almost certainly mech-locked scum, despite actually being town. It took a leap of faith (and good reads) from Gikkle when he trusted me telling him to pick Grey to turn the game around.
Spoiler : The Artisan :
Role: The Artisan Rolecard:
Select a target during the day. You may send them a message of any length, which they will receive at the start of the night. Additionally, select at least 3 colours from the following list:
Brown, Indigo, Violet, Gold, White, Blue, Maroon, Red, Cyan, Black, Purple, Green, Yellow, Turquoise, Grey, Beige, Silver
The host will then randomly select 2 additional colours, and the target will receive all these colours in a randomly ordered list. The target must select one colour that night, otherwise they will die. According to which colour is selected, one of the following effects will be resolved:
Brown - You will gain a debuff.
White - You will gain a buff.
Silver - A random player loses the ability to vote the next day.
Gold - You will be roleblocked this night.
Indigo - The artisan will learn your role this night.
Purple - The artisan will learn your alignment this night.
Turquoise - You will permanently appear to be an alignment you are not to investigatives.
Violet - Gain a bulletproof vest.
Red - Gain a one-shot pistol.
Black - A random player of another alignment will die.
Cyan - Nothing happens.
Green - Actions will be redirected to a person you visit this night.
Yellow - You and a person you visit will be protected from one attack for this night.
Blue - Learn the identity of the artisan.
Maroon - The artisan will have a slight chance of dying.
Beige - Nothing happens.
Grey - Learn the alignment of the artisan.
NOTE: You may never choose to target the same person twice, unless you have already visited everyone. Colours someone else has chosen will be removed from the selection. You will appear to visit your target to investigatives, but noone else
Killing off Bugs Bunny on day 1, just for him to come back, puppeted by Frinckles, breaking out into song was one of the most memorable moments of the game. And it is a great example of how to make an otherwise relatively mundane set of powers into something unique and memorable. At its core, the role's power is mostly just as a double voter with some medium and anonymous poster abilities on the side. But that double voter effect was made so much more interesting and memorable through a thematically coherent role with the potential for tons of different creative applications.
Spoiler : The Necromancer :
Role: The Necromancer Rolecard:
You are the necromancer. You have the ability to reanimate dead players
Night action: Target one dead player for reanimation. You receive access to their account and can use it to post and vote the next day. You also are linked to the dead spirit through an anonymous chat for the duration of the spell
======================
The following part of the role is NOT given to the player in their role card
The necromancer is a novice and therefore their power is weak. At some point during the day the reanimated body will fail and they will lose access to it. Could be 24 hours into the day, could be six hours, could be 36 hours, could be ten minutes. And each day is different. Up to host when to remove access and how to determine. Will also lose access to anonymous chat with the dead spirit.
When the reanimated body access is lost, no notification is given to game players that the body is decomposing and no longer playing. Current vote from the body is still in play and a legitimate vote.
That being said, the dead reanimated player is not factored into player count when determining how many votes are required for lynch. For example if 13 players are alive, 7 votes are required for lynch. The dead player can vote but 7 votes are still required for lynch instead of 8, which would be normal for 14 alive players.
The dead player is not listed in the alive players at day start and is definitely listed in the graveyard instead. The host will not answer any questions whatsoever about the dead player posting and voting. The host will simply ignore the question.
The dead player can be lynched. If this happens, the player is resurrected and the original player regains access. This can only happen once per game. Future lynched dead players stay dead.
"Think of it like the Grinch stealing Christmas, except instead of Christmas, you're stealing people."
"If you hold more than 500 items for some fucking reason, you gorge and instantly die."
"You are too large and too heavy to fit on a catapult."
This role is hilarious, the addition of random clauses to a rolecard is great and basically a KRC meme at this point, usually they do nothing... but when they do do something!
It also inspired my first KRC role to have the ability to send people mass quantities of random junk mail, with the hope of making some shipping container out there gorge and instantly die.
Spoiler : Shippy the Container :
Role: Shippy the Container Rolecard:
Think of it like the Grinch stealing Christmas, except instead of Christmas, you're stealing people.
On every even-numbered night you may kidnap a player to keep inside of you ( ͡° ͜ʖ ͡°).
Players who are in your container share a permanent chat and may only target other players who are in the container. You, as the container, have access to this chat as well. The players know who you are and you know who they are. You are unconditionally immune to any life-threatening attacks from players inside the container (They will be informed of this).
Players who you kidnap are unable to interact in the thread aside from voting you, and cannot be eliminated unless you are voting them.
If you die, every player is let out of your container. The permanent chat is dissolved. In addition, every player gets a 1 use night action gun which they may use in addition to their night action. Unbeknownst to them, however, the gun has a 50% chance to backfire, instantly killing them instead of the person they targeted. (To be clear, players do not know their gun has a chance to kill them. This will also not be shown as part of your flip, but the role-submitter of this role will be aware of it.)
If you are eliminated (via vote), the container collapses upon all those trapped inside of it, instantly killing one player of your choice that was inside of your container.
If you have more than 50% of the living players trapped in your container, you gain access to the Mega Doom Cannon, which you may use to kill a player not inside your container every night.
Being a shipping container, you may hold 500 items maximum. If you hold more than 500 items for some fucking reason, you gorge and instantly die.
You may not be transported unless the person transporting you has the proper equipment to transport you (ie, a crane or boat).
You are too large and too heavy to fit on a catapult.
You are immune to reality warping effects.
You are made of metal.
Cereal Arson Father By: deathworlds
Game: ?KRC: AGAIN!
A play on a previous role from long, long ago (Serial Arsonfather), the Cereal Arson Father:
- Has enormous amounts of cereal, making them immune to dying from hunger.
- Is an ordained priest
- And oh yeah, is an inventor-style role with amazingly wacky theming
This role is another great example of how cohesive theming, even when it's wacky, nonsensical, and off-the-wall can go a long way to elevating otherwise fairly standard abilities (okay, these abilities aren't actually that standard, but you get my point).
Spoiler : Cereal Arson Father :
Role: Cereal Arson Father Rolecard:
Each day you may give up to 2 people a single box of cereal each, cereal does different things depending on how you give it to someone. You may only do one thing to a box of cereal as you give it to someone.
Players may choose to give a received box of cereal to someone to use during the day instead of using it that night. Players are informed of what the cereal does unless specifically stated otherwise.
You may Bless a box as you give it to someone, using this cereal will prevent them from dying from any 1 non-lynch attack during the phase they use it.
You may Mark a box as you give it to someone, using this cereal will mark them for consumption. Players aren't informed of being marked, but are notified that the box smells cool upon receiving it.
You may Stick a lighter in a box as you give it to someone, using this cereal will consume the souls of those marked for consumption, giving the user one random ability of the following per soul consumed [1-time attack immunity, 1-time misdirection immunity, 1-time detect all who visit you that night, 1-time roleblock immunity] Players aren't informed of receiving these abilities, and are used automatically.
You may Normally give a box to someone. It's tasty and feeds them, yummy.
You may Rig a box as you give it to someone, this box appears as a box given normally, but will publicly reveal the name of a player that visited them that cycle upon death if used.
You may Fit a gun in a box as you give it to someone, using this cereal gives the user a 1 time use attack that they may use in addition to their normal abilities.
You may Stick a note in a box as you give it to someone, as you submit this action, type out a short message that you could fit on a small note of paper, the player that uses this box receives the message given. Using the cereal reveals the message.
You may Poison a box as you give it to someone, using this cereal forces the player to type in the persona of a cereal mascot of their choice for the next day cycle. Failure to do so will result in them exploding into regular cereal that everyone may use. Players aren't informed of what the box of cereal does until it is used.
You may not give yourself a box of cereal, but can use and receive boxes of cereal from other players normally.
You cannot die from hunger. As you have an enormous amounts of cereal.
You also have a lot of milk, it should last you the entire game.
You're also an ordained priest, you are holy.
You're also an arsonist, as such you are immune to death by fire.