S-FM 349: KRC: Game of the Decade - Page 170
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  1. ISO #8451

    Re: S-FM 349: KRC: Game of the Decade

    Eh I have nothing more to say rn, and I would have liked to hear from Bee (and maybe even Bendy lol), but alas...

    Also ngl I just worried myself with some Panda/Bee tinfoil for a bit there while looking through ISOs before I came to the conclusion that Bee doesn't seem to be paired with Bunny, Peepo, or Anime, so I feel comfortable enough ruling out that tinfoil.

    -vote FM-Bendy Gamer


    Despite everything indicating this is correct, I am still eternally paranoid...

  2. ISO #8452

  3. ISO #8453

    Re: S-FM 349: KRC: Game of the Decade



    Night 5

    Vote Counts
    Note: Votes are NOT in chronological order.
    FM-Bendy Gamer (4):
    FM-Amogus, FM-Mud, FM-Renaissance Panda, FM-Aerial Trumpet

    Not Voting (2):
    FM-Bendy Gamer, FM-Psychedelic Bee


    FM-Bendy Gamer has been executed.


    Their Flip
    Spoiler : Flip :
    Alignment: Mafia
    Role: Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    On Day One:

    You begin the game with 55 Quick, 55 Mighty, and 55 Teehee.

    On Night One, And Any Following Night As Well:

    You can convert:

    20 Quick into a Quick Attack. A quick attack permanently wounds the target and makes them more susceptible to future ITA shots. The target is aware of the wounds and their effect.
    A single quick attack applies the "Lesser Wound" debuff. Lesser Wounds add +5% to the ITA hit rate against the target from all sources.
    A second quick attack replaces the "Lesser Wound" debuff with the "Moderately Wounded" debuff. Moderate Wounds add +15% to the ITA hit rate against the target from all sources.
    A third quick attack replaces the "Moderately Wounded" debuff with the "Severely Wounded" debuff. Severe Wounds add +45% to the ITA hit rate against the target from all sources.
    A fourth quick attack replaces the "Severely Wounded" debuff with the "Critically Wounded" debuff. Critical Wounds add +100% to the ITA hit rate against the target and any percentage based non-ITA attacks automatically hit the target from all sources.


    100 Mighty into a Mighty Attack. A player targeted with a Mighty Attack will die--this attack can be protected from, but cannot be redirected or blocked.


    Any amount of Teehee into a Teehee Target. What do Teehee targets do? Only one way to find out, Teehee!


    You may make up to 2 Quick Attacks OR 1 Mighty Attack each night. You may make as many Teehee Targets as you want lol.

    If you choose to forego submitting any of the above night actions on a given night, you may roll (Alive Players-1)/3 seven-sided dice for each resource and add the total to your resource pool.

    ===

    Hidden Info:

    Teehee Targets roll based on the amount of Teehee spent, exactly one of the following effects happen, the probability is based on the amount spent.
    If x Teehee is spent, then there is:

    Probability to roleblock that night and create a neighborhood for the following cycle:
    (2x-20)%

    Probability to just roleblock:
    If x < 30, (2x - 20)%
    If 30 < x, (70-x)%

    Probability to give a Fake Gun, that upon being used announces that the holder of the gun fired the gun (but not the target), but instead of a bullet coming out, a joke-gun flag that reads ""Teehee!"" came out instead:
    If x < 20, (2x)%
    If 20 < x < 30, (80-2x)%
    If 30 < x, (50-x)%

    Probability to send the target a message saying ""You were targeted, teehee!"" And no other effect:
    Remaining percentage to reach 100%


    Their Edited Role Submission
    Spoiler : Submission :
    Role: Easily Disturbed Genius
    Rolecard:
    Each night choose one of the following:
    Easily Disturbed: Target someone, if they're visited by no one except you, then rolecop + track them

    Can't Focus: Target someone and track them

    Locked in Their Study (One-Shot): Jailkeep yourself. (You will be roleblocked and prevented from using any other night actions if you have somehow obtained them, but you will also be untargetable to killing actions)



    The original post has also been updated.

    Players Alive Graveyard Left Victoriously
    @FM-Aerial Trumpet
    @FM-Amogus
    @FM-Renaissance Panda
    @FM-Psychedelic Bee
    @FM-Mud
    FM-Society
    FM-Normal Face
    FM-Poo Poo Potato
    FM-Blobs
    FM-Laughing Carrot
    FM-Gargoyle Dog
    FM-Diamond
    FM-Sixteen Squares
    FM-Alien Dude
    FM-Innocent Smirk
    FM-Nike
    FM-Scar
    FM-Flying Witch
    FM-Fishy Fish
    FM-Evil Kitty
    FM-Just a Guy
    FM-Calcifer
    FM-Derpy Nemo
    FM-Upvote
    FM-Nefarious
    FM-Monkey Allen Poe
    FM-Goobler
    FM-Definitely Katze
    FM-Lines
    FM-Bunny Girl
    FM-Hair so Wild
    FM-Floopy
    FM-Smiley
    FM-Sunset
    FM-SadPeepo
    FM-Anime Waifu
    FM-Shocked Kirby Face
    FM-Bendy Gamer
    Living the Dream:
    FM-Jigglypuff

    Night 5 Ends at 7 PM CST on Sunday, April 23rd
    • 00

    • 00

    • 00

    • 00

    DAYS HOURS MINUTES SECONDS



    Night action deadline is 2 hours before SoD


  4. ISO #8454

    Re: S-FM 349: KRC: Game of the Decade



    Day 6

    A Modpost from FM-Mud


    FM-Psychedelic Bee has been killed.


    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: Cheeto Fingers Georg

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each Night you can choose to eat one flavor of Cheetos:
    1) Eat Cheetos until your fingers turn orange.
    Activating this ability is Loud (Loud Actions are announced in thread. The announcement will be "" Player Name is in their enrichment enclosure eating Cheetos ""
    If your fingers are orange you cannot be the target of night actions and you cannot take a night action. This effect lasts one night at the end of which your fingers are clean (you licked them off for sustenance because mommy didn't bring you nuggies).
    This ability cannot be used on two consecutive nights.

    2) Eat XXTRA Flamin' Hot Cheetos until your fingers turn Red.
    Activating this ability is Loud (Loud Actions are announced in thread. The announcement will be "" Player Name is in their enrichment enclosure eating XXTRA Flamin' Hot Cheetos""). Because XXTRA Flamin' Hot Cheetos are XXTRA Flamin' this ability is once per game only.
    If your fingers are Red you gain the ability to Douse.

    Douse (multi-taskable, one-shot)
    You may target a player to douse them. You cannot Douse on the same night you eat XXTRA Flamin' Hot Cheetos. After Dousing a player you gain the ability to Ignite.

    Ignite (multi-taskable, one-shot)
    The previously doused player is lit on fire and dies. You cannot Ignite on the same night you Douse.

    3) Eat Limited Edition Cheetos Mexican Street Corn Flavor until your fingers turn Green. Activating this ability is Loud (Loud Actions are announced in thread. The announcement will be ""Player Name is in their enrichment enclosure eating Limited Edition Cheetos Mexican Street Corn Flavor"")
    If your fingers are Green target one Player. This player must include at leasat one sentence in spanish in each of their posts. This action lasts for one full game phase (Day Phase + Night Phase).

    They will be informed that there are consequences for failing to meet a hidden ratio of posts that follow the post restriction. They are not informed of what the ratio is, or the consequences.

    If they fail to meet at least 95% of their posts following the post restriction, then you may quote the violating posts to the hosts and for the next full game phase (Day Phase + Night Phase) they will have green cheeto dust on their fingers making their actions Loud.


    In addition to eating any one of the previous three flavors, you may also share your Cheetos with friends:
    Share Cheetos Popcorn Cheddar Flavored with a friend. (multi-taskable)
    Target a player to give them your bag of Cheetos Popcorn Cheddar Flavored. The player receives the bag of Cheetos Popcorn Cheddar Flavored, and you lose access to this ability. The target receives the bag and gains the non-multi-taskable ability to Eat Cheetos Popcorn Cheddar Flavored until their fingers turn Yellow.
    Eating the Cheetos Popcorn Cheddar Flavored is Loud (Loud Actions are announced in thread. The announcement will be ""Player Name is in their enrichment enclosure eating Cheetos Popcorn Cheddar Flavored""). If their fingers are Yellow, they may pass the bag of Cheetos popcorn Cheddar Flavored (multi-taskable) to any other player to share in the Cheetos Popcorn Cheddary goodness. They may not pass the bag on the same night that they eat Cheetos Popcorn Cheddar Flavored. Passing the bag removes the ability to eat Cheetos Popcorn Cheddar Flavored.

    Your cheetos are safely secured in your enrichment enclosure, making them unstealable.


    Their Edited Role Submission
    Spoiler : Submission :
    Role: Magical Girl
    Rolecard:
    Welcome to the game you are a Magical Girl

    Empowered by a mystical cat familiar attached to you at birth with the powers of the cosmos you always see the good in everyone even those you fight against. You love and cherish your friends and are willing to sacrifice yourself to protect them especially your best friend.

    Undying Friendship: You and your best friend start as masons with one another. You are both aware that the other is town. If one of you dies the other will also die.

    Princess Power Make Up: Each night you will use your magical abilities to receive a random useful 1 shot ability.



    FM-Aerial Trumpet has been killed.


    Their Flip
    Spoiler : Flip :
    Alignment: Town
    Role: Match Maker

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each night, choose two players to become a ?pair? for the rest of the game. You cannot choose them to become another pair again. You cannot choose yourself.

    The pair know each other?s name but not roles or alignments. They do not share a chat.

    Each nights the pair have multiple options to choose from. They must pick one option, and their pair must also pick the same option on the same night for it to go through. If they both fail to choose the same option, nothing will happen and they both will be forced to choose again the following night. Once they finally agree on the same option they both receive that power up and don't choose new options on following nights.

    Each of the four options can only be successfully activated once. Once an option has been activated, it will be removed from the options for future pair voting. If two pairs both activate the same option in the same night, the pair which was created first will activate that option, and the other pair will not.

    A. Both of you will receive a single shot role-cop. But your alignment will appear as a random non-town faction in the game to any alignment checks.
    B. Both of you will receive a one-shot gun, although only one of the guns actually has a bullet in it and you don't know which. But the kill is publicly announced and makes the target's role not flip.
    C. You both will have a shared passive 1x bulletproof vest. If either of you is attacked, this vest will go away for both of you. But after the vest breaks neither of you may be protected by any means other than obtaining more bulletproof vests from other sources.
    D. You both will receive an one-shot bus driver action. But any role action you take for the rest of the game will require you to submit two targets and your action will randomly be targeted between the two. You will be informed of which one you were randed to target.

    At any point of the game, day or night, a member of a pair may sacrifice their life to take out their partner from the game. This cannot be prevented in any way. Although after a member of a pair sacrifices themselves in this way, no other pairs may sacrifice in this way for the rest of the game.

    If one member of a pair dies before the pair agreed on an option, then the pair dissolves and the survivor will play the rest of the game normally. If one of the pair dies after they agree on an option, the survivor will lose their powerup, but not their drawback.


    Their Edited Role Submission
    Spoiler : Submission :
    Role: The Government
    Rolecard:
    You are the Government. Literally. You are the concept of a government body manifested in a single entity in a mafia game.

    (Don't take this role too seriously - it's designed for a mafia game, not to be extremely realistic)


    The Economy
    Every player in the game will be assigned to a specific social class (lower class, middle class or upper class) unless their role instructs otherwise with a player's class being loosely tied to the strength of their role (with some exceptions). A player's class determines their income, among other things. All three classes will be assigned a numerical loyalty score.

    You yourself do not gain an income. Instead, you set a tax rate every night, including night 0, to be used in the following cycle. Taxes are set in increments of 0.5% and collect a proportion of their income. However, for every 0.5% you increase tax by for a specific class, the loyalty score of that class drops by 1 point. If you do not manually set taxes for the following cycle, taxes will automatically be adjusted so that loyalty is at 0 at the end of the night phase unless you request otherwise.

    Note that increasing taxes does not actually decrease the income of other players so you are safe to change taxes as you see fit for your own personal benefit.

    At the start of Night, you gain funds according to the tax rate you set the previous night. You start Night 0 with all taxes at 12.5%, loyalty for all classes at 0 and $5000 in funds.

    You can not have your money stolen by any means.

    Players still pay taxes when dead (there's social commentary in there somewhere). Loyalty scores of each class are also unaffected by player deaths.

    If average loyalty is below -5 at the start of Day, the government is overthrown and you die. You will be warned if a tax rate submission would cause you to die. Both loyalty increases from purchases and loyalty changes from modified tax rates are done before this check takes place.

    In addition, having below 0 loyalty with a specific class has a number of negative aspects:
    - All positive role effects used on you by members of a disloyal class will fail.
    - All investigative roles used on you by members of a disloyal class will give the most incriminating possible result where applicable.
    - All ITAs shot at you by members of a disloyal class are 15% more likely to hit.
    - One of your ability trees is completely disabled for each disloyal class and you will not be able to benefit from abilities on that tree (healthcare if lower class is disloyal, military if middle class is disloyal and espionage if upper class is disloyal).

    Policy Trees
    As the government, you may invest into a number of policies each Night split into four categories (healthcare, military, espionage and science). Every investment is a one-time purchase and cannot be lost once purchased except temporarily via the disloyalty mechanics listed above.

    If you have unlocked multiple actions, you can use a maximum of 1 Day action and 1 Night action every cycle unless informed otherwise.

    Every policy is split into 5 levels besides science which only has 1 level. A level 1 policy must be unlocked before a level 2 policy and so on. The number in brackets next to the policy is the cost of unlocking that policy and multiple policies can be unlocked in one Night. All policies are cumulative unless otherwise stated.

    You may purchase policies on N0 but you may not use Night actions you may have purchased on N0, if applicable.

    When purchasing upgrades, you are limited to a maximum loyalty gain from upgrades of 10 per Night phase.

    Healthcare
    Level 1 ($500): Immunity to vanillaisation, +10 loyalty.
    Level 2 ($2000): Immunity to vote manipulation, +10 loyalty.
    Level 3 ($4000): Immunity to roleblocks, +10 loyalty, may choose a player at Day to heal from poison or disease at the end of that Day. May not be used on two consecutive Days.
    Level 4 ($6000): Immunity to redirection, +10 loyalty, gain the ability to protect a player. May choose a player at Night to protect them from most forms of Night kill. May not target the same player on consecutive nights.
    Level 5 ($7500): Immunity to poison, +10 loyalty, may choose a player to quarantine at Day. That player commutes during the Night and may not be targeted by any night action or make a Night action themselves and must be removed from being a member of any neighbourhood chats while quarantined. May not be used on consecutive Days and may not use quarantine and any other protective ability on the same player on consecutive nights.

    Military
    Level 1 ($500): +2% ITA rate, +10 loyalty.
    Level 2 ($2000): +2% ITA rate, +10 loyalty.
    Level 3 ($4000): +3% ITA rate, +10 loyalty, gain a 1-shot bulletproof ability (passive).
    Level 4 ($6000): +3% ITA rate, +10 loyalty, gain the Night ability to escort a player. Players accompanied by a military escort are immune from harmful night actions besides kills.
    Level 5 ($7500): +5% ITA rate, +10 loyalty, gain the Night ability to perform a raid, taking any held items from your target player. Cannot be used on consecutive nights.

    Espionage
    Level 1 ($500): May send a piece of mail for free on odd-numbered Nights (note that free mail upgrades are not cumulative), +10 loyalty. (NOTE: This ability tree is the only way that you are able to send mail as you do not start with gold coins).
    Level 2 ($2000): May send a piece of mail for free any Night +10 loyalty.
    Level 3 ($4000): May send two pieces of mail for free any Night, +10 loyalty, may target a player at Night to place a bug on them. You will be informed what social class they fall under. You may not use this ability on consecutive Nights.
    Level 4 ($6000): May send three pieces of mail for free any Night, +10 loyalty, may target a player at Night to infiltrate their sphere. If that player is in a neighborhood or would be added to a neighborhood that Night, anonymously join that neighborhood. If joining the neighbourhood gives additional benefits to players, you do not also receive those benefits. This ability cannot be used on consecutive Nights.
    Level 5 ($7500): May send any number of pieces of mail for free any Night, +10 loyalty, may target a player at Night to place a hi-tech bug on them. You will be informed who that player targets this Night and the following Night. You may not use this ability on consecutive Nights.

    Science
    Level 1 ($60000) - Launch a spaceship into orbit, giving +50 loyalty and automatically unlocking every ability. The cost is reduced by 50% every time one of the other ability trees is maxed out.

    Law and Order

    Unfortunately, you're in a mafia game. There is no law and order. If you passed a law, it would surely be disobeyed. There is only mob rule, an ungovernable population. How do you manage to collect taxes if this is true, you may ask? Magic. Also, theft.

    Overall Strategy Guide:

    (Optional, available upon request)

    Their Last Will
    Spoiler : Last Will :
    EoD1 - JaG added me to one on one chat. Tried to pocket and rolefish me!
    N1 - Goobler and Nefarious. They blew themselves up! I regret pairing them . A larger Hog intimidated my Hog.
    N2 - Anime and Kirby. At least this became useful and seems to have won us the game! A larger hog again intimidated my Hog.
    Middle of Day 3 - I got an Alpha Boar and a Hog Almighty and have three pigs now?! DAVE ARMY ASSEMBLE!
    N3 - Amogus and Mud. My pigs left me ??
    N4 - I got a Pygmy Hog. I expect to die by vig, so I am doing no action and sending Dave Jr. to Mud.

    o7

    CAPTAIN AMOGUS, IT WAS AN HONOR TO SERVE YOU, SIR!

    -

    This was an enjoyable game! I regret not being more obvious town (especially since this will probably prevent the council from winning, assuming mafia gets a successful kill off), and I've had pretty bad reads this game... But I enjoyed playing with y'all nonetheless! Don't feel bad for being wrong about me - I understand, Kirby! I would have probably done the same in your situation...

    There was a death note attached to the body


    FM-Mud is no longer able to achieve their win condition and has exited with a loss.


    Their Flip
    Spoiler : Flip :
    Alignment: The Council
    Role: Match Maker

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of The Council.

    Collect Information
    The Council may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is a level 2 ninja, it is immune to detection, and immune to forms of detection that counteract detection immunity, but not immune to higher levels of detection immunity counteraction.

    Underground Network (2-shots, passive, toggleable)
    The Council has a shared underground network that warns them about attacks before they happen.
    This warning allows any member of The Council to evade death on a night when they would have otherwise died. Death can only be evaded in this way twice among all members of The Council.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Rigging the Armory (1-shot, passive, toggleable)
    The Council may use their underground network to rig ITA shots. If a member of The Council would normally die to an ITA shot, they can instead dodge. This dodge consumes both a charge of Rigging the Armory AND a charge of Underground Network.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Shadowy Organization (passive)
    The Council is a shadowy organization. Upon death, their factional abilities and win-con are redacted. Their alignment name and role are revealed as normal.


    Win Condition:
    Maintain Balance.
    You win if all of the following conditions are met at any SoD:
    - At least one member of The Council is alive
    - There are seven or fewer non-Council players alive
    - There are two or fewer anti-town players alive
    - There are more town than anti-town players alive

    Rolecard:
    Each night, choose two players to become a ?pair? for the rest of the game. You cannot choose them to become another pair again. You cannot choose yourself.

    The pair know each other?s name but not roles or alignments. They do not share a chat.

    Each nights the pair have multiple options to choose from. They must pick one option, and their pair must also pick the same option on the same night for it to go through. If they both fail to choose the same option, nothing will happen and they both will be forced to choose again the following night. Once they finally agree on the same option they both receive that power up and don't choose new options on following nights.

    Each of the four options can only be successfully activated once. Once an option has been activated, it will be removed from the options for future pair voting. If two pairs both activate the same option in the same night, the pair which was created first will activate that option, and the other pair will not.

    A. Both of you will receive a single shot role-cop. But your alignment will appear as a random non-town faction in the game to any alignment checks.
    B. Both of you will receive a one-shot gun, although only one of the guns actually has a bullet in it and you don't know which. But the kill is publicly announced and makes the target's role not flip.
    C. You both will have a shared passive 1x bulletproof vest. If either of you is attacked, this vest will go away for both of you. But after the vest breaks neither of you may be protected by any means other than obtaining more bulletproof vests from other sources.
    D. You both will receive an one-shot bus driver action. But any role action you take for the rest of the game will require you to submit two targets and your action will randomly be targeted between the two. You will be informed of which one you were randed to target.

    At any point of the game, day or night, a member of a pair may sacrifice their life to take out their partner from the game. This cannot be prevented in any way. Although after a member of a pair sacrifices themselves in this way, no other pairs may sacrifice in this way for the rest of the game.

    If one member of a pair dies before the pair agreed on an option, then the pair dissolves and the survivor will play the rest of the game normally. If one of the pair dies after they agree on an option, the survivor will lose their powerup, but not their drawback.


    Their Edited Role Submission
    Spoiler : Submission :
    Role: The Mailman
    Rolecard:
    You are responsible for the town's local UPS mail processing center. Every day, for as long as you are alive, players will be able to mail each other.
    Players are allowed to mail anything that remotely makes sense (flavor wise, so for example, you can mail items like vests, tailors, books, medkits, guns, etc, but you cant mail something like a car). Adittionaly, players may also mail each other letters. Mail typically will arrive next cycle, regardless of when it was sent. Note that mailed money will be heavily taxed (100%) by the IRS.

    Mailing, however, is not free. The first mail a player sends each cycle is the only one thats free. All other mail is subject a delivery tax (in gold coins), which is correspondent to the current phase number, +n, where n is the number of mail (including the current one) that this player has sent this cycle. All players start with 10 gold coins, and may not get more (unless theres some role bullshit going on).

    Abilities:
    Inside man(infinite use): You may send mail cost free.

    Daily report(Passive): Each night, you recieve a detailed report of all mail movement that happened in the morning. This report includes package contents, sender, and destinataries. The contents of letters will not be included.

    Salary(Passive): Every day, you recieve a salary of 10 gold coins for your hard work.

    Withhold package(3-Shot, multitaskable, multiuse-night use). Choose a package from your report. This package will have its delivery delayed by 1 day. You may use this on multiple packages on the same night, but it will consume multiple charges.

    Extraviate package(3-Shot, multitaskable, multiuse-night use): Choose a package from your report. Then choose a player. This package will have its destination altered to this player. You may use this on multiple packages on the same night, but it will consume multiple charges. You may self target with this ability.

    Online shop(Night use): You may use your money to shop for things online at night. You may ask for anything (that is an item that makes sense to be purchasable online). The hosts will then inform you whether you could find your item online, and if you did, what its price is. Purchased items will arrive at SOD.



    FM-Amogus is no longer able to achieve their win condition and has exited with a loss.


    Their Flip
    Spoiler : Flip :
    Alignment: The Council
    Role: The Mailman

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of The Council.

    Collect Information
    The Council may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is a level 2 ninja, it is immune to detection, and immune to forms of detection that counteract detection immunity, but not immune to higher levels of detection immunity counteraction.

    Underground Network (2-shots, passive, toggleable)
    The Council has a shared underground network that warns them about attacks before they happen.
    This warning allows any member of The Council to evade death on a night when they would have otherwise died. Death can only be evaded in this way twice among all members of The Council.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Rigging the Armory (1-shot, passive, toggleable)
    The Council may use their underground network to rig ITA shots. If a member of The Council would normally die to an ITA shot, they can instead dodge. This dodge consumes both a charge of Rigging the Armory AND a charge of Underground Network.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Shadowy Organization (passive)
    The Council is a shadowy organization. Upon death, their factional abilities and win-con are redacted. Their alignment name and role are revealed as normal.


    Win Condition:
    Maintain Balance.
    You win if all of the following conditions are met at any SoD:
    - At least one member of The Council is alive
    - There are seven or fewer non-Council players alive
    - There are two or fewer anti-town players alive
    - There are more town than anti-town players alive

    Rolecard:
    You are responsible for the town's local UPS mail processing center. Every day, for as long as you are alive, players will be able to mail each other.
    Players are allowed to mail anything that remotely makes sense (flavor wise, so for example, you can mail items like vests, tailors, books, medkits, guns, etc, but you cant mail something like a car). Adittionaly, players may also mail each other letters. Mail typically will arrive next cycle, regardless of when it was sent. Note that mailed money will be heavily taxed (100%) by the IRS.

    Mailing, however, is not free. The first mail a player sends each cycle is the only one thats free. All other mail is subject a delivery tax (in gold coins), which is correspondent to the current phase number, +n, where n is the number of mail (including the current one) that this player has sent this cycle. All players start with 10 gold coins, and may not get more (unless theres some role bullshit going on).

    Abilities:
    Inside man(infinite use): You may send mail cost free.

    Daily report(Passive): Each night, you recieve a detailed report of all mail movement that happened in the morning. This report includes package contents, sender, and destinataries. The contents of letters will not be included.

    Salary(Passive): Every day, you recieve a salary of 10 gold coins for your hard work.

    Withhold package(3-Shot, multitaskable, multiuse-night use). Choose a package from your report. This package will have its delivery delayed by 1 day. You may use this on multiple packages on the same night, but it will consume multiple charges.

    Extraviate package(3-Shot, multitaskable, multiuse-night use): Choose a package from your report. Then choose a player. This package will have its destination altered to this player. You may use this on multiple packages on the same night, but it will consume multiple charges. You may self target with this ability.

    Online shop(Night use): You may use your money to shop for things online at night. You may ask for anything (that is an item that makes sense to be purchasable online). The hosts will then inform you whether you could find your item online, and if you did, what its price is. Purchased items will arrive at SOD.


    Their Edited Role Submission
    Spoiler : Submission :
    Role: ClauseHog
    Rolecard:
    You are the ClauseHog, a large, infovoric, semi-intelligent, non-domesticated pig.

    You are the top hog, a boss hog, the alpha pig. You exude the pig equivalent of manliness, the piggiest pig to ever pig. You spend your days and nights doing what you want, which is pig shit! and eating clauses. But you are not just any basic ass pig, you eat clauses, ""a particular and separate article, stipulation, or proviso"". Eating clauses makes you even stronger, allowing you to be even more of a boss hog!

    • You don't use standard targeting for your primary night actions, instead, all other players are sorted into groups of roughly 2-6, each night, you select a group and your night action targets a random number of players within that group.
    • Being a ClauseHog with a powerful sense of smell, you can identify and sort groups ranked by the following characteristics. You are unable to identify groups by the names or amount of players within the group
    • Seek out the strongest hog in these lands to cement yourself as the true boss of the hogs!

    1. Quantity
    2. Quality
    3. Pigness

    • Your primary ability is to select a group at night, and just go ham. You permanently gain clauses from those players' rolecards. Gained clauses will appear on your role-card. Players will receive feedback that very loud pig noises were heard at their place last night.
    • At any time you may shed a clause that wasn't originally a part of this role-card, losing it.
    • At any time you may consume a clause that you did not start with. gaining a limited charged ability based off of that clause. Abilities gained this way may either use standard targeting, group targeting, or some combination of the two. Your metabolism is somewhat limited, only allowing you to consume three clauses per phase.


    Clauses:
    If you use group targeting, and a player in that group has said ""bacon"", or has a grill, then you are guaranteed to target that player if they are within the group you have targeted.
    Being an infovore, you cannot die of hunger so long as you have access to information.
    You are immune to poison unless it is distributed through a memetic form, injected toxins still work.
    Being a boss hog, you have order of operations priority vs other abilities that involve swine or swine-like entities.

    (Additional clauses will be listed out here for your use and or managed in host chats)


    Their Last Will
    Spoiler : Last Will :
    Sigh

    If you're reading this, then that means either scum, bendy, or sunset have decided to kill me in some way or another, despite the various precautions taken.
    As you should see by my flip, I am not some rambo type character or desperado or whatever people called it. I am a humble mailman, who was forced to buy a bunch of guns online in order to save this game from being an absolute scum landslide. I am a member of the Council, I was the one who took the shot at Just a Guy. Before you ask, no, I did not have any alignment checks, in-fact our faction was completely unable to do such a thing, none of our roles or our factional abilities (which equate to some forms of protection and a level 2 ninja role cop, a role cop that's immune to detection, and immune to detection that counteracts detection immunity) could do such a thing, how did I know JaG was scum? just look at his ISO, idk man it was plain and simple to me. I was debating with my partner whether or not to reveal yesterday to avoid being shot at, but we could not come to a consensus in time, which is unfortunate as that has probably led to scum decided to brain me, not that I blame them after absolutely wrecking them.

    I just wish day 2 didn't go so terribad for town, cause then I could have just spent my time purchasing shit like whoopie cushions and guides to how to shop online and what-not, which is something I wanted to do as this type of role. I like the idea of just hoarding a bunch of resources and doing a bunch of shit in the hours it matters most, but alas.

    Our win condition is simple, we need at least one of us to remain alive to see a game-state that is balanced, specifically:
    -More town than anti-town
    -At most seven non-council alive
    -1 or 2 anti-town remaining alive

    We are not anti-town, and our winning does not cause the game to end.

    Our goal was to get that final lynch off on scum (whom i genuinely believe floopy was wtf what was with that flip?) to have either 1 or 2 scum remaining, and hopefully have them kill two town to get down to seven total non-council players alive.

    Here is my final poe, as a final "fuck you" to scum, because I do not believe sunset or bendy directly kill me in this case.

    I'm excluding bendy and sunset, as I do not believe scum has any additional kill power at this point.
    I'm excluding Mud, as he is directly responsible for the death of two wolves.
    I'm excluding Kirby, as he's been strictly pro-town with me, and if he's scum then g fricken g to the mafia master.

    That leaves Anime, Smiley, Panda, Peepo, Bee, and Trumpet
    Scum!Anime would have been frothing to get access to a gun, so I think they're safe to exclude until at least later.
    Bee has a greencheck, and if sunset is town, then Bee is town.
    That leaves Panda, Smiley, Trumpet, and Peepo, and I suggest you lynch in this order.

    Here is relevant feedback I have received:

    day 1: mail was sent the following directions.
    Diamond sent letters to Nike, Smiley, and Alien Dude.
    Just a Guy sent a letter to Jigglypuff.
    Nefarious sent a letter to Smiley.
    Sunset sent a letter to Alien Dude.
    n1: bought a sniper, a silent dayvig
    day 2: nefarious sent a letter to anime waifu
    n2: bought two shotguns (don't ask), loud dayvigs

    n1: we used our role-cop on anime waifu, and got the matchmaker role as a result.
    n2: we used our role-cop on smiley, and got the issac clark role as a result.

    I was attacked night 2.


    SOLVE LIST:
    Player Role Received Role Submitted
    Lines The Lady of Time Doppleganger
    Anime Waifu detective/investigative? ???
    Sunset Isaac Clarke ???
    Calcifer The Magician Captain Captain No Mi
    Mud large pig? ???
    Innocent Smirk The Doppleganger The Lady of Time
    Gargoyle Dog The Infinity Mirror Pi (3.14)
    Laughing Carrot Captain Captain No Mi skill issued medium
    Alien Dude Report of the Week The ITA Weapon Master
    Diamond Too Hot To Handle The Magician
    Definitely Katze Woman of Many Masks Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya
    Evil Kitty The ITA Weapon Master Drunkard
    Fishy Fish Cinnamon roll Punk rocker
    Just a Guy Communicator The Infinity Mirror
    Nefarious Yandere Isaac Clarke
    Nike Trans-Teleporter The Gray Cardinal
    Aerial Trumpet Matchmaker ???
    Bunny Girl The invisible hand of the economy Woman of Many Masks
    Poo Poo Potato Rubick Too Hot To Handle
    Flying Witch magical girl doppleganger
    Normal Face Jedi Master The Witch of Kaleidoscopic Realm
    Smiley Drunkard ???
    Blobs punk rocker The psychotic drowns where the Mystic swims
    Scar skill issued medium match maker
    Jigglypuff An Unpopular Indie Vtuber Reformed Jester
    Amogus Mailman ???
    Society The Psychotic Drowns Where The Mystic Swims Jedi Master
    Derpy Nemo Blackmarket Fruit Smuggler The invisible hand of the economy
    Shocked Kirby Face The Keeper of Dramatic Irony ???
    Sixteen Squares The Witch of Kaleidoscopic Realm Frog
    Hair so Wild Pi (3.14) Communicator
    Upvote The Government Yandere
    Renaissance Panda gray cardinal? ???
    Goobler Joe the Uncatchable Cheeto Fingers Georg
    Floopy compulsive FPSer The Keeper of Dramatic Irony
    Monkey Allen Poe Reformed Jester Rubick
    Bendy Gamer Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya ???
    Psychedelic Bee Cheeto Fingers Georg? ???
    SadPeepo Frog ???

    Yellow roles are roles that have matching submitted and claimed/flipped roles.
    White roles are submitted roles that do not have a corresponding flipped or claimed role.
    Orange roles are roles that are claimed but have no matching flip.
    Purple roles are roles that are flipped but have no matching submission.

    Notes:
    Every single flipped submitted role has a matching flip and or claim.
    FM!pov there are 37 total roles we have seen flipped (either submitted or received), meaning there are exactly two roles that have not been seen, which match the two unclaimed roles that exist between anime and mud.
    I died, so I expect someone to take on upkeep of this list whenever someone else dies, myself included.




    The original post has also been updated.

    Players Alive Graveyard Left the Game
    @FM-Renaissance Panda FM-Society
    FM-Normal Face
    FM-Poo Poo Potato
    FM-Blobs
    FM-Laughing Carrot
    FM-Gargoyle Dog
    FM-Diamond
    FM-Sixteen Squares
    FM-Alien Dude
    FM-Innocent Smirk
    FM-Nike
    FM-Scar
    FM-Flying Witch
    FM-Fishy Fish
    FM-Evil Kitty
    FM-Just a Guy
    FM-Calcifer
    FM-Derpy Nemo
    FM-Upvote
    FM-Nefarious
    FM-Monkey Allen Poe
    FM-Goobler
    FM-Definitely Katze
    FM-Lines
    FM-Bunny Girl
    FM-Hair so Wild
    FM-Floopy
    FM-Smiley
    FM-Sunset
    FM-SadPeepo
    FM-Anime Waifu
    FM-Shocked Kirby Face
    FM-Bendy Gamer
    FM-Psychedelic Bee
    FM-Aerial Trumpet
    Left Victoriously
    Living the Dream:
    FM-Jigglypuff

    Left Defeated
    Returned to the Shadows:
    FM-Mud
    FM-Amogus


    1 Player Remains.
    Last edited by Lumi; April 23rd, 2023 at 05:15 PM.

  5. ISO #8455

    Re: S-FM 349: KRC: Game of the Decade



    Mafia have won the game!
    Congratulations to:
    Ikarus / Werepanda - FM-Renaissance Panda
    Wisdom - FM-Bendy Gamer
    Zedus - FM-Anime Waifu
    Taku - FM-SadPeepo
    Ruby - FM-Bunny Girl
    AnimePigeon - FM-Lines
    Nanook - FM-Definitely Katze
    Macdougall - FM-Just a Guy
    May - FM-Sixteen Squares


    The VTuber has won the game!
    Congratulations to:
    Porscha - FM-Jigglypuff



  6. ISO #8456

    Re: S-FM 349: KRC: Game of the Decade




    Factional Chats
    Mafia - Join Link

    The Council - Join Link

    Magical Girls (Mason Lovers) - Join Link

    Limbo - Join Link

    Dead Chat - Join Link

    Private Chats
    Available on in the Dead Chat Discord Server in the #spoilers channel

    Actions Log
    Actions Log
    Note: This table is not a complete list of all actions taken, it is not the source of truth on actions, and was more intended as a means for hosts to organize a large number of actions. The large majority of actions are noted here, but some actions, particularly ones with instant effects, were not logged here. There are no plans to amend the table to contain all actions.


    Last edited by Lumi; April 23rd, 2023 at 05:13 PM.

  7. ISO #8457

    Re: S-FM 349: KRC: Game of the Decade




    Player Alias Alignment Role Role Submitted
    AnimePigeon FM-Lines Mafia
    Spoiler : Lady of Time :
    Alignment: Mafia
    Role: Lady of Time

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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 Lady of Time, an ancient witch who has decided to focus on the art of time mastery. As a witch, you are considered human and magical by any abilities that would be affected by such statuses.

    Time Anchor
    At night, you may anchor a player in time, including yourself; this abilities gives the feedback ""You feel an eerie bond to the present developing within your very soul."" to the target.

    Targeting a previously anchored player will give them the feedback ""You feel the eerie bond shifting."" and it will update their anchor to the new time, losing access to the previous anchor.


    Time Recall (One-Charge)
    Anchoring a target will grant you the ability to operate a Time Recall on them at any point in the game. When a player is Recalled, they return to the status they had at the moment of their anchoring. Clarification of what this means:
    • The items they may have collected after the anchoring disappear, while the ones they had at the moment of the anchoring appear back in their inventory if they had used them.
    • The amount of charges on their abilities become identical to the amount they had at the moment of the anchoring.
    • If they were poisoned at the moment of the anchoring, the timer left to the poison becomes identical to the timer it was at at the time of the anchoring.
    • If they've already used their ITA shot for the day, they regain their shot.
    • Etc.


    Time Recall cannot bring organic beings back to life, as it cannot insufflate life back into dead bodies; such players may still be time-recalled to apply the effects mentioned above, though. That being said, purely inorganic dead players can be brought back to life if they were anchored when they were still alive. (Organic vs inorganic is determined by the flavor of the role of the target; roles are assumed to be organic unless it's obvious they aren't, e.g. if they are a ship. You are organic yourself and therefore cannot resurrect yourself, because you're not Jesus.) The act of bringing a player back to life will corrupt their abilities, altering their rolecard in unpredictable ways, and rendering most of their powers inert. However they may still communicate in thread and vote.


    Temporal Field
    Additionally, thanks to your mastery of time, you automatically slow down time around yourself when you are attacked at night or killed during the day (except through day execution). Thus, if you are attacked at night, you will only die at the end of the following night; if you are attacked at day, you will only die at the end of the following day. While you are between life and death after an attack, you may be healed by roles with that ability to avoid dying altogether. Your in-between life and death state is announced in the thread. Avoiding death in this way is exhausting and after you do so, your Temporal Field is disabled for the rest of the game.


    Chrono Blast
    Your mastery of time grants you the ability to attack across timelines. During the day during ITAs, in addition to your normal ITA, you may blast a player across time. The chrono blast attacks the player in two divergent time lines lurching forwards into the future to arrive a cycle later (e.g if you blast on day 2, then the day 2 blast arrives on day 3). If either blast hits in its respective timeline, then reality converges to the one where the target was hit. To other players, the attacks are labeled as attacks from the past. I.E Your role flavor is revealed, but not your identity. Note: Because the attacks are effectively silent, make sure to submit the action in your DM with the host and NOT in the thread.
    Trans-Teleporter
    Zedus FM-Anime Waifu Mafia
    Spoiler : Easily Disturbed Genius :
    Alignment: Mafia
    Role: Easily Disturbed Genius

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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 choose one of the following:
    Easily Disturbed: Target someone, if they're visited by no one except you, then rolecop + track them

    Can't Focus: Target someone and track them

    Locked in Their Study (One-Shot): Jailkeep yourself. (You will be roleblocked and prevented from using any other night actions if you have somehow obtained them, but you will also be untargetable to killing actions)
    Joe the Uncatchable
    Stellaria FM-Sunset Town
    Spoiler : Isaac Clarke :
    Alignment: Town
    Role: Isaac Clarke

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    The legendary necromorph-slaying, Marker-destroying, Unitology-denying man himself!

    You are equipped with a Plasma Cutter, and 18 rounds of plasma cutter ammo. The Plasma Cutter and its remaining ammo are together one item, and its associated abilities can be used by anyone who controls said item.

    Each night as an action you may expend up to 6 rounds of plasma cutter ammo, aimed at a specific body part of a player. You may use the shots across multiple players and multiple body parts in a single night if you so wish, up to the limit of how much ammo you are expending. Role-blocks consume the ammo you were planning to use on that night, and abilities which force you to target someone will end up targeting random body parts for each point of ammo force-targeted (note the role's ""contextual OoO"" processing mechanic at the bottom). If you were targeting the body parts of a player, and they were switched with another player, you will still be targeting the same body parts except for the fact that you are now targeting the player they were switched with.

    Head:
    75% chance to miss
    Upon two hits, attempt a stronger kill (-2) on target.
    Hits may accumulate over multiple nights, but are removed upon a stronger (+2 or more) protect/heal.

    Torso:
    33% chance to miss
    Upon four hits, attempt a normal kill (-1) on target.
    Hits may accumulate over multiple nights, but are removed upon a protect/heal (+1 or more).

    Arms:
    45% chance to miss
    Upon two hits, role-block target. Three hits in a single night will super-block.
    Hits may accumulate over multiple nights, but are removed upon a protect/heal (+1 or more).
    Super-blocks cannot be prevented by protect/heals and ignore role-block immunity.

    Legs:
    40% chance to miss
    Upon hit, delay's targets action till end of the order of operations.
    Protect/heals do not prevent this from occurring.

    If for some reason your plasma cutter is stolen, you then equip your foam finger-gun for the next night. The foam finger-gun is a single-use item designed to night-kill whoever you point it at, without fail, unless you cannot see/find them, have lost your arms, or are successfully role-blocked. If you are Issac Clarke, role-blocks will not consume the attempted use. The foam finger-gun cannot be stolen until it has been equipped, and it cannot be equipped unless the Plasma Cutter has been lost or stolen. If your foam finger-gun is also stolen, then wow you unlucky bastard.

    Given that you are Issac Clarke, you have much experience in using your reactive reflexes. As a result, the first in-thread-attack on you each day is guaranteed to miss. Additionally, in specific circumstances your actions are given priority in the OoO. Therefore, if any player you are targeting is about to successfully use an action on you:

    1. Any abilities which you are targeting the other player with occur first and without regard for the nature of the other player's action. This only counts if you were targeting them in the first-place, and not if whoever you were targeting was switched/busdriven with them.
    2. If the player is still able to successfully use their action, their action then proceeds. Doctors protecting the player, for example, would happen simultaneously at this point in time.
    3. Your remaining abilities are processed according to the fullest extent of the action that was successfully used on you, except for where previously noted or clarified in this role-card (ex: If you've equipped the finger-gun, role-blocks will be successful but will not consume the shot).

    Cinnamon Roll
    Arogame FM-Calcifer Town
    Spoiler : The Magician :
    Alignment: Town
    Role: The Magician

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    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.
    Captain Captain No Mi
    Dum FM-Mud The Council
    Spoiler : ClauseHog :
    Alignment: The Council
    Role: ClauseHog

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of The Council.

    Collect Information
    The Council may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is a level 2 ninja, it is immune to detection, and immune to forms of detection that counteract detection immunity, but not immune to higher levels of detection immunity counteraction.

    Underground Network (2-shots, passive, toggleable)
    The Council has a shared underground network that warns them about attacks before they happen.
    This warning allows any member of The Council to evade death on a night when they would have otherwise died. Death can only be evaded in this way twice among all members of The Council.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Rigging the Armory (1-shot, passive, toggleable)
    The Council may use their underground network to rig ITA shots. If a member of The Council would normally die to an ITA shot, they can instead dodge. This dodge consumes both a charge of Rigging the Armory AND a charge of Underground Network.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Shadowy Organization (passive)
    The Council is a shadowy organization. Upon death, their factional abilities and win-con are redacted. Their alignment name and role are revealed as normal.


    Win Condition:
    Maintain Balance.
    You win if all of the following conditions are met at any SoD:
    - At least one member of The Council is alive
    - There are seven or fewer non-Council players alive
    - There are two or fewer anti-town players alive
    - There are more town than anti-town players alive

    Rolecard:
    You are the ClauseHog, a large, infovoric, semi-intelligent, non-domesticated pig.

    You are the top hog, a boss hog, the alpha pig. You exude the pig equivalent of manliness, the piggiest pig to ever pig. You spend your days and nights doing what you want, which is pig shit! and eating clauses. But you are not just any basic ass pig, you eat clauses, """"a particular and separate article, stipulation, or proviso"""". Eating clauses makes you even stronger, allowing you to be even more of a boss hog!

    • You don't use standard targeting for your primary night actions, instead, all other players are sorted into groups of roughly 2-6, each night, you select a group and your night action targets a random number of players within that group.
    • Being a ClauseHog with a powerful sense of smell, you can identify and sort groups ranked by the following characteristics. You are unable to identify groups by the names or amount of players within the group
    • Seek out the strongest hog in these lands to cement yourself as the true boss of the hogs!

    1. Quantity
    2. Quality
    3. Pigness

    • Your primary ability is to select a group at night, and just go ham. You permanently gain clauses from those players' rolecards. Gained clauses will appear on your role-card. Players will receive feedback that very loud pig noises were heard at their place last night.
    • At any time you may shed a clause that wasn't originally a part of this role-card, losing it.
    • At any time you may consume a clause that you did not start with. gaining a limited charged ability based off of that clause. Abilities gained this way may either use standard targeting, group targeting, or some combination of the two. Your metabolism is somewhat limited, only allowing you to consume three clauses per phase.


    Clauses:
    If you use group targeting, and a player in that group has said """"bacon"""", or has a grill, then you are guaranteed to target that player if they are within the group you have targeted.
    Being an infovore, you cannot die of hunger so long as you have access to information.
    You are immune to poison unless it is distributed through a memetic form, injected toxins still work.
    Being a boss hog, you have order of operations priority vs other abilities that involve swine or swine-like entities.

    (Additional clauses will be listed out here for your use and or managed in host chats)"


    General Hidden Information
    Because this role-card has a lot of hidden elements, all information under the above horizontal line is considered hidden to both the player who receives this role-card and other players, unless otherwise specified.
    This role causes two things to happen by existing in the game.
    1.) Each role card that does not specifically have clauses (as identified and defined by the hosts) will gain an indeterminate amount of clauses that fit the flavor and theming of the role, with no less than two clauses for each role.
    2.) For every 5 players, an "alpha-type" hog will be spawned, for every remaining player, a "beta-type" hog will be spawned. These hogs appear as living pigs, and have descriptors that reinforce that. "Alpha-type" hogs will generate with names such as "The Boss Hog", "The HogFather", "The Alpha Boar", "The Big Hog", etc. "The Boss Hog" always generates with that exact name, and cannot be renamed. "Beta-type" hogs will generate with names that have simple descriptors, such as "Long-snouted Hog", "Big-bellied Hog", or "Spotted Hog".
    Hogs are randomly assigned to all players, and appear as a hybrid inventory item/npc/additional role for the player to have. Players may rename their hogs once during the game, but "alpha-type" hogs will only accept suitably badass or manly names, with exception of "The Boss Hog", which will accept no other name. Players are not informed of whether or not a hog is an "alpha-type" or a "beta-type"
    Players are not informed of the chosen name for any pig if they are transferred between players.
    Players are informed that they may not harm their hogs in any manner, nor may they directly target other player's hogs. They are effectively immune to player effects with exception of the ClauseHog.

    "Alpha-type" hogs spawn with 1-3 random clauses that are hidden from all other players. "The Boss Hog" spawns with 5-7 clauses, these clauses do not have to be pig or animal related.
    Hogs follow the player during their night action. If a player targets multiple people during a single night, then the hog will follow along in each one (assuming it makes logical sense for the hog to-do so, otherwise the hog will only visit the first target). If a player does not do anything during the night, or has non-standard night actions which do not follow an Order of Operations, then the player may instead send their hog to visit another player in addition to their normal actions. Role-blocking does not stop the player from sending the hog to another player.
    A "Pig pack" is formed whenever two or more "beta-type" hogs visit the same "alpha-type" hog in the same night. The player who has the "alpha-type" hog will gain a pig pack, a herd of pigs that follow the "Alpha-type". Hogs are tracked within the Pig pack.
    If a "pig pack" has more than one "alpha-type" hog, then there is a 50% chance of the "pig pack" turning into a wild "hog horde" each night, Players are informed that their hogs ran away last night.
    If a player with a "pig pack" is killed, then the pig pack disbands, roughly 50% (rounded down) of the "beta-type" hogs will be distributed to random players. Each "alpha-type" hog within pig pack will divide the remaining "beta-type" hogs equally and form wild "Hog Hordes"
    Wild Hog Hordes randomly target players each night.
    Hog Hordes spawn 0-3 hogs randomly each night or increase in size by 12% rounded up (whichever is greater), there is a 90% chance of a hog spawned this way will be a "Beta-type" hog, and a 10% chance of a hog spawned this way to be an "alpha-type" hog.
    "Beta-type" hogs leave wild hog hordes at a rate of 1 hog each night, or 10% rounded down (whichever is greater), hogs that leave hog hordes this way will be distributed to players without hogs randomly.
    If there are more than 3 alpha-type hogs in a wild hog horde, then they will divide semi-randomly and form two separate wild hog hordes at night.
    Hog hordes are targetable by the ClauseHog, and appear as their own separate "groups"
    Feedback is generated whenever a hog visits another player with differing conditions:
    Players are always informed of when any hog leaves or joins them.
    If a "beta-type" hog visits a player with no other hog, then no feedback is generated for either player.
    If a "beta-type" hog visits a player with a "beta-type" hog, then no feedback is generated.
    If a "beta-type" hog visits a player with an "alpha-type" hog, then the visiting player receives feedback that their hog was intimidated by a larger one and ran home.
    If a "beta-type" hog visits a player with a "pig pack", then there is a 10% chance of the "beta-type" hog of leaving their player, and joining the "pig pack" This percentage increases by 5% for each "beta-type" hog in the pig pack, and an additional 10% for each "alpha-type" hog in the pig pack. Otherwise the visiting player receives feedback identical to if the ClauseHog visited with their "go ham" action. Players are informed that their pig left them.
    If a "beta-type" hog visits a player with a "hog horde", then the beta-type hog will join the "hog horde". The visiting player receives feedback that they heard a heard a lot of pig noises that night. Players are informed that their pig left them.
    If a "beta-type" hog visits the ClauseHog, then the visiting player receives feedback that their hog was intimidated by a larger one and ran home. The ClauseHog receives feedback that they were visited by a much smaller hog.
    If an "Alpha-type" hog visits a player with no other hog, then the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
    If an "Alpha-type" hog visits a player with a "beta-type" hog, then the visited player receives feedback that their hog was intimidated by a larger one.
    If an "alpha-type" hog visits a player with another "alpha-type" hog, then both players receive feedback identical to if the ClauseHog visited with their "go ham" action.
    if an "alpha-type" hog visits a player with a "pig pack", then both players receive feedback identical to if the Clausehog visited with their "go ham" action. Additionally, if there are more than 5 hogs total in the "pig pack", there is a 65% chance of no additional effects, a 30% chance of the visiting player forming a "pig pack" by stealing two "beta-type" hogs from the visited player's "pig pack", and a 5% chance of the "alpha-type" hog to join the "pig pack" Players are informed that their pig(s) left them.
    If an "alpha-type" hog visits a player with a "hog horde", then there is a 25% chance of the visiting player to steal two "Beta-type" hogs to form a "pig pack". There is a 50% chance of the visiting player's pig to leave and join the "hog horde". Both players receives feedback that they heard a lot of pig noises that night. Players are informed that their pig(s) left them.
    If an "alpha-type" hog visits the Clausehog, then the "alpha-type" hog will engage in combat with the ClauseHog the following day. Combat will be explained further below.
    If a "pig pack" visits a player with no hog, then the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
    If a "pig pack" visits a player with a "beta-type" hog then there is a 10% chance of the "beta-type" hog of leaving their player, and joining the "pig pack" This percentage increases by 5% for each "beta-type" hog in the pig pack, and an additional 10% for each "alpha-type" hog in the pig pack. Otherwise the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action. Players are informed that their pig left them.

    If a "pig pack" visits a player with an "alpha-type" hog, then both players receive feedback identical to if the Clausehog visited with their "go ham" action. Additionally, if there are more than 5 hogs total in the "pig pack", there is a 60% chance of no additional effects, and a 40% chance of the "alpha-type" hog to join the "pig pack"
    If a "pig pack" visits a player with another "pig pack", then there is a 50% chance of the pig-packs merging and forming a wild "hog horde" Otherwise both players received feedback identical to if the ClauseHog visited with their "go ham" action.
    If a "pig pack" visits a player with a "hog horde", then the "pig pack" will join the hog horde.
    If a "pig pack" visits the ClauseHog, then the "alpha-type" hog(s) will engage in combat with the ClauseHog the following day. If the ClauseHog wins, then they gain all hogs in the "pig pack".
    If a wild "hog horde" visits a player with no hog, then the visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
    If a wild "hog horde" visits a player with a "beta-type" hog, then the beta-type hog will join the hog horde. The visited player receives feedback identical to if the Clausehog visited with their "go ham" action.
    If a wild "hog horde" visits a player with an "alpha-type" hog, then there is a 50% chance of the visited player's hog to join the horde. The visited player receives feedback identical to if the Clausehog visited with their "go ham" action.
    If a wild "hog horde" visits a player with a "pig pack", then there is a 50% chance of the "pig pack" joining the hog horde. The visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
    If a wild "hog horde" visits a player with a "hog horde", then the wild hog horde will join the visited player's hog horde. The Visited player receives feedback identical to if the ClauseHog visited with their "go ham" action.
    If a wild "hog horde" visits the ClauseHog, then the "alpha-type" hog(s) will engage in combat with the ClauseHog the following day. If the ClauseHog wins, then they gain all hogs in the "pig pack"
    If the ClauseHog gains any number of hogs, they form a pig pack. If the ClauseHog is in a pig pack with an "alpha-type" hog, then they engage in instantaneous combat if they have not engaged in combat with each other before. If the ClauseHog wins, they form a "Hog Horde" under the control of the ClauseHog.

    The Clausehog engages in combat the following day whenever they visit or are visited by any number of "alpha-type" hogs during the night. Additionally, the ClauseHog has a 50% chance of engaging in combat with an undefeated "alpha-type" hog in their Hog Horde every day. The ClauseHog is informed of the name of the "alpha-type" hog(s) whenever they engage in combat.
    To engage in combat, the ClauseHog can use any amount of their limited charge abilities against any of "alpha-type" hogs they are in combat with. If the "alpha-type" hog would be affected in a negative manner by the ability if they were a player, then they are defeated. Or, if the opposing "alpha-type" hogs are unable to affect the ClauseHog because of any gained Clauses, then they are defeated. The ClauseHog is informed of these rules when they engage in combat the first time. If the ClauseHog is unable to defeat the "alpha-type" hog(s), then the ClauseHog does not win any hogs as followers, and any "alpha-type" hogs will leave the ClauseHog and form wild "hog hordes", taking half of the ClauseHog's accumulated "Beta-type" hogs.
    If the ClauseHog wins combat with any "alpha-type" hog, then the ClauseHog permanently gains the clauses of the "alpha-type" hog(s) they defeated. If consumed or shedded, they may be gained again at no additional cost every other night.
    If the ClauseHog engages in combat with "The Boss Hog" then they are informed that "The Boss Hog is the opposing monarch of these lands", if the ClauseHog wins combat with "The Boss Hog", then half of all hogs will immediately join the ClauseHog and form a "Hog Horde" if a Hog Horde has not already been formed.
    If at any point the ClauseHog has 30 or more total hogs (including the ClauseHog) in their "Hog Horde" then the ClauseHog's rolecard changes in the following ways:
    1.) The ClauseHog's role-name will change to "30-50 Wild Hogs".
    2.) The 30-50 Wild Hogs' will gain access to an anonymous account named "S-FM 30-50 Wild Hogs". This account can vote and speak in thread, but it is obligated to type pig-like sounds every other post. It may be targeted and non-killing actions will affect you as if you were the one targeted. The account can be killed by any means including Day elimination and is unable to benefit from any sort of protection from death. If the account is killed, you lose access to the account permanently and are roleblocked the next night.
    3.) All Hogs will automatically join the 30-50 Wild Hogs' Hog Horde.
    4.) The 30-50 Wild Hogs' is obligated to target something with at least one of their abilities at night, if they fail to do so, then they will lose 25% of their hogs.
    5.) If at any point the 30-50 Wild Hogs lose all their hogs, then they lose all abilities gained here and change their role-name back to The ClauseHog. The ClauseHog losses access to the anonymous account named "S-FM 30-50 Wild Hogs"
    The Mailman
    MM FM-Innocent Smirk Town
    Spoiler : The Doppleganger :
    Alignment: Town
    Role: The Doppleganger

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Your role is... the same role that you yourself submitted! Not content to simply give away such a cool role to somebody else, you made a second copy for your own use. In case you've forgotten, or it was changed, here is the text again:

    You are the Lady of Time, an ancient witch who has decided to focus on the art of time mastery. As a witch, you are considered human and magical by any abilities that would be affected by such statuses.

    Time Anchor
    At night, you may anchor a player in time, including yourself; this abilities gives the feedback ""You feel an eerie bond to the present developing within your very soul."" to the target.

    Targeting a previously anchored player will give them the feedback ""You feel the eerie bond shifting."" and it will update their anchor to the new time, losing access to the previous anchor.


    Time Recall (One-Charge)
    Anchoring a target will grant you the ability to operate a Time Recall on them at any point in the game. When a player is Recalled, they return to the status they had at the moment of their anchoring. Clarification of what this means:
    • The items they may have collected after the anchoring disappear, while the ones they had at the moment of the anchoring appear back in their inventory if they had used them.
    • The amount of charges on their abilities become identical to the amount they had at the moment of the anchoring.
    • If they were poisoned at the moment of the anchoring, the timer left to the poison becomes identical to the timer it was at at the time of the anchoring.
    • If they've already used their ITA shot for the day, they regain their shot.
    • Etc.


    Time Recall cannot bring organic beings back to life, as it cannot insufflate life back into dead bodies; such players may still be time-recalled to apply the effects mentioned above, though. That being said, purely inorganic dead players can be brought back to life if they were anchored when they were still alive. (Organic vs inorganic is determined by the flavor of the role of the target; roles are assumed to be organic unless it's obvious they aren't, e.g. if they are a ship. You are organic yourself and therefore cannot resurrect yourself, because you're not Jesus.) The act of bringing a player back to life will corrupt their abilities, altering their rolecard in unpredictable ways, and rendering most of their powers inert. However they may still communicate in thread and vote.


    Temporal Field
    Additionally, thanks to your mastery of time, you automatically slow down time around yourself when you are attacked at night or killed during the day (except through day execution). Thus, if you are attacked at night, you will only die at the end of the following night; if you are attacked at day, you will only die at the end of the following day. While you are between life and death after an attack, you may be healed by roles with that ability to avoid dying altogether. Your in-between life and death state is announced in the thread. Avoiding death in this way is exhausting and after you do so, your Temporal Field is disabled for the rest of the game.


    Chrono Blast
    Your mastery of time grants you the ability to attack across timelines. During the day during ITAs, in addition to your normal ITA, you may blast a player across time. The chrono blast attacks the player in two divergent time lines lurching forwards into the future to arrive a cycle later (e.g if you blast on day 2, then the day 2 blast arrives on day 3). If either blast hits in its respective timeline, then reality converges to the one where the target was hit. To other players, the attacks are labeled as attacks from the past. I.E Your role flavor is revealed, but not your identity. Note: Because the attacks are effectively silent, make sure to submit the action in your DM with the host and NOT in the thread.
    ... but there is, of course, a twist.

    The legitimate recipient of that role is still out there, somewhere. They may or may not share your alignment, but they know that you exist... and if they find you, they can kill you. Appended to their copy of the role is the following:

    [But that's not quite all. You are not the only (ROLENAME) out there. Someone else in the game, the very player who thought up your role, has a second copy of it, in defiance of the natural order of the game. They may or may not share your alignment, but they have all your abilities... except one.

    Since you are the one true intended (ROLENAME), the fates have granted you a boon: a one shot ability to kill your doppleganger, if you can correctly identify who they are. To do this, privately submit your guess as to which player is your doppleganger to the game hosts, at any time when day or night action submissions are open. This is a free action that cannot be roleblocked, stopped, or otherwise interacted with and can be performed independently and in addition to any other actions you may have.
    Lady of Time
    Renegade FM-Gargoyle Dog Town
    Spoiler : The Infinity Mirror :
    Alignment: Town
    Role: The Infinity Mirror

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    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.
    Pi (3.14159265358979323846264...)
    Santygrass FM-Laughing Carrot Town
    Spoiler : Captain Captain No Mi :
    Alignment: Town
    Role: Captain Captain No Mi

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each night, you may choose someone to add to your crew (group neighbor chat). The max capacity for this neighbor chat is 10 players and this is a 24/7 chat. Only one player a night can be added to the group chat.

    Each time someone is added to this neighbored chat, they can select from one of the following for a one time use role:
    1 Doc Save
    1 Role Cop
    1 Poison

    However, each time someone is added to the crew, you have an additional 14% of dying immediately. It starts off at 0% and increases 14% each time someone is added to the crew. This percentage is at 0% for the first person and maxes out at 70% for the 6th person.
    Skill Issued Medium
    Marl FM-Alien Dude Town
    Spoiler : Report of the Week :
    Alignment: Town
    Role: Report of the Week

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are ReviewBrah. Every night you must write a review of a fast food item the hosts name which will be published at SoD.
    If you fail to submit two reviews in a row, you will die.

    Additionally, you may send an order of the fast food item you reviewed to another player. You know the name of the item and whether it's a buff or a debuff, but not its exact effects.

    YouTuber (Passive): If you send an order to another YouTuber, you will be subscribed to their channel.

    ===

    Items to review:
    McRib - Bulletproof (Night 1)
    Mr Beast Dream Burger - Motivate (Night 2)
    Taco Bell Nacho Fries - Friendly Neighbor (Night 3)
    KFC - Roleblock (Night 4)
    Popeyes - Fruit Vendor (Night 5)
    The ITA Weapon Master
    Firekitten FM-Diamond Town
    Spoiler : Too Hot To Handle :
    Alignment: Town
    Role: Too Hot To Handle

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    During the night phase, you may douse another player. The gasoline you doused them with will evaporate at the end of the following day phase.

    During the day phase, you may shout """"IS IT HOT IN HERE, OR IS IT JUST ME!?"""" in 7 sized orange font (#FF8C00) bolded. If you quote someone and say this, you will incinerate that individual, your doused player, and yourself. You all die. You cannot use this ability on day 1.

    If you say it individually, then you die by yourself, without killing anyone else. You may use this ability on day 1. You may also message the hosts this phrase during the night to trigger this ability at night.

    If you activate your ability and end up killing no one, the host will quote your post and say, "It's just you."
    The Magician
    Nanook FM-Definitely Katze Mafia
    Spoiler : Woman of Many Masks :
    Alignment: Mafia
    Role: Woman of Many Masks

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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 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.
    Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya
    Kagamiaoki FM-Evil Kitty Town
    Spoiler : The ITA Weapon Master :
    Alignment: Town
    Role: The ITA Weapon Master

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are Ludger Will Kresnik, an obscure JRPG Protagonist and the ITA Weapon Master.
    Weapon Swap
    Each day outside of ITAs, you must choose a weapon from the following:

    • Dual Blades: You have two slightly boosted ITA shots today.
    • Dual Pistols: You have eight ITA shots with a reduced chance to hit today.
    • Hammer: You have one extremely boosted ITA shot today.


    You must use each weapon once before swapping back to one you have already used. Failure to select a weapon before firing an ITA shot will result in you being stuck with a standard single shot ITA for the day.
    Sync Up
    With your talent to emulate many different fighting styles, you can perform strong combo attacks with your teammates.

    Every night, select a player to sync up with. During the following day, if you fire an ITA shot at a target already shot at by the player you are synced with, your shot will have an increased chance to hit (changes depending on your currently equipped weapon) and bypass any existing ITA immunities the target may have if it hits.

    The Power of A Full Chromatus (This ability will be hidden from the player until ITAs are over.)
    When ITAs have ended for good, gain the following ability:

    On the day after ITA's end, you may begin a personal ITA session in which you are equipped with the following:
    Dual Bladed Spear: You have two extremely boosted ITA shots.

    Rollo Buddy
    Despite being an otherwise silent killing machine, you have a soft spot for feline friends.

    All of your abilities and ITA shots that might harm another player will automatically fail if your target's name, role or profile picture is cat adjacent.
    The Witch of Kaleidoscopic Realm
    Doctor Zeus FM-Fishy Fish Town
    Spoiler : Cinnamon Roll :
    Alignment: Town
    Role: Cinnamon Roll

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You're the sweetest! Who would dare harm someone as awesome as you?

    !attract username - At night, you must attract another player with your awesome personality (this is compulsory). They visit you and perform their night action on you, instead of visiting anyone else tonight. You learn what this action is in the form of a partial role-cop. If they weren't already targeting you, you gain protection from any attacks they make tonight. If they were, you gain no such protection.

    If you die, you curse all the players responsible for your death with guilt. This would include any player(s) that shoot you during the night or all players that voted for you during the day, causing your elimination.

    !haunt player, post link - Players cursed with the guilt of being responsible for your death carry a heavy heart with them. Once on the night after you die, you can haunt a player that is cursed this way, filling them with guilt and causing them to be roleblocked for the night .

    When you are killed, only your alignment and role name are flipped until after you use the vengeful role block, at which point your flip is updated to contain your role card.

    If you are nightkilled, the player(s) that did the killing will recieve a PM from the game host: ""You killed the Cinnamon Roll!!! How could you???"". If you were eliminated instead, all players that voted for you receive this same PM.

    Players responsible for your death in either way do not know they are cursed; the PM they receive is their only clue.

    Because of your sweet personality, you have been friends with a Magical Girl for as long as you can remember. You share a factional chat with them, know that they are also town, and if they die, you will also die.
    Punk Rocker
    Macdougall FM-Just a Guy Mafia
    Spoiler : Communicator :
    Alignment: Mafia
    Role: Communicator

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    Day (1-shot): 30 minutes after EoD, the thread will be opened again and everyone will be allowed to chat. This chat will last for 1 hour.

    Night: Check whether a player is part of any private chats (this excludes factional chats). If they are not, you will create one with them. This chat will last until one of you dies.

    Night (2-Shot): Target the player you created the neighborhood with using your previous ability. You will swap roles with that player. They must agree to the swap for this ability to take effect.

    [This info does not appear to role-cops, and was not provided by the role submitter]
    Night 0: If this role is in a factional chat on Night 0, all members of that factional team can swap roles freely among the team to whatever arrangement they wish.
    The Infinity Mirror
    Martingg99 FM-Nefarious Town
    Spoiler : Yandere :
    Alignment: Town
    Role: Yandere

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    - On N1 the Yandere must loverise another player, this action cannot be stopped or redirected in any way.
    - If that targeted person is affected by a negative action, then the player targeting them with a negative action is marked. Marks expire after a full cycle, and both you and your lover have +100% chance to hit marked players. This applies to ITA hit rates.
    Note: Killing is a negative action, but this does not protect your lover from the attack.
    Note: You do not find out what players are marked.
    - If your lover is targeted by a positive action, the effects of it are duplicated onto you.
    - If your lover dies in any way, then you also die of a broken heart. This death cannot be prevented in any way. But your death does not affect your lover.
    - You gain a private chat with your lover.
    Isaac Clarke
    Oliver FM-Nike Town
    Spoiler : Trans-Teleporter :
    Alignment: Town
    Role: Trans-Teleporter

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each night, you may target three players and make them switch places.

    - Night actions aimed at your first target now target your second target.
    - Night actions aimed at your second target now target your third target.
    - Night actions aimed at your third target now target your first target.

    You may not self-target or target the same player on consecutive nights.

    You can redirect non-factional kills, but factional killpower ignores your redirection.

    Accidentally Lost - During the night, pick a player. For the rest of the game, until one of you dies, all non-killing role actions targeting you will also target this player, ignoring any form of redirection. If you die, the player you targeted inherits this ability and must use it to target somebody else. You can not change targets between nights and using this ability is compulsive.
    The Gray Cardinal
    Gikkle FM-Aerial Trumpet Town
    Spoiler : Match Maker :
    Alignment: Town
    Role: Match Maker

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each night, choose two players to become a ?pair? for the rest of the game. You cannot choose them to become another pair again. You cannot choose yourself.

    The pair know each other?s name but not roles or alignments. They do not share a chat.

    Each nights the pair have multiple options to choose from. They must pick one option, and their pair must also pick the same option on the same night for it to go through. If they both fail to choose the same option, nothing will happen and they both will be forced to choose again the following night. Once they finally agree on the same option they both receive that power up and don't choose new options on following nights.

    Each of the four options can only be successfully activated once. Once an option has been activated, it will be removed from the options for future pair voting. If two pairs both activate the same option in the same night, the pair which was created first will activate that option, and the other pair will not.

    A. Both of you will receive a single shot role-cop. But your alignment will appear as a random non-town faction in the game to any alignment checks.
    B. Both of you will receive a one-shot gun, although only one of the guns actually has a bullet in it and you don't know which. But the kill is publicly announced and makes the target's role not flip.
    C. You both will have a shared passive 1x bulletproof vest. If either of you is attacked, this vest will go away for both of you. But after the vest breaks neither of you may be protected by any means other than obtaining more bulletproof vests from other sources.
    D. You both will receive an one-shot bus driver action. But any role action you take for the rest of the game will require you to submit two targets and your action will randomly be targeted between the two. You will be informed of which one you were randed to target.

    At any point of the game, day or night, a member of a pair may sacrifice their life to take out their partner from the game. This cannot be prevented in any way. Although after a member of a pair sacrifices themselves in this way, no other pairs may sacrifice in this way for the rest of the game.

    If one member of a pair dies before the pair agreed on an option, then the pair dissolves and the survivor will play the rest of the game normally. If one of the pair dies after they agree on an option, the survivor will lose their powerup, but not their drawback.
    The Government
    Ruby FM-Bunny Girl Mafia
    Spoiler : The invisible hand of the economy :
    Alignment: Mafia
    Role: The invisible hand of the economy

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    The invisible hand of the economy. Your job is to benefit the social and economic outcomes of the game through a free market. A free market which you will rig.

    Abilities:

    3 bus drives a night when there are >35 players alive at start of night
    2 bus drives a night when there are >20 players alive at start of night
    1 bus drive a night for the rest of the game

    If you are a member of a faction with a factional killing ability and the bus drive redirects a factional kill from your faction, the kill will be cancelled.
    Woman of Many Masks
    Bradland FM-Poo Poo Potato Town
    Spoiler : Rubick :
    Alignment: Town
    Role: Rubick

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:

    You are the Grand Magus.

    Spell Steal: At night you may copy an ability that another player used. You gain the option to use their ability until you use Spell Steal again, at which time your new ability will replace the old one. If you are scum aligned, you may *not* use this ability on members of your own informed minority faction. You may not copy factional abilities. If the last ability used by your target was a factional ability, or an ability that you cannot copy (this is usually explicitly stated in your target?s rolecard), then you will instead copy the last non-factional ability your target used. If your target has used no abilities, Spell Steal will fail. Charges or cooldowns on abilities are not refreshed when you steal an ability again- for example, if you steal and use a 1 charge kill and then steal it again, the kill will still have 0 charges. An ability lasts two full day/night cycles until it expires, and you cannot steal from the same target two times in a row. Spell Steal may be used alongside any other items or abilities. Spell Steal moves last in the order of operations (if applicable) and steals the last ability that the target used in the order of operations if they used multiple (if applicable).


    Rubick begins the game with a stolen ability picked by the hosts/balance team. Or, perhaps, no ability at all. If that?s the case, fuck you, lmao.

    Your rolecard will update to include your stolen ability here:


    Stolen Spell (1)
    Empty

    Stolen Spell (2)
    Empty (some abilities may require two parts, or you may unlock this slot with the Son of Aghanim passive, listed below)



    Son of Aghanim: If you obtain the Aghanim?s Scepter item, your Spell Steal will be upgraded, and you will be able to have two copied abilities at the same time and use both of them at once. The method for obtaining the Aghanim?s Scepter` is a mystery, but you suspect it can be done in many different ways, all of which involve the occurrence of very rare role interactions as a result of your powers.

    Magus Cypher: If you obtain $34.99 USD or an equivalent amount of a different currency (host discretion on what qualifies), you may choose to spend it to purchase the Magus Cypher. This will have no effect on you, but it will make you and all of your abilities look very cool. This action may be used alongside any other items or abilities, and cannot be copied or stolen. Nothing can restrict you from taking this action
    Too Hot To Handle
    Ranmilla FM-Flying Witch Town
    Spoiler : Magical Girl :
    Alignment: Town
    Role: Magical Girl

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Welcome to the game you are a Magical Girl

    Empowered by a mystical cat familiar attached to you at birth with the powers of the cosmos you always see the good in everyone even those you fight against. You love and cherish your friends and are willing to sacrifice yourself to protect them especially your best friend.

    Undying Friendship: You and your best friend start as masons with one another. You are both aware that the other is town. If one of you dies the other will also die.

    Princess Power Make Up: Each night you will use your magical abilities to receive a random useful 1 shot ability.

    ===

    Hidden Information:
    A Powerup is given at the start of each night, chosen at random from the following list, without repeats, and Refresh not being able to be drawn night 1:

    Star Guidance: Target a piece of feedback you or your best friend has received. You will receive a partial role-cop, revealing the text of the ability that generated that feedback.

    Magical Healing: Protect another player from a single killing action that night. You cannot cast this on your best friend.

    Encourage: Encourage another player, they will be able to push through anything that gets in their way, guaranteeing the success of any actions they take that night. (Applies a level 1 strong modifier)

    Spirit Channel: Channel the spirit of a another for one final pep talk. May summon a player that died in the last 24 hours, placing them in a private chat with both yourself and your best friend. This private chat will expire after 24 hours.

    Enchant Trinket: Enchant a small trinket of your choice (may choose any thematically relevant small / useless item, the default item if not otherwise specified will be a stuffed animal and the item chosen does not directly affect the function of the ability) and gift it to another player. The enchanted trinket will protect the player who owns it from one harmful non-killing Night action in any subsequent phase, at which point it will lose its power and become a regular trinket. Trinkets cannot have secondary effects. You can not gift the trinket to your best friend as they have no need for such a thing.

    Watchful Cat Familiar: Your mystical cat familiar will watch over you and your friend at night. In the morning you will be told the names of each ability that targeted either of you. If an ability doesn't have a name, then a fitting name will be provided.

    Refresh: Use a previously casted spell of your choice.
    The Doppleganger
    Pump Turtle FM-Normal Face The Council
    Spoiler : Jedi Master :
    Alignment: The Council
    Role: Jedi Master

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of The Council.

    Collect Information
    The Council may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is a level 2 ninja, it is immune to detection, and immune to forms of detection that counteract detection immunity, but not immune to higher levels of detection immunity counteraction.

    Underground Network (2-shots, passive, toggleable)
    The Council has a shared underground network that warns them about attacks before they happen.
    This warning allows any member of The Council to evade death on a night when they would have otherwise died. Death can only be evaded in this way twice among all members of The Council.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Rigging the Armory (1-shot, passive, toggleable)
    The Council may use their underground network to rig ITA shots. If a member of The Council would normally die to an ITA shot, they can instead dodge. This dodge consumes both a charge of Rigging the Armory AND a charge of Underground Network.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Shadowy Organization (passive)
    The Council is a shadowy organization. Upon death, their factional abilities and win-con are redacted. Their alignment name and role are revealed as normal.


    Win Condition:
    Maintain Balance.
    You win if all of the following conditions are met at any SoD:
    - At least one member of The Council is alive
    - There are seven or fewer non-Council players alive
    - There are two or fewer anti-town players alive
    - There are more town than anti-town players alive

    Rolecard:
    You are a master of the ways of the force, bringing peace to the KRC realms?? Or so you hope.

    Abilities:

    Once per night you may mind trick someone, forcing them to visit a different target.

    Instead of mind tricking someone, you may protect someone at night from any attacks, as you are a keeper of the peace. You may not target the same person on consecutive nights. If that player is attacked, the player(s) who attacked them will be injured and are vulnerable to being attacked in the future. The attacker receives the feedback:
    A Jedi Master stood in your way on your way to attack you were injured in a duel with them, but escaped with your life. Your injury has given you the "Vulnerable" condition:
    Vulnerability: If the player is targeted by a percentage-based attack (such as, but not limited to, ITAs) the attack is rolled twice. If either attack hits, they die. Injuries from Vulnerability stack, e.g a twice vulnerable player has attacks against them rolled three times.
    If you are slain by any means, you may choose a living player. You will gain a private chat with that player for as long as they are alive, allowing you to communicate with them as a Jedi spirit. If you wish, you may also move on before your target dies.
    Drunkard
    Frinckles FM-Smiley Town
    Spoiler : Drunkard :
    Alignment: Town
    Role: Drunkard

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Every Night, you may choose to drink one of the following alcoholic beverages:

    Bourbon (2-shot): Too drunk to feel the pain. If you would have died this night phase, your death is delayed until the end of the following Day. However, any positive night actions used on you this night will also have a delayed effect, not affecting you until the next Night phase.

    Moonshine (1-shot): You cannot be targeted by any abilities during this Night, but you are unable to be protected the following night by any means.

    Beer (1-shot): Share some beers with whoever visits you. If you survive the night, every player who visited you will be informed of the names of all the other players who visited you.

    Champagne (Unlimited): You open a bottle of champagne and the cork hits your target in the eye. Your target will be informed that you hit them in the eye with a champagne cork and their ITA hit rate will be reduced by 2%for the rest of the game.

    Tequila (1-shot): Target 4 players, giving each of them an additional ITA shot the next Day with a base 15% accuracy. However, any ITAs fired at you the following Day are twice as likely to hit. You may not self-target with this ability.
    Report of the Week
    Loldebite FM-Blobs Town
    Spoiler : Punk Rocker :
    Alignment: Town
    Role: Punk Rocker

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are the punk rocker! An anti-establishment hard partying musician, you are here to disrupt and destroy!

    Since you are anti-establishment, you cannot hold elected office.

    You act as a joat with 4 potential actions. You can use 1 action per cycle.

    1) *blitzkrieg cop*
    Loud, high energy and in your face the Ramones stuck it too the mainstream.
    Now its your turn to stick it to another player!
    Play Blitzkrieg Cop to learn the alignment, role, and all actions taken by the player you selected.
    Unfortunately, the Ramones hard partying and wild ways influenced their early deaths- as will taking this action.
    Once you play *blitzkrieg pop* you will die at the end of the following day

    (The mod also posts this video at the SOD with no explanation: https://youtu.be/268C3N2dDYk)

    2) *lust for life!*
    The Godfather of Punks magnum opus introduced the incredible movie trainspotting, cementing its place in the hall of fame of two artistic genres.
    For you, Lust For Life means saving the dead.
    You may select one player (inluding yourself) to protect or heal. If used in the day it will heal a player from poison.
    If used at night it will prevent them being vigged.
    Once played the mod will put this song in the thread:
    https://youtu.be/jQvUBf5l7Vw

    3) *white riot*
    Its time to fuck some shit up like only the boys from The Clash can do.
    With white riot its time to ensure some CHAOS. Play during the day, and, at night the mods will message each player saying they have been given a CHAIR, a RIOT SHIELD, and, a BASEBALL BAT.
    Each player then either defends themself with the riot shield (no damage inflicted on them), hits another player with the bat (inflicts 10 damage on them) or throws a chair at them (inflicts 25 damage on them, but, means any attacks on you are doubled.)
    The player with the most damage at the end of the night dies. Players are informed of these mechanics.

    The mods will post this song in the thread:
    https://youtu.be/IvG3is7Bm1w

    4) God Save The Queen (night only)

    The Sex Pistols were anti royalist (as they should be) but tonight you are going to be pro royalist! Play the God Save The Queen action and pick one player to become THE QUEEN. By 24 hours into the day, they must select three players to join a secondary execution pool. Players may vote in their rolecards for which of those three players is executed, which will happen in addition to the regular day execution. All votes will be publicly revealed at the end of the day (players are aware of this fact).
    The psychotic drowns where the Mystic swims
    Last edited by Lumi; April 23rd, 2023 at 07:09 PM.

  8. ISO #8458

    Re: S-FM 349: KRC: Game of the Decade




    Player Alias Alignment Role Role Submitted
    PoD FM-Scar Town
    Spoiler : Skill Issued Medium :
    Alignment: Town
    Role: Skill Issued Medium

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Skill Issued Medium : Once during the day, you may target a player who died in the previous 24 hours and add them to your medium chat. That will open a chat/PM with said player until the end of the next night cycle. You cannot target the same player twice.

    - During the night, you can channel the powers of the dead player you have a conversation with, and use their action. However, that player must consent to said action with you. If there is no consent, you will perform no action and will be exposed during the night (Macho modifier applied).
    Match Maker
    Porscha FM-Jigglypuff Just a Dreamer
    Spoiler : An Unpopular Indie Vtuber :
    Alignment: Just a Dreamer
    Role: An Unpopular Indie Vtuber

    Factional Abilities:
    Where do you live again? (1-shot, passive)
    Given your reclusive nature, the first time you would die, you instead avoid death, thanks to your killer having the wrong address and killing your neighbor instead. (The neighbor is not a player in the game, they were just some guy named Greg)

    Win Condition:
    Fulfill your Dreams.
    If 85% of living players are subscribed to you, then you've made it as a VTuber! You exit the game with a win.

    Rolecard:
    You're really antisocial, and really hate the idea of leaving the house and meeting people. All you want in life is to make it big so you can play games for a living rather than get a real job. Then, it strikes you. Even though your looks aren't the greatest, in the modern day, anyone can become a vtuber! Soon enough, you'll be raking in the subscribers and dough for your lazy at-home lifestyle. First step: decide your [vtuber name]! (Submitting this is a mandatory N0 action).

    General TL;DR:
    Being shy, you refuse to leave your house or let others in. You can release videos for others to view. Videos can contain whatever message you would like. Subscribing is free, watching is only free for subscribers with a 1-action roleblock penalty for the relevant phase for non-subscribers. You should create incentive for viewers to watch. You can gain perks using your popularity, including rewards from youtube and causing social media brigades. And, as always, remember to like, comment, and subscribe!

    Passive abilities:
    0A. Anyone may become a subscriber of your channel. All they have to do is state their intention to subscribe to [vtuber name] in the forum, or in dm to the host at any time. They may unsubscribe at any time.
    Upon subscribing, the subscriber will be notified "You have successfully subscribed to [vtuber name] and may unsubscribe at any point by contacting me with the intention to do so".
    Youtube will inform you of your subscriber count and who they are at the start of each night.
    If a new person has recently declared their intention to subscribe but is not on that list, you should refresh the page and the count will update (by linking the relevant post to the host).
    The notification will look as follows:
    "Your current subscriber count is [#]. They are [list of players]". If applicable, the notification will also include [player(s)] have unsubscribed. Dead players are considered as still being subscribed.

    0B. Youtube's powerful AI algorithm is what decides who your videos reach.
    The algorithm will recommend your video, every time you post one, to
    all your subscribers and, randomly, to 20% of non-subscribers.
    The exception is that the algorithm will recommend your video on D1 to 60% of non-subscribers and your video on N1 to 40% of non-subscribers

    0C. Because of your past life experiences, you're shy and don't want to meet anyone; an antisocial king (or queen)!
    So, you refuse to answer the door. As a result, you cannot be targeted by night actions that would reasonably involve opening the door for anyone, nor can you choose to let them target you. They will have visited your house, if that matters ex. for lookout or trapping purposes. You will be notified that "Someone unknown had knocked on your door in the dead of night. What a creep! I hope they're not a stalker" and the visitor will be notified that "Try as you might, you were turned away at the door when trying to perform [action]".
    The exception is that you may be targeted by some types of roles.
    All investigative actions against you will receive image unless otherwise stated in their role card.


    Those who have a reason or incentive to break your door down will do so.
    Those who have the ability to enter through other means such as a power or through a window will do so.
    However, you may still be sent mail, since even introverts need to be sent doordash and ubereats every once in a while. This is done without ever meeting the delivery-person face to face however; instead, you only receive the item at start of next phase.

    0D. Additional character traits that may or may not end up mattering (probably not, but you know what? it'd be damn funny if it does)
    You don't touch grass
    You have no forms of social media except youtube, ever since the 8th grade when your classmates bullied you over an instagram selfie :c not cool
    You wear thigh high socks at home
    You have a 3080 in your PC.
    Your room usually has the lights off, but is still bright enough to see decently enough thanks to all the RGB lighting.

    You may choose to reveal your identity if you so wish, though it is worth noting that vtubers don't usually do that.
    Popular as you may (or may not) be, you cannot defy YouTube's terms of service, which are subject to change on a whim (at the host's discretion). See? It's written right there in the fine print, in the terms of service.

    Active abilities:
    1. Creating videos.
    As a vtuber, it is your job to create videos. That is, messages that are broadcasted to other players in the game. This ability may be used during both the night and day phase up to once per phase, because vtubers are known to have awful uploading and sleep schedules.

    (1A) To use this ability, simply inform the host that you want to send out a video and provide [the video contents] and [the video title].
    [the video contents] can contain text, links, videos and images
    These videos will appear to those chosen in the algorithm (0B) in the following format: would you like to view [vtuber name]'s latest video, [the title of the video]?
    If the recipient would be roleblocked by watching the video, they also receive the message "Warning: Watching vtubers is hazardous to your free time".

    The time of broadcast will be as soon as possible, unless you specify otherwise. You may queue a video's release to be in a future phase. This consumes the use of your ability for the current phase, but not the phase where the video is released.
    You cannot prevent anyone from having the option to view the video. They may choose not to watch it on their own, but the internet is a free platform and anyone is free to watch a video if they so choose.

    (1B) Anyone may watch the video, by telling the host they wish to do so at any time. They may even watch past videos, or choose to delay watching the video.
    The viewer will receive [the video contents]
    However, everyone knows that when you watch vtubers you lose track of time and your life is sucked away. They lose one action the phase they choose to watch the video (night or day being separate phases), using it instead to watch your video. If they have multiple night actions, they lose only one at random. After watching the video, they will be informed of the following, whichever is applicable
    User performed no actions this phase: "You spent so much time watching [vtuber name]'s video, but luckily for you, it didn't matter because you weren't doing anything [today/tonight] anyway!"
    One attempted action this phase: "Because you spent so much time watching [vtuber name]'s video, you lost track of time and have not performed your action!"
    Multiple attempted actions this phase: "Because you spent so much time watching [vtuber name]'s video, you lost track of time and have not performed your action of [failed action]!"
    Exceptions
    The first video watched by a player will not roleblock. Instead, it will inform the viewers who chose to watch your video, "You chose to watch [vtuber name]'s video in the background but almost ran out of time to do anything else this phase".

    Die hard fans (subscribers) on the other hand? Well, if there's a will, there's a way. Subscribers can watch your video at no cost to them (this includes people who subscribed after watching the video but before their actions were processed).
    You may also choose someone to collab on a video. This ability can only be used once it is D3 or later and only once every 2 phases.
    You unlock this ability immediately if you achieve a silver subscriber milestone before D3.
    You will gain a temporary anonymous chat with them for the duration of that phase only.
    The next video release will be portrayed as having come from a collab between the two of you, changing the message received (1A) by those selected by the algorithm (0B) to "Would you like to view [vtuber name]'s latest video collab with [player]?" even if the final message was entirely your own. The exact contents of the final message must still be sent by you, the vtuber, to youtube for publishing.
    The collaber will not by default have access to the video; they must view it after having it randomly suggested to them by the algorithm, or being a subscriber.

    2. Cancel culture.
    With popularity comes power - social media power that is! A simple word from someone as influential as you is enough to send people brigading on your behalf. How effective this is depends on your fans. This ability may only be used on even numbered nights. Using it will post a video (replacing ability 1) with the title of "[target] called me a [lighthearted derogatory term of your choice]!" and the [video contents] must in some way give a reasoning for the audience to dislike [target] whether it be true or not (this should be strictly non-serious and / or directly game-related and the game hosts are able to reject any submission without needing to provide a reason).
    You as a vtuber may designate yourself as a player the [target] with this ability.

    The Night of the cycle you post the video, you must choose a subscriber to brigade a [target] player, which has the possibility of a variety of results depending on the subscriber's abilities. The subscriber does not need to have watched your video to be selected.

    The mechanism for such is as follows:
    A successful brigade happens after rolling a die with [total # of living player] sides, and it landing on a value [# of subscribers] or less.
    The [brigader] receives the following message: "You are so overcome with rage over a twitter post [target] said about [vtuber name], that you stormed over to their house!"
    If the [brigader] has an applicable night action, it is used on the [target].
    If they have multiple abilities, they will perform one at random.
    If there are no applicable actions the [brigader] can use then the [target] is roleblocked.
    If this ability is used to target you, they will break down your door to enter as they have a motive.

    3. Merch.
    Vtubers need to incentivize people to watch their videos and subscribe. Truth of the matter is though, with how inundated the market is, you gotta draw the viewers in with things besides just your personality.

    3A You may create merch at any time, by saying the name of the merch and what abilities it has if any. However, you cannot use your own merch. What kind of fisherman would eat their own bait? It's like that. Kinda. Okay, not really, but that'd be really egotistical of you. This ability has no cooldown. You may only hold 2 items of merch at a time, though they may be unique. You may recreate merch you had held in the past if you like. The merch must follow youtube guidelines:

    It cannot have killing power (you don't want to risk the image associated with your v-tubing persona, after all!) and must have a reasonable power level as determined by youtube (the hosts).

    It must be thematically appropriate (items that would realistically be given or sold as merch. Provide at least 1 real world example of such merch if it seems unrealistic).
    The ability that the merch has, if any, must be reasonable for the item. For instance, glow sticks can produce light, possibly one so bright it blinds people, but an autograph cannot be used to kill people.

    It is heavily recommended, but not mandatory, that the player provides flavor text for the item as well.

    They must be single use consumables, but may enact some effect over time.

    Youtube's guidelines are fickle and so your merch may be rejected at any time for any reason (or none at all)

    3B You may host a giveaway video featuring a piece of your merch at most once in every 3 videos. You may not host a giveaway in a cancel culture video. All players viewing the selected video are put into a lottery with a single winner. The featured merch will be given to the winner of the giveaway. They will be provided the name, ability and flavor text of the item as applicable. You will be provided the name of the recipient.

    4. Subscriber Milestones:
    Once you hit [25% of living players] subscribers rounding up
    You will receive a bronze plaque from Youtube. It is purely cosmetic.
    Congratulations! You just hit your first big milestone! As a result, your sponsorships are increasing, and with it, the money you have to work with. You may now use your host a giveaway ability (3B) once in every 2 videos as long as you maintain at least 25% of living players as subscribers.

    Once you hit [50% of living players] subscribers rounding up
    You will receive a silver plaque from Youtube. It is purely cosmetic.
    Wow! You're doing great! You just hit another big milestone. As a result, your popularity is increasing by leaps and bounds, and with it, the weight of your words. You may now use your cancel culture ability every cycle as long as you maintain at least 50% of living players as subscribers.

    Once you hit [75% of living players] subscribers rounding up
    You will receive a gold plaque from Youtube. It is purely cosmetic, but it's also really shiny, and fills you with pride at what you have accomplished.
    By this point, you'll have really die-hard fans, and it's a vtuber's job to reward people for watching your content. You may now directly specify and give to a subscriber any merch that you so wish as long as you maintain at least 75% of living players as subscribers.. You may only give one person one item per night.
    Reformed Jester
    Deathworlds FM-Amogus The Council
    Spoiler : The Mailman :
    Alignment: The Council
    Role: The Mailman

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of The Council.

    Collect Information
    The Council may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is a level 2 ninja, it is immune to detection, and immune to forms of detection that counteract detection immunity, but not immune to higher levels of detection immunity counteraction.

    Underground Network (2-shots, passive, toggleable)
    The Council has a shared underground network that warns them about attacks before they happen.
    This warning allows any member of The Council to evade death on a night when they would have otherwise died. Death can only be evaded in this way twice among all members of The Council.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Rigging the Armory (1-shot, passive, toggleable)
    The Council may use their underground network to rig ITA shots. If a member of The Council would normally die to an ITA shot, they can instead dodge. This dodge consumes both a charge of Rigging the Armory AND a charge of Underground Network.
    At any time, members of The Council may be chosen to not be under this protection. (E.g to not waste charges protecting a lost cause)

    Shadowy Organization (passive)
    The Council is a shadowy organization. Upon death, their factional abilities and win-con are redacted. Their alignment name and role are revealed as normal.


    Win Condition:
    Maintain Balance.
    You win if all of the following conditions are met at any SoD:
    - At least one member of The Council is alive
    - There are seven or fewer non-Council players alive
    - There are two or fewer anti-town players alive
    - There are more town than anti-town players alive

    Rolecard:
    You are responsible for the town's local UPS mail processing center. Every day, for as long as you are alive, players will be able to mail each other.
    Players are allowed to mail anything that remotely makes sense (flavor wise, so for example, you can mail items like vests, tailors, books, medkits, guns, etc, but you cant mail something like a car). Adittionaly, players may also mail each other letters. Mail typically will arrive next cycle, regardless of when it was sent. Note that mailed money will be heavily taxed (100%) by the IRS.

    Mailing, however, is not free. The first mail a player sends each cycle is the only one thats free. All other mail is subject a delivery tax (in gold coins), which is correspondent to the current phase number, +n, where n is the number of mail (including the current one) that this player has sent this cycle. All players start with 10 gold coins, and may not get more (unless theres some role bullshit going on).

    Abilities:
    Inside man(infinite use): You may send mail cost free.

    Daily report(Passive): Each night, you recieve a detailed report of all mail movement that happened in the morning. This report includes package contents, sender, and destinataries. The contents of letters will not be included.

    Salary(Passive): Every day, you recieve a salary of 10 gold coins for your hard work.

    Withhold package(3-Shot, multitaskable, multiuse-night use). Choose a package from your report. This package will have its delivery delayed by 1 day. You may use this on multiple packages on the same night, but it will consume multiple charges.

    Extraviate package(3-Shot, multitaskable, multiuse-night use): Choose a package from your report. Then choose a player. This package will have its destination altered to this player. You may use this on multiple packages on the same night, but it will consume multiple charges. You may self target with this ability.

    Online shop(Night use): You may use your money to shop for things online at night. You may ask for anything (that is an item that makes sense to be purchasable online). The hosts will then inform you whether you could find your item online, and if you did, what its price is. Purchased items will arrive at SOD.
    ClauseHog
    Varcron FM-Society Town
    Spoiler : The psychotic drowns where the Mystic swims :
    Alignment: Town
    Role: The psychotic drowns where the Mystic swims

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    At any point during the game (day or night), you may hallucinate feedback that may or may not be any player's actual feedback. Hallucinated feedback and actual feedback are undistinguishable to you (rationally impossible feedback is possible and obviously much easier to distinguish, ie : ""You got shot !"" or ""You are dead."").

    At any point during the game, you may hear voices that may or may not be telling the truth, or may or may not be sentences from ANY private chat. (Note the difference between private chats and factional chats)

    At least 1 voice and at least 1 feedback per cycle must be someone's actual utterance/feedback. If no private chats exist, then you will be truthfully informed of this by being told that ""You hear an eerie silence.""

    Have at least one vision during the night, depicting a night action that might or might not have been used. Envisioned night actions are always actions that exist in the game, but might not have actually occurred. At least 1 vision will be an actual vision depicting a real night action each night.

    You are immune to any and all psychoactives. For every negated psychoactive, visions and hallucinations get more accurate, more of them are true or really happening to someone else.
    You may not be roleblocked, no matter the method even if put out of consciousness.
    It is impossible to prevent hallucinations and visions, for they are granted to you from superior beings (hosts !).
    If you were to die, you would be described as drowning (mostly figuratively).
    If you were to win, you would be described as leisurely swimming (mostly figuratively, too).

    At night you may pick a target and anonymously sent them a blotter. They can choose to use it, in which case they suffer from your hallucinations and voices and visions if relevant (if used at night) for a full phase (one full day or one full night) or pass it along to someone else. Unlike this role, they do not have ANY garantee regarding truthfulness or validity, of anything.
    Jedi Master
    Robyn FM-Derpy Nemo Town
    Spoiler : Blackmarket Fruit Smuggler :
    Alignment: Town
    Role: Blackmarket Fruit Smuggler

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    You are a seasoned smuggler with passion for fruits. After spending two decades travelling around the world and searching for the legendary magical fruits your grandfather told you about, you have finally found them. Due to unstable magical properties of these fruits, your attempt to legalise the sale of these fruits have failed, and these fruits are now classified as Class S contraband, banned in every country. Not to worry though, you have plenty of potential buyers and you have plenty of experience in smuggling contraband. You bring the fruits with you to KRC and decide to use them to aid your faction.

    Night Ability
    You may choose to deliver 1 Green and 1 Red fruits to two players in the game every night. On even numbered nights, you may instead choose to consume 1 Green fruit yourself. Once per game, you may instead give away 1 Gold fruit. Target players receive information about the fruits they receive, and have the option to consume the fruits within 48 hours.

    Fruits
    Fruits have magical properties that can give a random effect once eaten. This effect is chosen purely by RNG. There are three types of fruits. Green, Red and Gold. Each fruit will last for 48 hours before it goes bad. When a fruit goes bad, the player receives the 3rd property of effects automatically.

    1) Green Fruit
    When a green fruit is consumed, it grants the consumer one of three effects once on top of their normal night action abilities.

    -A magical barrier that makes the player immune to night kill that is not a factional kill, or
    -A power of sight that lets the player know who visited them AND if their night action was redirected or repelled, or
    -Nothing. The fruit gave no power.

    2) Red Fruit
    When a red fruit is consumed, it grants the consumer one of three effects once on top of their normal night action abilities.

    -A magical barrier that makes the player immune to night kill that is not a factional kill, or
    -One way psychic link to the smuggler. The smuggler knows who the player targetted, or
    -The player is fallen into deep sleep and is unable to take any action, including factional kill if the player was the designated killer.

    3) Gold Fruit
    When a gold fruit is consumed, it grants the consumer one of three effects once on top of their normal night action abilities. Unlike the other two fruit types, the Gold fruits does not go bad and instead loses its powers entirely after night 3, regardless of when it was received.

    -A mystical barrier that makes the player immune to night kill including factional kill, or
    -Their vote counts for three the next day, or
    -They become ineligible to be executed the next day. (This is announced publicly at SoD)
    The invisible hand of the economy
    Ryast FM-Shocked Kirby Face Town
    Spoiler : The Keeper of Dramatic Irony :
    Alignment: Town
    Role: The Keeper of Dramatic Irony

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    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.
    Compulsive FPSer
    May FM-Sixteen Squares Mafia
    Spoiler : The Witch of Kaleidoscopic Realm :
    Alignment: Mafia
    Role: The Witch of Kaleidoscopic Realm

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    FM-Sixteen Squares, the Witch (Warlock) of Kaleidoscopic Realm

    Background:

    As a witch who only contracts with second-rated deities, you are so done with the Witch Association for looking down on you, forcing you to make slime energy drinks over the last 300 years. Now, you just want to relax in an unassuming town. Little did you know, there's a conflict happening this very moment and you were caught in the midst of it! Being hanged or visited by armed personnel is the least of your problems, you can deal with those easily using your magic. But god forbid you cause too much of a ruckus, and the Witch Association finds your whereabouts! Them dragging you back to work would be the most humiliating thing since your mom found out you still sleep with your stuffed bear Mr. Freddy well into your 200s!!!


    Mechanics:
    For the purposes of this character, GM will announce the day of the week the game is started on through a public system. (if GM chooses to start on Saturday your character is effectively a vanilla character with no power for the day). After that, every in-game day follows the normal cycle
    Your ability let you designate your target without actually visiting them at night (this is open to interpretation, as the summon do the works). The exception is Fruit of Persephone which you must have the target acknowledged receiving it in the main thread. This is considered a public day action.

    Ability:
    Your power depends on the days of the week of which deity you formed a contract with. To activate the ability for the day you must perform the required ritual.
    Keys:
    (.) a statement about yourself.
    (!) a statement about someone else.
    (?) a question.
    Your first 3 posts of the day have to contain the above keys in the correct order to complete the ritual for the day
    You must dm the GM a link to the posts containing the keys to activate your ability

    Monday
    Keys: (?)-(!)-(.)
    Contract: Illusion of Change
    Effect: Cast a lucid dream on a target.
    Effectively role-blocks them for the night.
    An investigative action on the target will only reveal they are asleep.
    The target will not notice they are in a dream. They will perform their night actions as normal except nothing actually happened. This will be revealed to them during the next day
    Night chat from the target will have the GM explained to other parties that the target are sleeptalking
    Activation: Night phase

    Tuesday
    Keys: (?)-(.)-(!)
    Contract: Conquest of Gilgamesh
    Effect: You are blessed by Gilgamesh, making you impervious to damage and allowing you to successfully perform any night action you set out to do
    You flawlessly nullify any attacks during the day and night phase
    This effect also applies a modifier such that any actions you do perform will succeed
    Ex. you can sell an energy drink to even the most skeptical person
    Ex. an attack performed on Tuesday will bypass immunity
    Activation: As soon as the keys are completed

    Wednesday
    Keys: (!)-(?)-(.)
    Contract: Rain of Tlaloc
    Effect: Tialoc summons a downpour from heavens.
    You can choose the targets that are rained on.
    You can choose the area to be the whole town or targets who have common identifiable traits:
    Ex: Everyone who spoke about X topic
    If this is the case, dm the host the list and proof
    Ex: Everyone who bought your energy drinks
    It will be a public broadcast by GMs that it is raining and the targets that the rain is upon.
    Ex: A rainy cloud follows X the whole cycle.
    The effects of the rain will be decided by the player but must be reasonable as determined by the hosts. The strength of the rain will be greatly diminished when multiple targets are targeted and, if too many players are targeted, you will be left with only a harmless drizzle.
    Ex. the rain will reveal someone's footprints in the mud, allowing them to be tracked
    Ex: the rain will impede outdoor activities like picnics, etc.
    Ex: the rain makes driving slower
    Activation: As soon as the keys are completed. The rain will last for one whole cycle. Can target yourself.

    Thursday
    Keys: (!)-(.)-(?)
    Contract: Gift of Fafnir
    Effect: A benevolent Fafnir lends you an item of your choice from his stash of treasure, for the week.

    Tree of Persephone: Eating a fruit of the Underworld is a sure way to become a permanent resident of it
    The player can choose whatever fruits for this to their liking. Ex: apple, pear, strawberry, etc
    When I said fruit, it is whatever botanical definition of fruit you like, so don't go asking if tomato is a fruit
    The player given the fruit will be informed that they are now holding a suspicious piece of fruit.
    A player holding the fruit has increased (+15%) vulnerability to ITAs and cannot be affected by positive night actions. The player holding the fruit will not be aware of its full effects
    If a player dies by any means while eating the fruit, the player will be announced to have died from consuming the Fruit of Persephone
    The tree only bears fruit on the first and fourth day

    The Dead Sea Scroll
    Any document you copy/create using this will become real on every record
    You may write a document at night and have it be publicly posted at SoD.

    The Suit of Mephisto
    Reflect the first Supernatural interaction on the Player to the source
    The Player will be informed by GM that there has been a supernatural interaction targeting them and its effect
    Only affect Supernatural interaction. Human interaction are not reflected
    Can only reflect the first of such action every day
    Activation: As soon as the keys are completed

    Friday
    Keys: (.)-(!)-(?)
    Contract: Service of Titania
    Effect: Tiania lends you her faeries.
    Faeries are invisible and can be assigned to watch over a target without them noticing.
    Faeries will cloak the target with invisibility, shielding them from actions
    Activation: Night phase. Can target self.

    Saturday
    Keys: (.)-(?)-(!)
    Contract: Passage of Kronos
    Effect: Kronos will peer back in time and tell you about the past.
    This allows you to know everything that happened last night to a target (dead or alive), and what your target did. However, if your target is dead then you will not be able to see their killer unless their killer also performed a different action on your target that night.
    Activation: Night phase

    Sunday
    Keys: (.)-(.)-(.)
    Contract: Mirror of Amaterasu
    Effect: Amaterasu gives you the power to use Yata no Kagami, allowing you to see everything under the sun.
    Effectively Clairvoyance, you can target a player to see any actions they perform during the day phase.
    GM will dm the player the actions during the day before Night phase starts.
    Activation: As soon as the keys are completed

    Every second day you can instead choose to invoke the following contract:
    Keys: (?)-(?)-(?)
    Contract: Whisper of Mercury
    Effect: Mercury carries your words with the wind
    Allows you to communicate with a living target regardless of restrictions, undetected
    This is in the form of an anonymous night chat
    Activation: Night phase

    Every third day you can instead choose to invoke the following contract:
    Keys: (!)-(!)-(!)
    Contract: Judgment of Osiris
    Effect: Osiris permits you to speak with the souls of the damned
    Allows you to communicate with a dead target, undetected. This may only be used on players who died within the past 24 hours.
    This is in the form of an anonymous chat, which lasts until the end of the next night cycle, although the dead player may choose to move on earlier if they wish.
    Activation: Day or Night phase, but only once within the same cycle number (e.g. you cannot target a player on both Day 3 and Night 3)
    Frog
    Wesley FM-Hair so Wild Town
    Spoiler : Pi (3.14159265358979323846264...) :
    Alignment: Town
    Role: Pi (3.14159265358979323846264...)

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Property: Irrational - You are perfectly immune to all investigative actions. The result of any investigation action targeting you will be replaced by a random string of digits from pi.

    Your ability is dictated by whether the digit of pi corresponding to the current night is even or odd.
    Night 0 - 3 (odd)
    Night 1 - 1 (odd)
    Night 2 - 4 (even)
    Night 3 - 1 (odd)
    Night 4 - 5 (odd)
    Night 5 - 9 (odd)
    Night 6 - 2 (even)
    etc...

    Multiplicative! If the digit is odd (nights 1, 3, 4, 5, 8, 9, 10, ...)
    For every single-target ability that targeted you during the night, you passively gain a multi-taskable one-shot copy of that ability to be used on the following night. You can only gain a number of one-shot copies up to the current digit of pi. If you are targeted by more abilities than the current digit, then the abilities you copy are randomly chosen.

    Examples:
    The digit of pi corresponding to night 1 is 1. You can copy one ability.
    If you are targeted by a doctor on night 1, then you gain a one-shot doctor ability on night 2.

    If you are targeted by a doctor and a tracker on night 1, then you gain either a one-shot doctor or a one-shot tracker, decided at random.

    The digit of pi corresponding to night 4 is 5. You can copy five abilities.
    If you are targeted by a doctor, a tracker, a vigilante, and a watcher, then you gain a multi-taskable one-shot of each of those abilities on night 5.

    Summarize! If the digit is even (nights 2, 6, 7, 11, ...)
    You get to check several players and receive a summary report of the names of players your targets visited, and the names of players that visited your targets. You will not be told which players visited whom. The number of players you check corresponds to the current digit of pi. If the number of players is less than the digit, you must check all of remaining players.

    Example:
    On night 2 you can target 4 players.
    The feedback you receive will look like:
    Your target group of players visited: Player A, Player B, Player C, Player D, etc.
    Your target group of players was visited by: Player W, Player X, Player Y, Player Z, etc.
    Communicator
    Prince J FM-Upvote Nation State
    Spoiler : The Government :
    Alignment: Nation State
    Role: The Government

    Factional Abilities:
    Byzantine Bureaucracy (1-shot, passive)
    The Government is large, taking it down will take a lot. The first time you would die, you instead avoid death.

    Win Condition:
    This Planet Sucks, I'm going somewhere else.
    The only way for you to win is by completeing the Space Program within your rolecard to leave the Planet.

    Rolecard:
    You are the Government. Literally. You are the concept of a government body manifested in a single entity in a mafia game.

    (Don't take this role too seriously - it's designed for a mafia game, not to be extremely realistic)


    The Economy
    Every player in the game will be assigned to a specific social class (lower class, middle class or upper class) unless their role instructs otherwise with a player's class being loosely tied to the strength of their role (with some exceptions). A player's class determines their income, among other things. All three classes will be assigned a numerical loyalty score.

    You yourself do not gain an income. Instead, you set a tax rate every night, including night 0, to be used in the following cycle. Taxes are set in increments of 0.5% and collect a proportion of their income. However, for every 0.5% you increase tax by for a specific class, the loyalty score of that class drops by 1 point. If you do not manually set taxes for the following cycle, taxes will automatically be adjusted so that loyalty is at 0 at the end of the night phase unless you request otherwise.

    Note that increasing taxes does not actually decrease the income of other players so you are safe to change taxes as you see fit for your own personal benefit.

    At the start of Night, you gain funds according to the tax rate you set the previous night. You start Night 0 with all taxes at 12.5%, loyalty for all classes at 0 and $5000 in funds.

    You can not have your money stolen by any means.

    Players still pay taxes when dead (there's social commentary in there somewhere). Loyalty scores of each class are also unaffected by player deaths.

    If average loyalty is below -5 at the start of Day, the government is overthrown and you die. You will be warned if a tax rate submission would cause you to die. Both loyalty increases from purchases and loyalty changes from modified tax rates are done before this check takes place.

    In addition, having below 0 loyalty with a specific class has a number of negative aspects:
    - All positive role effects used on you by members of a disloyal class will fail.
    - All investigative roles used on you by members of a disloyal class will give the most incriminating possible result where applicable.
    - All ITAs shot at you by members of a disloyal class are 15% more likely to hit.
    - One of your ability trees is completely disabled for each disloyal class and you will not be able to benefit from abilities on that tree (healthcare if lower class is disloyal, military if middle class is disloyal and espionage if upper class is disloyal).

    Policy Trees
    As the government, you may invest into a number of policies each Night split into four categories (healthcare, military, espionage and science). Every investment is a one-time purchase and cannot be lost once purchased except temporarily via the disloyalty mechanics listed above.

    If you have unlocked multiple actions, you can use a maximum of 1 Day action and 1 Night action every cycle unless informed otherwise.

    Every policy is split into 5 levels besides science which only has 1 level. A level 1 policy must be unlocked before a level 2 policy and so on. The number in brackets next to the policy is the cost of unlocking that policy and multiple policies can be unlocked in one Night. All policies are cumulative unless otherwise stated.

    You may purchase policies on N0 but you may not use Night actions you may have purchased on N0, if applicable.

    When purchasing upgrades, you are limited to a maximum loyalty gain from upgrades of 10 per Night phase.

    Healthcare
    Level 1 ($500): Immunity to vanillaisation, +10 loyalty.
    Level 2 ($2000): Immunity to vote manipulation, +10 loyalty.
    Level 3 ($4000): Immunity to roleblocks, +10 loyalty, may choose a player at Day to heal from poison or disease at the end of that Day. May not be used on two consecutive Days.
    Level 4 ($6000): Immunity to redirection, +10 loyalty, gain the ability to protect a player. May choose a player at Night to protect them from most forms of Night kill. May not target the same player on consecutive nights.
    Level 5 ($7500): Immunity to poison, +10 loyalty, may choose a player to quarantine at Day. That player commutes during the Night and may not be targeted by any night action or make a Night action themselves and must be removed from being a member of any neighbourhood chats while quarantined. May not be used on consecutive Days and may not use quarantine and any other protective ability on the same player on consecutive nights.

    Military
    Level 1 ($500): +2% ITA rate, +10 loyalty.
    Level 2 ($2000): +2% ITA rate, +10 loyalty.
    Level 3 ($4000): +3% ITA rate, +10 loyalty, gain a 1-shot bulletproof ability (passive).
    Level 4 ($6000): +3% ITA rate, +10 loyalty, gain the Night ability to escort a player. Players accompanied by a military escort are immune from harmful night actions besides kills.
    Level 5 ($7500): +5% ITA rate, +10 loyalty, gain the Night ability to perform a raid, taking any held items from your target player. Cannot be used on consecutive nights.

    Espionage
    Level 1 ($500): May send a piece of mail for free on odd-numbered Nights (note that free mail upgrades are not cumulative), +10 loyalty. (NOTE: This ability tree is the only way that you are able to send mail as you do not start with gold coins).
    Level 2 ($2000): May send a piece of mail for free any Night +10 loyalty.
    Level 3 ($4000): May send two pieces of mail for free any Night, +10 loyalty, may target a player at Night to place a bug on them. You will be informed what social class they fall under. You may not use this ability on consecutive Nights.
    Level 4 ($6000): May send three pieces of mail for free any Night, +10 loyalty, may target a player at Night to infiltrate their sphere. If that player is in a neighborhood or would be added to a neighborhood that Night, anonymously join that neighborhood. If joining the neighbourhood gives additional benefits to players, you do not also receive those benefits. This ability cannot be used on consecutive Nights.
    Level 5 ($7500): May send any number of pieces of mail for free any Night, +10 loyalty, may target a player at Night to place a hi-tech bug on them. You will be informed who that player targets this Night and the following Night. You may not use this ability on consecutive Nights.

    Science
    Level 1 ($60000) - Launch a spaceship into orbit, giving +50 loyalty and automatically unlocking every ability. The cost is reduced by 50% every time one of the other ability trees is maxed out.

    Law and Order

    Unfortunately, you're in a mafia game. There is no law and order. If you passed a law, it would surely be disobeyed. There is only mob rule, an ungovernable population. How do you manage to collect taxes if this is true, you may ask? Magic. Also, theft.

    Overall Strategy Guide:

    (Optional, available upon request)
    Yandere
    Ikarus FM-Renaissance Panda Mafia
    Spoiler : The Gray Cardinal :
    Alignment: Mafia
    Role: The Gray Cardinal

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    From the shadows you rule, playing the others like marionettes

    Walls have ears, doors have eyes (passive)
    Every Start of the day, you will receive the night feedback of two random Players

    In order to stay the eminence, you can use one of your powers each night. In order to arouse suspicion, you may not use the same power twice a row.
    Negotiations
    Create an anonymous chat with up to 5 people, including yourself.
    The chat will close after one cycle.

    Hide out
    Wait out till your "Wanted" Level drops. Commute into your secret place where nobody will find you.

    Blackmail
    Visit a Player, and force them to instead target a player of your choice with all applicable actions they use that night.

    Taxes
    Target a player and force them to give you half of their money at the end of the night.
    Blackmarket Fruit Smuggler
    Hollowkatt FM-Goobler Town
    Spoiler : Joe the Uncatchable :
    Alignment: Town
    Role: Joe the Uncatchable

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    This idiot thinks he's the most dangerous criminal in town. No one can catch him because nobody f**king needs to catch him.

    Active ability:
    Night action. Joe picks any player's house and yells "Catch me if you can". This player, as well as everyone who visited Joe that night, start to pursue Joe for that night only. All abilities they use this night are redirected to him. Joe revels in the joy of chasing him. The more people chasing him, the more powerful bonuses he gets. The benefits he receives stack.

    1 pursuer - nothing.
    2 pursuers - Joe is undetectable for that night.
    3 pursuers- Joe gains a single-use bulletproof vest for that night. (He may still die if he is attacked by multiple killing actions)
    4 pursuers - Joe learns the name of all players visiting him this night.
    5 pursuers - The greatest chase of the century! At the start of the following Day phase, a bounty is placed on Joe's head and the player responsible for killing Joe will be able to privately claim it. Joe can now use their active ability a second time each night

    In the morning, in the results of the night, the message appears:
    "Tonight, N residents of the town pursued Joe the Uncatchable, but he, as usual, managed to escape"
    Joe cannot target his own house with this ability.

    Passive abilities:
    Uncatchable.
    Joe the Uncatchable is immune to any form of roleblock. When trying to block Joe, the roleblocker will receive a notification that the target cannot be caught. Even if Joe the Uncatchable is jailed (or targeted by some other mechanics like jailing), he can voluntarily leave it immediately during the night and perform his night action (but also he can remain in jail if he wants). The jailor will be notified that the prisoner has escaped. (Note: Jailor here refers to a Sc2 Arcade / Town of Salem style Jailor, not Jailkeeper)

    Pacifist.
    Joe cannot kill even if he received some killing ability from another role mechanics. This does not apply to factional abilities.

    Wannabe Criminal.
    Joe hasn't committed any crimes, but is happy to own them. For all investigative roles, he appears to be a member of random criminal faction that doesn't really exist in the town, even if his alignment is town or neutral. Also in his list of crimes (if the research role can see it) will be all the possible crimes that exist in the game mechanics.
    Cheeto Fingers Georg
    Amaya FM-Floopy Town
    Spoiler : Compulsive FPSer :
    Alignment: Town
    Role: Compulsive FPSer

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    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.
    The Keeper of Dramatic Irony
    SB16 FM-Monkey Allen Poe Town
    Spoiler : Reformed Jester :
    Alignment: Town
    Role: Reformed Jester

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    It ain't easy being the funniest guy in the room. But what is life worth living without a few laughs? As the self-proclaimed funniest person you know, you need to spread laughter to all who witness your (new) stand up act.

    To activate your ability, you must first get a single player to respond to your posts that shows they found your posts humorous. Once a player has done this, you will receive a percentage vigilante shot, which can be used at night. The percentage vigilante shot will have an (x/15) chance of killing the player, where x is the number of qualifying posts. For example, if they make 5 qualifying posts, you will have a 33% chance of killing the player.

    You will need to keep track of any posts from players you wish to try to receive a kp for by showing the mods the posts that prove the crowd finds you humorous. These may be subject to host approval on what is considered a response that finds your posts funny. Such things as, ""lol"" ""lmao"" ""haha"" ""hehe"" ""xD"" may count. This streak can be up kept over multiple days, even if you submit a kill on a player, and multiple people may be kept track of simultaneously.

    You may submit percentage vigilante shots on multiple players each night. However, at most one of your shots will kill a player in a given night. You must order your shots, and if multiple of your shots would hit, only the first shot on the list will kill anyone.

    If you do not submit a death note with a joke with your kill, the player will only temporarily faint and dodge death, to come back the next day with a brand new laughter count of 0.

    Once you have killed three players with your ability, you will no longer be able to submit shots, as you have successfully knocked 'em dead.

    Remember: You're a professional now. Think of the importance to society you bring by making people pay time and money to sit through your jokes. The arts are under appreciated...But they might end up less appreciated by the end of this show. Regardless, may you become The King of Comedy...
    Rubick
    Wisdom FM-Bendy Gamer Mafia
    Spoiler : Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya :
    Alignment: Mafia
    Role: Who Doesn't Love A Resource Acquisition Game, Amirite? I Sure Do, Boy Howdy Let Me Tell Ya

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    On Day One:

    You begin the game with 55 Quick, 55 Mighty, and 55 Teehee.

    On Night One, And Any Following Night As Well:

    You can convert:

    20 Quick into a Quick Attack. A quick attack permanently wounds the target and makes them more susceptible to future ITA shots. The target is aware of the wounds and their effect.
    A single quick attack applies the "Lesser Wound" debuff. Lesser Wounds add +5% to the ITA hit rate against the target from all sources.
    A second quick attack replaces the "Lesser Wound" debuff with the "Moderately Wounded" debuff. Moderate Wounds add +15% to the ITA hit rate against the target from all sources.
    A third quick attack replaces the "Moderately Wounded" debuff with the "Severely Wounded" debuff. Severe Wounds add +45% to the ITA hit rate against the target from all sources.
    A fourth quick attack replaces the "Severely Wounded" debuff with the "Critically Wounded" debuff. Critical Wounds add +100% to the ITA hit rate against the target and any percentage based non-ITA attacks automatically hit the target from all sources.


    100 Mighty into a Mighty Attack. A player targeted with a Mighty Attack will die--this attack can be protected from, but cannot be redirected or blocked.


    Any amount of Teehee into a Teehee Target. What do Teehee targets do? Only one way to find out, Teehee!


    You may make up to 2 Quick Attacks OR 1 Mighty Attack each night. You may make as many Teehee Targets as you want lol.

    If you choose to forego submitting any of the above night actions on a given night, you may roll (Alive Players-1)/3 seven-sided dice for each resource and add the total to your resource pool.

    ===

    Hidden Info:

    Teehee Targets roll based on the amount of Teehee spent, exactly one of the following effects happen, the probability is based on the amount spent.
    If x Teehee is spent, then there is:

    Probability to roleblock that night and create a neighborhood for the following cycle:
    (2x-20)%

    Probability to just roleblock:
    If x < 30, (2x - 20)%
    If 30 < x, (70-x)%

    Probability to give a Fake Gun, that upon being used announces that the holder of the gun fired the gun (but not the target), but instead of a bullet coming out, a joke-gun flag that reads ""Teehee!"" came out instead:
    If x < 20, (2x)%
    If 20 < x < 30, (80-2x)%
    If 30 < x, (50-x)%

    Probability to send the target a message saying ""You were targeted, teehee!"" And no other effect:
    Remaining percentage to reach 100%
    Easily Disturbed Genius
    Zenon FM-Psychedelic Bee Town
    Spoiler : Cheeto Fingers Georg :
    Alignment: Town
    Role: Cheeto Fingers Georg

    Factional Abilities:
    Town is the uninformed majority and receives no factional abilities.

    Win Condition:
    Eliminate all anti-town factions.

    Rolecard:
    Each Night you can choose to eat one flavor of Cheetos:
    1) Eat Cheetos until your fingers turn orange.
    Activating this ability is Loud (Loud Actions are announced in thread. The announcement will be "" Player Name is in their enrichment enclosure eating Cheetos ""
    If your fingers are orange you cannot be the target of night actions and you cannot take a night action. This effect lasts one night at the end of which your fingers are clean (you licked them off for sustenance because mommy didn't bring you nuggies).
    This ability cannot be used on two consecutive nights.

    2) Eat XXTRA Flamin' Hot Cheetos until your fingers turn Red.
    Activating this ability is Loud (Loud Actions are announced in thread. The announcement will be "" Player Name is in their enrichment enclosure eating XXTRA Flamin' Hot Cheetos""). Because XXTRA Flamin' Hot Cheetos are XXTRA Flamin' this ability is once per game only.
    If your fingers are Red you gain the ability to Douse.

    Douse (multi-taskable, one-shot)
    You may target a player to douse them. You cannot Douse on the same night you eat XXTRA Flamin' Hot Cheetos. After Dousing a player you gain the ability to Ignite.

    Ignite (multi-taskable, one-shot)
    The previously doused player is lit on fire and dies. You cannot Ignite on the same night you Douse.

    3) Eat Limited Edition Cheetos Mexican Street Corn Flavor until your fingers turn Green. Activating this ability is Loud (Loud Actions are announced in thread. The announcement will be ""Player Name is in their enrichment enclosure eating Limited Edition Cheetos Mexican Street Corn Flavor"")
    If your fingers are Green target one Player. This player must include at leasat one sentence in spanish in each of their posts. This action lasts for one full game phase (Day Phase + Night Phase).

    They will be informed that there are consequences for failing to meet a hidden ratio of posts that follow the post restriction. They are not informed of what the ratio is, or the consequences.

    If they fail to meet at least 95% of their posts following the post restriction, then you may quote the violating posts to the hosts and for the next full game phase (Day Phase + Night Phase) they will have green cheeto dust on their fingers making their actions Loud.


    In addition to eating any one of the previous three flavors, you may also share your Cheetos with friends:
    Share Cheetos Popcorn Cheddar Flavored with a friend. (multi-taskable)
    Target a player to give them your bag of Cheetos Popcorn Cheddar Flavored. The player receives the bag of Cheetos Popcorn Cheddar Flavored, and you lose access to this ability. The target receives the bag and gains the non-multi-taskable ability to Eat Cheetos Popcorn Cheddar Flavored until their fingers turn Yellow.
    Eating the Cheetos Popcorn Cheddar Flavored is Loud (Loud Actions are announced in thread. The announcement will be ""Player Name is in their enrichment enclosure eating Cheetos Popcorn Cheddar Flavored""). If their fingers are Yellow, they may pass the bag of Cheetos popcorn Cheddar Flavored (multi-taskable) to any other player to share in the Cheetos Popcorn Cheddary goodness. They may not pass the bag on the same night that they eat Cheetos Popcorn Cheddar Flavored. Passing the bag removes the ability to eat Cheetos Popcorn Cheddar Flavored.

    Your cheetos are safely secured in your enrichment enclosure, making them unstealable.
    Magical Girl
    Taku FM-SadPeepo Mafia
    Spoiler : Frog :
    Alignment: Mafia
    Role: Frog

    Factional Abilities:
    Factional Communication
    You share a permanent (day and night) factional chat with all other members of the Mafia.

    Ninja Role Cop
    The mafia may assign a member to visit another player to determine their role, but not their alignment. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions. This visit is immune to detection except to forms of detection that circumvent detection immunity.

    Kill
    The mafia may assign a member to visit another player to kill them. This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.

    Bigger Guns (1-shot)
    The mafia may power-up the factional kill to make it strong.

    Anti-Claim Kill (3-Shot)
    The mafia may assign a member to visit another player to kill them.
    This factional action may be multitasked with role actions, but may not be multitasked with other factional actions.
    On Nights 1 to 3, both the Kill action AND the Anti-Claim Kill action may be taken by the mafia.
    On Nights 4+, only one of the Kill and Anti-Claim Kill action may be taken by the mafia.

    Alongside the target, the mafia must submit information about the target's role, as well the power-up for the anti-claim kill (Choices are: Strong or Ninja).
    If no information is submitted, the kill has a 0% chance of succeeding
    If information about the abilities of the target are submitted then the chance of killing 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 submitted, the kill succeeds 100% of the time.
    If partial exact text of the rolecard is submitted then the kill is powered-up varying from 0% to 100% based on what portion of the rolecard's exact text is submitted.
    If the full text of the role is submitted the kill is always powered-up.
    The probability of the role being powered-up and being successful are NOT independent events.

    Spoiler : Examples :

    Example 1:
    The role name is not submitted, but half of the exact rolecard is submitted with a mostly accurate description of the other half. The power-up chosen is Strong.
    The kill will have:
    50% chance to succeed and be strong
    30% chance to succeed
    20% chance to fail

    Example 2:
    The results of a role-cop are submitted. The power-up chosen is Ninja
    The kill will always succeed and be ninja.


    Win Condition:
    The Mafia is an anti-town faction. The Mafia wins if at any point in time all of the following conditions 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:
    + 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.
    + Gun (Day, ITAs): F is for frog. G is for gun. You have a gun. During ITAs you also have a secondary boosted hitrate shot. The shot is silent because you're a frog. (Make sure to submit this second shot in DMs to the host, NOT in thread)
    An Unpopular Indie Vtuber

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    Re: S-FM 349: KRC: Game of the Decade



    KRC Role Hall of Fame Voting!


    Vote for what you think were the best role submissions in this KRC!
    Some recommended criteria to use:
    • How unique and innovative was the role?
    • How mechanically interesting was the role?
    • Did the role have particularly well put together theming and flavor?
    • Was the role interesting without being overly complicated? (High Innovation / Complexity ratio)
    • Was the role particularly fun or interesting to have in the game?


    Vote Here!
    Voting closes in 24 hours!




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    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by FM-Sixteen Squares View Post
    I was so UNJUSTLY and CRUELLY exploded despite being TOWNY TOWN FROM THE MASON CHAT. Misery!!!! (Also INCREDIBLE game Dum holy hell)
    (you were not incredibility town imo)

    also

    i cant belive i got away with having my anonymous name

    literally be

    Dum (my real name)

    written in reverse

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    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by FM-Mud View Post
    because we trusted kirby, and i have this policy of not taking last ditch arguments into account

    since if i lost by reconsidering you it would feel even worse then this way
    you could have at least waited one more day!

    I had a whole entire case on him planned and everything

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    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by FM-Mud View Post
    because we trusted kirby, and i have this policy of not taking last ditch arguments into account

    since if i lost by reconsidering you it would feel even worse then this way
    I had some doubts about panda early on the night we shared a chat but I deliberately didn't voice them to you because I figured you wouldn't kill, then we'd have to choose (otherwise you townside and we kill both trumpet and panda)

    but then I convinced myself again and was super overconfident in my will even though you couldn't kill

  32. ISO #8482

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    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by FM-Aerial Trumpet View Post
    you could have at least waited one more day!

    I had a whole entire case on him planned and everything
    Sigh

    Going with the braining mud and him sponging plan it didn't matter to me whether or not you or panda were scum so i didn't bother to reevaluate, by the time we found out that that plan wouldn't work because of strongman I was basically on my way to work and didn't have any time to analyze the two

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    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by FM-Amogus View Post
    I put in so much work just to have it snatched away

    Sigh
    You and Dum did incredible work out there, and your job was made so much harder by the circumstances. Made our jobs a lot harder, too. It's undeniable you two played well, and a shame you didn't get the win to show for it. Would've been deserved several times over if it'd happened. Can't win a mall.

  43. ISO #8493

    Re: S-FM 349: KRC: Game of the Decade

    Quote Originally Posted by FM-Sixteen Squares View Post
    Made our jobs a lot harder, too.
    * You made our jobs a lot harder by having incredible reads and shooting us using gun; the circumstances did not make our jobs more difficult. That was phrased ambiguously. Obviously the circumstances were mostly in our favour all game.

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    Re: S-FM 349: KRC: Game of the Decade

    Anyway my last will

    updated last will

    If you are reading this, that means Mafia lost and you guys have won.

    Seriously, congratulations.

    It has been a really fun game. So thank you all players and hosts for all the hard work you've put in.
    @Town - with all the mod kills and afk players, I believe the town deserves to win here. You guys carried yourselves even after all those unnecessary deaths and afks.

    @Council - honestly, I tried my best to let you guys win and avoided scenarios where you cannot win. But if mafia can only win if council cannot win, so be it xD You guys made it so much harder for me.
    @Mafia team - unfortunately I was unable to win us the game. I tried my best. I spent hours into all possible scenarios that can happen with limited information I have. I was simply not good enough �� But you guys were amazing and really helpful! GO MAFIA TEAM

    See you all in post game chat. Can't wait.

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