Alignment Baked LoAF

This forum is for discussion related to the game.
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Post Post #15 (isolation #0) » Wed Oct 20, 2021 5:41 am

Post by Jake The Wolfie »

Faction Introduction:
Mysterious Electricians


Mysterious Electricians, as a faction, start with an energy budget equal to half of the Mysterious Electricians alive at the start of the game, rounded up.
In addition, they are informed of what Mysterious Energy does this game. If Mysterious Energy remains undefined, then the moderator may decide what Mysterious Energy does.
This faction does have a Private Topic, which all members have access to.
The Mysterious Electricians have a number of factional abilities, which may all be used by any member, even in the same night, but not by the same player even if they are multitasking.
  • Any member may choose to work, which increases the energy budget by 1.
  • Any member may choose to charge a player with Mysterious Energy. If the energy budget is below 0, this will overclock the system, killing the player instead.
  • Any member may choose to discharge a player of Mysterious Energy. If they did not have any Mysterious Energy, this will instead kill the member.
Mysterious Electricians win by eliminating all other Factions, and any hostile 3rd parties.

Miller: Electric
Godfather: Uncharged
Mason: Magnetic Masons
Cop: Para-electrical Investigator

P.S. Mysterious Energy has already been completely understood and is now entirely explainable using mainstream metascience, TempestLich!
Last edited by Jake The Wolfie on Fri Oct 22, 2021 3:47 pm, edited 1 time in total.
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Post Post #18 (isolation #1) » Wed Oct 20, 2021 4:27 pm

Post by Jake The Wolfie »

Soother


During the night, you may target a player. Assuming no interference, that player will be roleblocked. In addition, their next action will be strongmanned and will be guaranteed to work as intended, even if there is role interference (such as a Doctor targeting an Ascetic, or a Cop targeting a Miller).
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Post Post #19 (isolation #2) » Wed Oct 20, 2021 4:36 pm

Post by Jake The Wolfie »

Double Voteizer


During the night, you may target a player. Assuming no interference with your action, that player will be Double Voteized. Their current role will be replaced with the following:
  • During the day, you may cast an additional vote. Your two votes will count towards calculating majority.
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Post Post #22 (isolation #3) » Fri Oct 22, 2021 3:50 pm

Post by Jake The Wolfie »

Para-electrical Investigator


During the night, you may target a player. Assuming no interference with your action, you will learn whether that player is a Mysterious Electrician or not.

This role does not change to fit the groupscum in the game
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Post Post #23 (isolation #4) » Fri Oct 22, 2021 3:54 pm

Post by Jake The Wolfie »

Blood Investigator


During the night, you may target a player. Assuming no interference with your action, you will learn whether they have killed a player/were attacked but survived, or not in the form of "Blood / No Blood".
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Post Post #24 (isolation #5) » Sat Oct 23, 2021 8:17 am

Post by Jake The Wolfie »

Unfriendly Neighbor


During the night, you may target a player. Assuming no interference with your action, you will roleblock them. In addition, they will be informed that you are town. If you are not town, then they will not be informed of anything.
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Post Post #27 (isolation #6) » Mon Oct 25, 2021 4:06 pm

Post by Jake The Wolfie »

Miller from Elsewhere


When investigated, you appear to be a member of a faction not present in-game.
You are informed that there is at least 1 cop who can detect you as a member of that faction.
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Post Post #28 (isolation #7) » Mon Oct 25, 2021 4:22 pm

Post by Jake The Wolfie »

Solo Third Party introduction:
Double
Agent


You are Falsely Aligned with a True Groupscum, and have access to their factional abilities. However, your True Alignment is randomly chosen from any True Groupscum not present in the game, of which you also have access to their factional abilities. In addition, you have a 1-shot factional kill. You must privately message The Moderator to use your True Factional Abilities, and should you receive any information this way, it will not be sent to your False Alignment's team.
You do not appear to be aligned with your True Alignment, however you do appear aligned with your False Alignment.

You win if you fulfill your true alignment's goal.
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Post Post #29 (isolation #8) » Mon Oct 25, 2021 4:43 pm

Post by Jake The Wolfie »

Faction Split (G-Simple Godfather / Protected Miller)


If you are not Town, you are a G-Simple Godfather:
  • You appear to be aligned with the Town when investigated. In addition, should you target a player who attempted to use an ability, your ability will fail.
If you are Town, you are a Protected Miller:
  • You appear to be aligned with [True Groupscum]. In addition, you are immune to any True Groupscum's factional ability.



Introducing G-Simple and Protected!

G-Simple, or Grand Simple, is the solution to Grandesque Idea Mafia being Role Madness. Should the user use an ability, it will fail if their target attempted to use an ability (so, it can't be easily counteracted by a Roleblocker working together with it.

Protected protects from factional abilities from the True Groupscum. However, it does not protect from any other faction's abilities, factional or otherwise.


With this role, I wanted a risk reward system, that also considers the player's faction, as a Miller on Groupscum is either redundant or more harmful (as you can be found by two different sources instead of one) Also, Godfather doesn't make much sense on Town.
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Post Post #34 (isolation #9) » Tue Oct 26, 2021 4:14 pm

Post by Jake The Wolfie »

1-shot Igniter

Once per game, during the night you may choose to ignite all primed players. This will cause them to unavoidably die unless otherwise protected by arsonist-specific protectives.



In post 30, RH9 wrote:
Unchanging Bulletproof Correspondent


You are protected from kills that target you.
You cannot have your alignment, role, or wincon changed.
Each Night, you may target a player. Assuming no interference with your action, you will learn which other players targeted that player with a killing action that Night. The results will be posted by the moderator for all to see.

Correspondent is a temporary name, like a War Correspondent.
I borrowed TemporalLich's modifier from the original thread to enhance the role.
This was adapted from my submission to the original thread.
Publishing Kill Watch?
Publishing is an established modifier (linked to Investigatives, any result they get is posted by the moderator the following day.)
[Role/Ability] Watch would return the names of any players with the specified role or ability who used said role or ability on the target. (This is not an established role)
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Post Post #39 (isolation #10) » Wed Oct 27, 2021 3:32 pm

Post by Jake The Wolfie »

Small


Roll again for a secondary role card to attach to this.

When acting, you cannot be followed or investigated, unless you are roleblocked.
When not acting, you are notified whom targets you.
You cannot take consecutive actions without dying, and have Last Action Resolution.
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Post Post #40 (isolation #11) » Wed Oct 27, 2021 3:36 pm

Post by Jake The Wolfie »

Large


Roll again for a secondary role card to attach to this.

You are bulletproof, cannot be roleblocked, and have First Action Resolution.
Your targets are publicized, and if your target takes no action your action will fail.




First Action Resolution (FAR) and Last Action Resolution (LAR) are as follows:

When all night actions are being resolved, all players with FAR are resolved first, then all players without LAR, then all players with LAR.

If a player who could have acted died during the night due to a player with a higher tier than them successfully killing them, they do not get to act. Furthermore, any players who attempted to protect them but had a lower tier than the attacker fails to protect.

If a player attempts to roleblock a player of a higher tier, it will fail, as that player already acted. However, if they targeted a lower tier then it would work.
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Post Post #41 (isolation #12) » Wed Oct 27, 2021 4:13 pm

Post by Jake The Wolfie »

Haste/Lethargic Alternator


Roll again for a secondary role card to attach to this.

The first time you take a night action, choose whether to modify it with Haste or Lethargic.
Each time you take a night action, your action will be modified with either Haste or Lethargic, chosen by whichever modifier did not modify your last action.

While modified with Haste, your action will have FAR.
While modified with Lethargic, your action will have LAR.
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Post Post #42 (isolation #13) » Wed Oct 27, 2021 4:20 pm

Post by Jake The Wolfie »

Lethargic [FACTION COP]


Your Cop name is [FACTION COP]

During the night, you may target a player. Assuming no interference with your action, you will learn whether they are a member of the [FACTION] or not.
Any action you take will have LAR.

Mod Notes: Randomly choose one True Groupscum faction in the game, and replace all instances of [FACTION COP] with that faction's cop name, and all instances of [FACTION] with that faction's name.
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Post Post #43 (isolation #14) » Wed Oct 27, 2021 4:22 pm

Post by Jake The Wolfie »

Hastener


During the night, you may target a player. Assuming no interference with your action and that target player used an action tonight, target player's action will be modified with Haste.
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Post Post #46 (isolation #15) » Thu Oct 28, 2021 9:58 am

Post by Jake The Wolfie »

Hated x2 Bulletproof Ascetic


During the night, If you are targeted with a non-lethal action, it will fail.
During the night, if you would be killed, you will instead survive.

You require 2 less votes to execute.
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Post Post #58 (isolation #16) » Wed Nov 10, 2021 6:15 pm

Post by Jake The Wolfie »

Sleepy Deity


You will receive a list of lists from the moderator. Each sublist contains some number of named abilities.
You are not informed of what each ability does, or what ability you use, however you are notified of how many abilities in each sublist are left, but not which abilities are left.

During the night you may target a player with one sublist of abilities provided by the moderator. Assuming no interference with your action, one random ability from the sublist will be used on your target.

[Essentially, a Dreaming God but your actions are much more unpredictable]
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Post Post #65 (isolation #17) » Tue Jun 14, 2022 5:10 am

Post by Jake The Wolfie »

Faction Introduction:
Black Magicians


The Black Magicians are a death-focused faction, whom starts off with little power but gains power as their members die.

For every member of theirs that dies, they can choose to either scrap the corpse (giving each member a 1-shot activated version of their ability), or scavenge the corpse (giving the faction the factional ability of their dead member's ability).

When the first member dies, or if there are less than 3 members, they gain a 2-shot factional kill. For each player after the first that dies, they gain another 2 shots.

Additionally, during the night, a member may be factionally sacrificed. Unlike being killed normally, they may still communicate with their team during the night, and may use factional abilities.

If an Apprentice dies for any reason, the faction intead recieves a random role to scrap or scavenge.

Finally, if the faction is reduced to one member, they investigate as town, cannot be roleblocked, have infinite kills, and can only die by execution.

Alternate Names:

Vanilla: Apprentice
Cop: Priest
Godfather: Demonic
Miller: Lost Soul
Mason: Untouched
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Post Post #66 (isolation #18) » Sun Aug 28, 2022 8:53 pm

Post by Jake The Wolfie »

Faction Introduction:
The Compleationists


The Compleationists start off with at least 2 Sleeper Agents. They never start off with Aware Agents.
This also means that no player can start off as a Compleationist-specific scum role, such as Godfather. Should a player roll Godfather and be a Sleeper Agent, they will appear as a generic version of their role.
Players may start off as Sleeper Agents even if their role could only apply to a member of a specific faction, such as an Innocent Child.

During the night, any Aware Agent may choose to Compleat target player. If this action is successful, that player will become a Sleeper Agent. Additionally, the next night this action will become unavailable.
Any player of any faction may become Compleat. If a player's role would only be able to apply to a member of a specific faction (such as an Innocent Child for town), they will still be Compleatable.

Aware Agents will always be informed about whom their entire team consists of.

Sleeper Agents will not be informed that they are a Sleeper Agent and will continue to believe that they are what they previously were until they become Aware. Aware Agents will know the exact role and alignment of each Sleeper Agent, and will additionally be able to learn any hidden information that the Sleeper Agent knows.
If a Sleeper Agent targets a player whom is being Compleated, then the "Additionally, the next night this action will become unavailable" does not apply for the factional ability.
A player whom is Compleated is indistinguishable from a player whom is not Compleated. There is no mechanical way for a non-Compleationist to tell the difference between a Sleeper Agent and any other non-factioned member.

Sleeper Agents may be converted into Aware Agents if any of the following happen:
  • There are no living Aware Agents. If there are multiple Sleeper Agents when this occurs, only one of them will become Aware.
  • The Sleeper Agent attempts to target an Aware Agent. Before actions resolve, all Aware Agents may choose whether the actions succeeds or fails, and whether the Sleeper Agent becomes Aware or not.
  • Any Aware Agents make a Sleeper Agent Aware during the night. This is not a targeted ability and cannot be caused to fail.
  • The Sleeper Agent would die at night. Instead, they do not die. If their death is forced to happen, their killer dies as well if able.
If a Sleeper Agent dies, their identity of being a Sleeper Agent is revealed.
Sleeper Agents are still Compleationists, and the game will still continue even if the faction consists of only one Sleeper Agent.

Alternate Names:

Vanilla: Activated Sleeper
Cop: Mechanist
Godfather: [None]
Miller: Cyborg
Mason: Uncompleat
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Post Post #71 (isolation #19) » Mon Aug 29, 2022 8:48 am

Post by Jake The Wolfie »

Infestation Informant


You are aware of what Scum faction are in the game, if any.

Spoiler: Yes, this is included in the role provided to the player.
In post 67, MegAzumarill wrote:
Mailman



In post 66, Jake The Wolfie wrote:
Faction Introduction:
The Compleationists


The Compleationists start off with at least 2 Sleeper Agents. They never start off with Aware Agents.
This also means that no player can start off as a Compleationist-specific scum role, such as Godfather. Should a player roll Godfather and be a Sleeper Agent, they will appear as a generic version of their role.
Players may start off as Sleeper Agents even if their role could only apply to a member of a specific faction, such as an Innocent Child.

During the night, any Aware Agent may choose to Compleat target player. If this action is successful, that player will become a Sleeper Agent. Additionally, the next night this action will become unavailable.
Any player of any faction may become Compleat. If a player's role would only be able to apply to a member of a specific faction (such as an Innocent Child for town), they will still be Compleatable.

Aware Agents will always be informed about whom their entire team consists of.

Sleeper Agents will not be informed that they are a Sleeper Agent and will continue to believe that they are what they previously were until they become Aware. Aware Agents will know the exact role and alignment of each Sleeper Agent, and will additionally be able to learn any hidden information that the Sleeper Agent knows.
If a Sleeper Agent targets a player whom is being Compleated, then the "Additionally, the next night this action will become unavailable" does not apply for the factional ability.
A player whom is Compleated is indistinguishable from a player whom is not Compleated. There is no mechanical way for a non-Compleationist to tell the difference between a Sleeper Agent and any other non-factioned members.
Sleeper Agents may be converted into Aware Agents if any of the following happen:
  • There are no living Aware Agents. If there are multiple Sleeper Agents when this occurs, only one of them will become Aware.
  • The Sleeper Agent attempts to target an Aware Agent. Before actions resolve, all Aware Agents may choose whether the actions succeeds or fails, and whether the Sleeper Agent becomes Aware or not.
  • Any Aware Agents make a Sleeper Agent Aware during the night. This is not a targeted ability and cannot be caused to fail.
  • The Sleeper Agent would die at night. Instead, they do not die. If their death is forced to happen, their killer dies as well if able.
If a Sleeper Agent dies, their identity of being a Sleeper Agent is revealed.
Sleeper Agents are still Compleationists, and the game will still continue even if the faction consists of only one Sleeper Agent.

Alternate Names:

Vanilla: Activated Sleeper
Cop: Mechanist
Godfather: [None]
Miller: Cyborg
Mason: Uncompleat
Could you give an example on how this faction functions
No player begins the game as an Aware Agent (AA), instead all members start off as Sleeper Agents (SA).

On Day 1, there are at least 2 SA who are unAware that they are a member of the C13s (shortform for the faction name.) At the end of Night 1, one SA will become Aware, granting them the same access to information as an equivalent Mafioso would.

Players who become Compleat become SAs, but they remain oblivious to this fact. In addition, any living player may become Compleat, even players who are not aligned with the town or a scum faction. Compleation can be considered similar but not equal to conversion.

The game does not end due to having no AAs, but rather ends when there are no AAs or SAs.

You can Compleat a revealed Innocent Child as well as you can Compleat a Vanilla Townie.
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Post Post #72 (isolation #20) » Mon Aug 29, 2022 9:05 am

Post by Jake The Wolfie »

Methodical Investigator


Actions you take are Lethargic.
(They resolve after all other players without Lethargic.)


During the night, you may target a player. If you succeed, you will be informed of what that player's faction is.
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Post Post #78 (isolation #21) » Mon Aug 29, 2022 10:27 am

Post by Jake The Wolfie »

Pure Soul


You cannot start the game aligned with True Groupscum or Solo third party.


In post 73, MegAzumarill wrote:
Lethargic Commuter

Each night you may make yourself immune to all actions.

Your commute occurs after non-Lethargic actions, so you will still be effected by them.
Other actions you perform are normal in action resolution.


Would a Watcher see hastened players but not lethargic players? Or would they not see either.
They would be able to see all players who are at an equal or lower tier. A Hastened Water can see everyone, while a Lethargic Watcher could only see Lethargic players.
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Post Post #95 (isolation #22) » Fri Sep 16, 2022 8:50 pm

Post by Jake The Wolfie »

Digitizer


Each night, you may target a player. If your action succeeds, the first time they would die they become vanilla instead. Your action fails on players you have already targeted.
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Post Post #103 (isolation #23) » Sat Sep 17, 2022 11:49 am

Post by Jake The Wolfie »

Cloud Seeder


Twice per game during the day, choose one. It will be announced by the end of the day:
  • Rain
    - Each player who uses a targeted action tonight will be announced tomorrow.
  • Hail
    - All targeted actions passively fail tonight, and any limited abilities prevented this way will be refunded a shot if used.
  • Fog
    - All targeted actions will be randomized tonight.
  • Snow
    - Each player who is targeted by an action tonight will be announced tomorrow.
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Post Post #146 (isolation #24) » Sat Oct 08, 2022 7:18 am

Post by Jake The Wolfie »

Paranormal Investigator


Each night, you may check a player to see if they are aligned with one of the following factions. You will not be informed what faction they are.
  • Dark Beasts
  • Mysterious Electricians
  • Apparitions
  • Witches
  • Black Magicians
  • Mesmers
  • Celestial Angels
  • Cursebearer
  • Poltergeist
  • Vampire
  • Demon
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Post Post #148 (isolation #25) » Sat Oct 08, 2022 9:10 am

Post by Jake The Wolfie »

Malaligned Role Enabler Aligned Role Disabler


Players not aligned with you cannot have their role disabled.
Players other than yourself aligned with you have their role disabled.
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Post Post #164 (isolation #26) » Sun Oct 09, 2022 4:52 am

Post by Jake The Wolfie »

Faction Introduction:
Card Sharks

Factional Ability: Each night, a member may target another non-member to either play or cheat at a game of cards. This may be used in conjunction with other abilities.
  • If you choose to play, there is a 50% chance of failure.
  • If you choose to cheat, there is a 100% chance at success.
  • If you fail, you lose 1 shot of each of your abilities, and they gain a shot of each lost ability, and vice versa if you succeed.
Factional PT: Stowaway's Bay
Win Condition: Ensure that at least one member survives, and that among the survivors you collectively have 5x-shots of abilities left, where x is the number of original members.
Additional Information: Members start off with two non-vanilla role cards, but only being able to take 1-shot versions of any activated abilities and not being able to take anything else.
Whenever a member dies, their remaining shots are distributed to the remaining members, determined by those members' decision and at the start of the next night. If no decision is made, distribute them randomly.
If a member has cheated, they will always appear guilty to all factional cop checks while the player or players they have cheated are still alive.
Cop → [None]
Godfather → Dazzler
Miller → Lucky Duck
Mason → Gambler

Format stolen from RH9.

If this card comes up when rolling for a member of the Card Sharks, treat this card as a wildcard instead. Otherwise this is vanilla.
Last edited by Jake The Wolfie on Wed Oct 12, 2022 10:10 am, edited 1 time in total.
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Post Post #189 (isolation #27) » Tue Oct 18, 2022 12:12 pm

Post by Jake The Wolfie »

Day 5 Apocalypse Bringer


On day 5, all players will unavoidably lose.
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Post Post #204 (isolation #28) » Wed Oct 19, 2022 11:57 am

Post by Jake The Wolfie »

Solo Introduction:
Zalith, The Last Occultist

Factional Ability: Once per game at night you may choose to immortalize a dead player, reviving them and turning them into a Vessel.
Alternatively, during the night you may choose to protect one of your Vessels.
Win Condition: Kill each player who won't submit to your demonic authority. (Non-Vessels and Non-Benign players)
Additional Information: At the start of the game, you may choose up to 2 players to become Vessels.
  • While you still have 2 living Vessels, you are treated for action resolution as though you are an illegal target.
  • While you still have at least 1 Vessel, if you would die, you may instead choose one of your Vessels to die.
  • You know the roles and factions of your Vessels, and may force your Vessels to use a specific ability they have access to on a specific target. Additionally, you may choose to have a Vessel kill a player. This is a multitasking ability.
  • Vessels are considered to be the same alignment as you for all but wincon
Cop → Divine Investigator
Godfather → Zalith, Whom Infiltrates
Miller → Hollow Vessel
Mason → Heretic

Format stolen from RH9.

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