Alignment Baked LoAF

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Post Post #53 (isolation #0) » Thu Nov 04, 2021 1:52 pm

Post by Not Known 15 »

Introducing Solo Third Party:
Cursebearer

Factional abilities:At night you may target a player. That player is converted into the Cursebearer regardless of any circumstances except them being killed that night(conversion fails),having been a previous Cursebearer(conversion fails), themselves trying to prevent the curse(conversion fails and you die), or the Sacrifice option.
If that conversion succeeds, you always -no matter what else happens - either convert into the original role of your original faction or into a Compulsive Weak Night Desperado if you are the original Cursebearer.
For the first day and night you are the Cursebearer(Night 0, Day 1 and Night 1 for the original Cursebearer) you may not be targeted by votes or abilities, and may not speak or vote.
This effect extends for one day and night if no one dies at night or if at least one person died at night due to trying to prevent the curse.
The effect extends for two days and nights if Town uses the Sacrifice option.
As long as you are alive, anyone except you may try to prevent the curse at night. If the Cursebearer targets one of them, the Cursebearer dies instead. If the Cursebearer does NOT target anyone trying to prevent the curse all those trying to prevent the curse die, without exception.
At day, a majority of votes may vote to sacrifice someone to you. Doing that prevents your conversions for the next two nights if the sacrificed target was Town. Additionally, if there is no one but members of the faction of the sacrificed player alive your conversions are prevented forever and the game ends.
Unless you are caught by a sacrifice the game continues while you are alive. If you have no possible conversion targets you die when exactly one other player is alive at the start of the day.
You have no PT.
This is public information.

Win Condition:All other players are dead and you survive; or you convert into your original faction and win as that faction.

In the interest of enjoyment I'm making some slight adjustments in the same vein as the original: 1. The original Cursebearer does not have to survive to win, and only needs all non-cursebearer players dead. (They can't survive if they convert someone anyway) and 2. The original cursebearer is still publically known, but may talk during the game. It is known whether or not they are targetable or votable at all times, and they still don't have their own vote while untargetable. ~~MegAzumarill

Added "or you convert into your original faction and win as that faction." to ensure that converting others does not count as gamethrowing - Not Known 15
Last edited by Not Known 15 on Tue Oct 18, 2022 8:54 pm, edited 5 times in total.
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Post Post #98 (isolation #1) » Sat Sep 17, 2022 2:44 am

Post by Not Known 15 »

[(1-shot Double Target) Vanillaizer]


Each night, you may change the role of a target into Vanilla. You may, once per game, instead change the role of two different targets into Vanilla at night.
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Post Post #101 (isolation #2) » Sat Sep 17, 2022 3:17 am

Post by Not Known 15 »

Benign Groupscum introduction: Guardians

Cop: Vanilla Cop
Godfather: Strictly prohibited
Miller: Vanilla
Mason: Any mason type of a faction not in the game.

Guardians can only win if at least 4 members of the Town and/or the Guardians are alive, and at least two members of the Town are alive, and no True Groupscum faction has won.
Guardians have a factional Non-Consecutive Night Strongwilled Strong Bodyguard(the type that also kills the attacker) and are being continuously vanillaized.
The Guardians have a factional PT.
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Post Post #134 (isolation #3) » Fri Oct 07, 2022 1:15 am

Post by Not Known 15 »

Focused Medium

As long as you are alive and do not have a PT with a dead player, you may target a dead player.
Assuming no interference with that action, you gain a permanent PT with that dead player.
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Post Post #135 (isolation #4) » Fri Oct 07, 2022 7:02 am

Post by Not Known 15 »

Frail Multitasking 1-shot Vigilante
You each time you visit someone at night. This can be only prevented by a doctor.
You may, once, at night, attempt to kill someone.
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Post Post #138 (isolation #5) » Fri Oct 07, 2022 8:52 pm

Post by Not Known 15 »

Wildcard

At night, target a role post from the first 200 entries of the Alignment Baked LoAF. You become that role. If you are redirected by someone else into a player, you instead get that player's role.
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Post Post #142 (isolation #6) » Sat Oct 08, 2022 12:42 am

Post by Not Known 15 »

Townie with inventory

You possess the following reusable items:
Earwax: You cannot hear anything at night. Bound upon usage.
Energy Absorber: Can absorb one charge of mysterious energy every night.
You may use one of these at day for the fillowing night, and still can do one action at night. At night, you may give one of the items - unless it is bound, or in use - away to someone else. These items can then be used in the same way.
You can give one of these away at night(unless bound)
Exchange "townie" with the correct alignment and only display "with inventory" to rolecops only
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Post Post #147 (isolation #7) » Sat Oct 08, 2022 8:59 am

Post by Not Known 15 »

Evil Vig Disabler

Vigilantes not aligned with the Town cannot target people with the killing action of a Vigilante, visit people with the killing action of a Vigilante or kill people with the killing action with a Vigilante.

This ability ceases to function at the start of the day if you are dead.
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Post Post #149 (isolation #8) » Sat Oct 08, 2022 9:20 am

Post by Not Known 15 »

True Groupscum Faction Introduction: Daylight Cult

On Day or Night 3, and every four Day/Night cycles after Day/Night 3(7, 11,15...), you may target a player to convert them into the Daylight Cult at the end of the Day(if targeting at Day) or the end of the Night(if targeting at Night). If the target is part of a non-town faction with more than one living member, is being targeted by a kill or the performer is being targeted with a kill, the action fails. If the target is not part of the town and not part of a non-town faction with more than one living member the target dies. If the target is a Lurker, the action fails and the Lurker is informed about a failed conversion attempt.
As soon as this action is picked by one member, it will no longer be reversible.

Your faction prevents unnatural changes in the Day/Night cycles (e.g. Nightskip) as long one member of it is alive.
On Day or Night 2, and every second Day/Night cycle after Day/Night 2, you may target a player to attempt to kill them. These kills are instantly resolved, and can only be prevented by something already present(
not
submitted regularly, these are only resolved at the end of the night) at the time the kill was submitted.

Cop:Daylight Investigator
Miller:Sunburned
Godfather:Cult Shadow
Mason:Lurker
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Post Post #150 (isolation #9) » Sat Oct 08, 2022 9:46 am

Post by Not Known 15 »

Solo Third Party introduction:
Final Curtain

If you are alive on the (N-(round down(N/9)))th day of the game ends immediately with the successful execution(or alternatively, end of the day; but never if you are the person successfully executed because you are dead if you are) on that Day.
At the start of that day, the moderator publicly announces "
The end is near
"
N is the number of players alive at the start of the game divided by 2, rounded down.
You, and any player who would win if you were a dead at that time also wins the game at that point(successful execution=execution target dead) , and all players who still didn't win the game loses the game.

Every day, you may target a player including yourself. From the start of the next night until the start of the following Day, that player commutes(and cannot use actions) and is Deathproof.
You cannot target the same player more than once in the game with that factional action.
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Post Post #151 (isolation #10) » Sat Oct 08, 2022 10:07 am

Post by Not Known 15 »

Tamperproof First Day (M/N/(modified)E) Cycle Enabler
The first Day is split into Morning, Noon, and Evening executions.
Morning executions are done normally, and use 2/5 of the normal time allotted, but at least 7 days(unless shortened by a majority( execution or "No Execution")).
Noon executions are conducted by secret ballot, with
every thread locked
, and use 1/10 of the normal time allotted, but at least 2 days, and always use plurality executions with random execution between tied people.
Evening has no executions unless only people aligned with the Town were executed in the Morning and Noon executions.
Evening can be ended by a vote to "No Execution" reaching Majority, even if there are no executions in the Evening.
Evening uses 1/2 of the normal time allotted, but at least 7 days(unless shortened by a majority (execution or "No Execution")).

The first day, and this role, cannot be otherwise be interfered with by other roles.
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Post Post #156 (isolation #11) » Sat Oct 08, 2022 9:39 pm

Post by Not Known 15 »

Keeper of Democracy
As long as you are alive no one can gain extra votes or decide the execution by themselves.
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Post Post #161 (isolation #12) » Sun Oct 09, 2022 3:06 am

Post by Not Known 15 »

Odd-Cycle Bulletproof
You cannot be killed on odd-numbered days and nights, except by executions.
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Post Post #162 (isolation #13) » Sun Oct 09, 2022 3:07 am

Post by Not Known 15 »

Even-Cycle Bulletproof
You cannot be killed on even-numbered days and nights, except by executions.
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Post Post #163 (isolation #14) » Sun Oct 09, 2022 3:17 am

Post by Not Known 15 »

Restricted Combined Odd-Night ( Janitor Vigilante)
Each odd-numbered night you may target a player to attempt to kill them and hide their flip.
If you use this ability your faction may not use factional actions(excluding executions if you are town), including on the night you use this ability, until you die or leave your faction.
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Post Post #165 (isolation #15) » Sun Oct 09, 2022 4:57 am

Post by Not Known 15 »

Benign third party introduction:Hermit
At day, you may choose to either leave the town at the start of the night forever or commute for the night. Doing one of them is compulsory. You commute by default. You cannot leave the town permanently if you are poisoned.
If you leave the town permanently you will still be alive, but no longer count as alive for the win conditions of other factions, and are unpreventably immune to all effects.
You win if all true groupscum factions have lost the game and you are alive at the end of the game.
You cannot perform actions if you commute.
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Post Post #166 (isolation #16) » Sun Oct 09, 2022 5:13 am

Post by Not Known 15 »

Simple Doctor
Each night, you may target a player to prevent one kill attempt on them. This action cannot affect power roles.
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Post Post #167 (isolation #17) » Sun Oct 09, 2022 5:15 am

Post by Not Known 15 »

Vanilla Cop

Each night, you may target a player to learn if they are Vanilla.
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Post Post #171 (isolation #18) » Thu Oct 13, 2022 3:55 am

Post by Not Known 15 »

Townie with inventory

You possess the following item:
4x Tool Of All Trades(2xDe-aligner/1x Poison Healer/1x Overcharge Distributor/2x Un-primer/1x Anti-possession charm/1x Anti-spell charm/1xDistractor/4xDe-Compleator) A tool with many X-shot uses. Only one use per night, even if the player is multitasking. Breaks after 4 uses. Can target the owner.
De-aligner: If this targets a star-aligned Starkin the Starkin will be no longer star-aligned.
Overcharge Distributor: The next time that player gets killed by an overcharge any electrician visiting that player dies.
Anti-possession charm: The next time someone tries to possess the player targeted by this action it fails.
Anti-spell charm: The next factional curse or kill by the witches on the target fails.
Distractor:If the Raging Beasts attack this night their targets will be randomized amongst non-beasts.
De-Compleator:Sleeper Agents targeted by this cease to be Sleeper Agents and now are what they thought to be. No effect on Aware Agents.


You may use one of these at day for the fillowing night, and still can do one action at night. At night, you may give one of the items - unless it is bound, or in use - away to someone else. These items can then be used in the same way.
You can give one of these away at night(unless bound)
Exchange "townie" with the correct alignment and only display "with inventory" to rolecops only
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Post Post #172 (isolation #19) » Thu Oct 13, 2022 6:43 pm

Post by Not Known 15 »

Townie with inventory

You possess the following item:
2x Tool Of All Trades(1xDe-aligner/1x Poison Healer/1x Overcharge Distributor/1x Un-primer/1x Anti-possession charm/1x Anti-spell charm/1xDistractor/2xDe-Compleator) A tool with many X-shot uses. Only one use per night, even if the player is multitasking. Breaks after 2 uses. Can target the owner.
De-aligner: If this targets a star-aligned Starkin the Starkin will be no longer star-aligned.
Overcharge Distributor: The next time that player gets killed by an overcharge any electrician visiting that player dies.
Anti-possession charm: The next time someone tries to possess the player targeted by this action it fails.
Anti-spell charm: The next factional curse or kill by the witches on the target fails.
Distractor:If the Raging Beasts attack this night their targets will be randomized amongst non-beasts.
De-Compleator:Sleeper Agents targeted by this cease to be Sleeper Agents and now are what they thought to be. No effect on Aware Agents.


You may use one of these at day for the fillowing night, and still can do one action at night. At night, you may give one of the items - unless it is bound, or in use - away to someone else. These items can then be used in the same way.
You can give one of these away at night(unless bound)
Exchange "townie" with the correct alignment and only display "with inventory" to rolecops only
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Post Post #173 (isolation #20) » Thu Oct 13, 2022 10:26 pm

Post by Not Known 15 »

True groupscum faction introduction: Conspirators.
Conspirators have a factional PT, and a factional acton that is a Voyeur on odd nights and a nightkill on even nights.
All conspirators except the third and possibly the sixth have access to the factional PT.
The Conspirators outside the PT are treated as Lone, having no idea who the other conspirators are and losing alone.
The Conspirators get a list of people outside the PT which includes all conspirators outside plus one non-conspirator per conspirator outside. During the day, any conspirator in the PT may invite one of the people on the list into the PT. That person gets full membership privileges, but does not change their win condition to PT conspirator if they weren't a conspirator before.
The factional actions are decided by plurality vote at night.
Non-conspirators on the list know that they are on the list.
People on the list flip without alignment.
All Conspirators are passively Godfathers. This does not show up to rolecops as it is faction-related.


Cop:Cop
Miller:Miller(returns Mafia)
Mason:Immigrants
Last edited by Not Known 15 on Wed Oct 19, 2022 3:48 am, edited 1 time in total.
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Post Post #174 (isolation #21) » Fri Oct 14, 2022 3:55 am

Post by Not Known 15 »

Macho
You cannot be protected from death.
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Post Post #175 (isolation #22) » Fri Oct 14, 2022 3:59 am

Post by Not Known 15 »

Night 6 Death
You will unpreventably die at Night 6.
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Post Post #176 (isolation #23) » Fri Oct 14, 2022 4:02 am

Post by Not Known 15 »

3-shot Rolecop
3 times per game, at night, you may attempt to learn the role(but not alignment) of a player. Alignment-specific named roles only return the general name(e.g. Godfather, Vanilla)
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Post Post #177 (isolation #24) » Fri Oct 14, 2022 9:10 am

Post by Not Known 15 »

Benign third party introduction:Deathseeker
At Night 1, you may choose a number amongst 4, 5 and 6 and 7
If you choose 4 you must die during the 4th day or night of the game.
If you choose 5 you must die during the 5th day or night of the game.
If you choose 6 you must die during the 6th day or night of the game.
If you choose 7 you must die after the 6th day and the 6th night of the game have passed.
If you succeed you win the game and leave.
If you fail you leave the game and lose.
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Post Post #178 (isolation #25) » Fri Oct 14, 2022 11:36 pm

Post by Not Known 15 »

Vigilante Enabler

Vigilantes may no longer attempt to use their Vigilante ability if you are dead. Factional actions are unaffected.
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Post Post #179 (isolation #26) » Sat Oct 15, 2022 7:17 am

Post by Not Known 15 »

Ascetic [Disloyal Ninja Babysitter]

You cannot be affected by actions that are not killing actions.

Each night, you may target a player. If you do not die that night the targeted player is protected from all kills. If you die that night the targeted player unpreventably dies. This action is not visible to Tracker-like or Watcher-like roles. This action does not succeed on people who have your alignment.
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Post Post #182 (isolation #27) » Tue Oct 18, 2022 5:11 am

Post by Not Known 15 »

Revolutionary
Each night, you may target a dead player. If that player was executed by a King not aligned with the Town that King unavoidably dies.
If that player was executed by a King aligned with the town you and the King unavoidably die.
If the dead player was not executed by a King you merely visit.
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Post Post #183 (isolation #28) » Tue Oct 18, 2022 5:21 am

Post by Not Known 15 »

Undertaker

You may bury a dead player each night.
Buried dead players lose access to all PT's, including the Dead PT, and all interactions with that player, except opening their grave, fail. This effect ends if someone opens their grave.
Each night, you may attempt to bury a living player. That player dies if no one else is visiting them. If someone else is visiting them the attempt fails and you will be killed instead(but not buried).
You may open a grave each night.

You can only use one of these actions per night.
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Post Post #184 (isolation #29) » Tue Oct 18, 2022 5:26 am

Post by Not Known 15 »

Forensic Pathologist

Each night, you may visit a dead player. If that player is buried, you open their grave. If that player is not buried, you will identify the faction(s) responsible for killing them and the number of kills that resolved on that player without being prevented. The faction responsible for executions is Town, even if a King ordered the execution, unless someone acted as Executioner.
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Post Post #185 (isolation #30) » Tue Oct 18, 2022 5:28 am

Post by Not Known 15 »

Public Executioner
You perform all executions while you are alive.
Once, at night, you may target a player. If that player attempts to kill you that night you will attempt to kill them. The targeting and visiting part of this action cannot fail.
This information is public.
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Post Post #190 (isolation #31) » Tue Oct 18, 2022 8:50 pm

Post by Not Known 15 »

Resistant

This role cannot be exchanged or changed.
In post 189, Jake The Wolfie wrote:
Day 5 Apocalypse Bringer


On day 5, all players will unavoidably lose.
When would picking this role be ever
not gamethrowing
, except for the Deathseeker who has a very unhealthy interaction with it?
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Post Post #191 (isolation #32) » Tue Oct 18, 2022 8:59 pm

Post by Not Known 15 »

Ghost Bodyguard

If you are dead, and have access to the Dead PT, you may, at night, target a player. You will be affected by one of the kills targeting your target that night instead. If you succeed in being affected by a kill due to your role, you lose access to the Dead PT permanently. This access loss will be noted in the Dead PT.
Your role continues to work whilst you are dead.
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Post Post #193 (isolation #33) » Tue Oct 18, 2022 11:28 pm

Post by Not Known 15 »

Compulsive Roaming Vanillaizer

Each night, you MUST target a player to change their role into Vanilla. You cannot target the same player twice.
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Post Post #194 (isolation #34) » Tue Oct 18, 2022 11:36 pm

Post by Not Known 15 »

Monster

Each night, target a player. That player is roleblocked until you die. This roleblock cannot prevent killing actions on any night except the night of visit.
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Post Post #197 (isolation #35) » Wed Oct 19, 2022 3:20 am

Post by Not Known 15 »

Trap
If you pick this role, re-roll it.
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Post Post #198 (isolation #36) » Wed Oct 19, 2022 3:25 am

Post by Not Known 15 »

Universal Miller(Must pick)

You must pick this role if you recieve it in picks unless you would also be forced to pick the other recieved role, then you may choose.
Other roles always treat you as a vanilla role of the groupscum alignment with the smallest amount of members at game start(randomize if tied).
Warning:A vanilla role of the Conspirators returns "town" to alignment cops! This is the Role PM. Do not change it into a specific miller type!
Last edited by Not Known 15 on Mon Mar 06, 2023 5:00 pm, edited 2 times in total.
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Post Post #199 (isolation #37) » Wed Oct 19, 2022 3:27 am

Post by Not Known 15 »

Unrecruitable Innocent Child
At the start of the game your alignment is publicly announced.
You cannot be converted.
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Post Post #200 (isolation #38) » Wed Oct 19, 2022 3:37 am

Post by Not Known 15 »

Extension

You can bind yourself to someone at night, for that night.
Anything that happens to that player due to actions at night(including visits and results), except conversions, also happens to you(but not the other way around). You will always know the people you visit.
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Post Post #205 (isolation #39) » Mon Oct 24, 2022 5:55 am

Post by Not Known 15 »

Pillar of Light

You passively remove one doom counter each night. Even if the count would go negative.
This enables the Doom Counter mechanic.
If you get executed set the number of doom counters to 5N if it is lower.
If you are aligned with the Doom Seekers you instantly die after getting this Role PM and set the number of doom counters to 3N(do not reduce the number of doom counters due to you Doom Seeker death).
If you otherwise die set the number of doom counters to 0 if it is lower.
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Post Post #246 (isolation #40) » Sat Dec 31, 2022 3:56 am

Post by Not Known 15 »

End of the Year
When you die everyone alive gets their role re-rolled at the beginning of the next phase.
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Post Post #263 (isolation #41) » Mon Mar 06, 2023 4:58 pm

Post by Not Known 15 »

1-shot Vanilla Cop

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