to start roll 3d5 (change the first number if you like i'm not the one running this setup)
if you get number repeats that's fine and in fact encouraged because it'll only serve to expand the scum team.
Now then roll 2d3 for each of the matrices you just selected randomly. The intersection of the two of them will generate the anti-powers, but also make sure to check the scum line(s) to see what pro-team powers got added!
Now then. Roll a d6 for each pro-role you just generated and consult the above table. if a pro-role was given to a matching scum player then instead give that PR to Town.
After generating PRs, add vanillas for each rolled faction and townify groupscum until there are 3 groupscum per faction and a total of 18-21 (based on how many 3ps rolled) town for a 27p game.
— Cult immunity is passive.
— No active ability is immune from being blocked.
— Chains of reasoning are resolved from the top to the bottom of the chain. If loops or similar happen (A jailkeeps B, B abducts C, C mafia kills B, and D roleblocks A — D's block stops A's prot but C's kill is stopped by B's unblocked abduction) resolve the first nondependent action.
— The general rule is block > prot > kill > cult > inspect.
— If a kill and a cult target the same person then the kill resolves first and they are not recruited.
Last edited by Cook on Wed Oct 20, 2021 5:39 am, edited 6 times in total.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
also i think the setup works better with 4d5 but that might just be me?
like, i did a test, and this seems better
Jester
Survivor
SK
Arsonist
Werewolf Strawberry Cop
Werewolf Pathologist
Werewolf Goon
Cult Leader
Cult Hermit
Cultist
VT*13
Town Heretic
Town Wizard
Town Pathologist
Town Protagonist
Town National Guard
than this
Survivor
Arsonist
Mafia Strawberry Cop
Mafia Goon x2
Werewolf National Guard
Werewolf Goon x2
Town Seer
Town Tracker
Town Friendly Neighbor
Town Pathologist
vt *15
also, reading into it more, i think the way you add members to a groupscum is kinda clumsy, as like for instance, rolling 1-1 then 3-1 on the mafia grid doesn't give more power than just 1-1, but they still get an Extra cop in the setup
a Better way to do this would be, to add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once
additionally when rolling the D6's to assign power ownership, how exactly do you determine which 3rd P gets the power?
Town powers are quite useless. What are the odds that in 27p game you are going to block specifically kill from one out of 5 fraction. Also "Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than Werewolves." this is basically a seer, with extra nerf i could gamble that will be never utilized.
In post 7, Gypyx wrote:also, reading into it more, i think the way you add members to a groupscum is kinda clumsy, as like for instance, rolling 1-1 then 3-1 on the mafia grid doesn't give more power than just 1-1, but they still get an Extra cop in the setup
a Better way to do this would be, to add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once
additionally when rolling the D6's to assign power ownership, how exactly do you determine which 3rd P gets the power?
there was something i never figured out how to generate which was adding scum players if the die rolls multiple times
figuring that out still
the 3p that gets the power is a 1d2 roll.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
In post 8, Kerset wrote:Town powers are quite useless. What are the odds that in 27p game you are going to block specifically kill from one out of 5 fraction. Also "Target someone at night to see where they went. You cannot see kills/recruits made by anyone other than Werewolves." this is basically a seer, with extra nerf i could gamble that will be never utilized.
but not every faction spawns that's the point of the 3d5 roll
if mafia spawns there are powers to counter it
if wolves spawn there are powers to counter them
if cult spawns there are powers and immunes to counter them
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
In post 7, Gypyx wrote:also, reading into it more, i think the way you add members to a groupscum is kinda clumsy, as like for instance, rolling 1-1 then 3-1 on the mafia grid doesn't give more power than just 1-1, but they still get an Extra cop in the setup
a Better way to do this would be, to add 2 vanillas to werewolves / Mafias / cult if they exist, and 1 goon to aliens if they exist and got rolled once
additionally when rolling the D6's to assign power ownership, how exactly do you determine which 3rd P gets the power?
there was something i never figured out how to generate which was adding scum players if the die rolls multiple times