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Author Topic: faust's guide to mafia roles (Updated 18/03/2016)  (Read 2233 times)

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faust

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faust's guide to mafia roles (Updated 18/03/2016)
« on: January 10, 2016, 03:00:19 pm »

What is a role?

A role is the collection of all abilities and the win condition of a player. It is comprised of any number of base roles, modifiers, faction memberships and exactly one alignment.

Base roles

A base role is a specific ability that an individual player possesses. Every base role has a mode: either active or passive. A player with an active base role can at certain points in the game choose to use their ability, while the ability of a passive base role is always at work. Targeting base role form a subgroup of active base roles: Players with a targeting base role may at certain points in the game choose one or more targets. Unless otherwise specified, only living players other than the player using the base role may be chosen as targets.

Every base role also falls into at least one category. The categories are:
Manipulative, Protective, Killing, Investigative, Miscellaneous

Manipulative base roles additionally have the subcategories Blocking and Redirecting.

Factions

A faction is a group of players with shared abilities. This usually, but not necessarily, includes the ability to talk in a shared QT at some times during the game. Any faction may have access to one or more possibly modified base roles. If they do, then the ability in question can be used by one member of that faction at a time.

Modifiers

A modifier can be attached to a base role, a faction membership or another modifier. The modifier will change the way the base role works, or may give special abilities with respect to the shared powers of the faction. A base role A may function as a modifier to a base role of the same mode as well, adding the abilities of A to the base role.

Alignments

Every player has exactly one alignment, which constitutes the win condition for that player. The alignment states the criteria that have to be met for that player to win. Unless stated otherwise, the game ends when at least one player fulfils their win condition.

Composed expressions

Multiple roles, faction memberships and/or modifiers can be added up to obtain a composed expression. A role modifier comes before the expression it modifies. A faction modifier always comes after the faction membership it modifies. In any given expression, a modifier always modifies the nearest valid expression. Brackets may be used to indicate a modifier that modifies another composed expression. A slash between two composed expressions indicates that only one of these expressions may be active at a time.
« Last Edit: March 18, 2016, 12:43:43 am by faust »
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faust

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Re: faust's guide to mafia roles (work in progress)
« Reply #1 on: January 10, 2016, 03:00:28 pm »

Alphabetical list of base roles

[passive base role/modifier]-(is-)er

This base role targets a player each night. That night, the targetted player gains the passive base role or modifier from the name of this base role, in addition to whichever composed role the target may already have. The target loses that base role/modifier at the end of the night, reverting to their original role. The target is not notified of any changes.

Examples:
- a Godfatherer makes another player appear town-aligned for a single night.
- a Ninjaiser makes their target's action undetectable for that night.

Clarifications:
- in rare circumstances, the added role may be in direct conflict to a role the player already has, for example a Lightning Rod targetted by a Nexusiser. In such cases, the added role is always resolved last. In the example, first the Lightning Rod power would redirect actions onto themselves, and then the Nexus base role would redirect all these actions onto other players.

Absorber
Mode: Passive                | Category: Miscellaneous

Every time an Absorber is targetted by another player's base role power, that base role is added to the role of the Absorber and can be used on future nights.

Clarifications:
- An Absorber cannot gain factional abilities.
- An Absorber only gains the base role power, thus if the targetting player has a modifier attached to that power, the Absorber does not get it.

Arsonist
Mode: Active, Targeting  | Category: Killing

An Arsonist may do one of two things each night: Either they may target another player, or they may ignite. If they ignite, all previously successfully targeted players will die.

Clarifications:
- Igniting does not target any player.
- If this role is modified by an [n]-shot modifier, that usually means that they may ignite n times, but may target players every night.

Ascetic
Mode: Passive              | Category: Manipulative (Blocking)

Any non-killing action that targets an Ascetic will be blocked.

Babysitter
Mode: Targeting           | Category: Protective, Killing

This base role may target a player each Night. One killing action that targets that player in the same night will have no effect. However, if the Babysitter is targeted by a killing action the same night, the player targeted by the Babysitter will die.

Clarifications:
- No matter which of the Babysitter's abilities kicks in, the action they take falls into both categories, and can be stopped by Doctors as well as Strongman kills.
- In the paradoxical case of a Babysitter's action being redirected onto themselves, they will not die, but the protection will also not kick in.

Beloved
Mode: Passive            | Category: Miscellaneous

If a Beloved dies, the following Day phase will be skipped (i.e. there will be two night phases in a row).

Bodyguard
Mode: Targeting        | Category: Protective

This base role may target a player each Night. If their target is targeted by a killing action, the target will not die. Instead, the Bodyguard will die.

Clarifications:
- A Bodyguard does not redirect the killing action.
- A Bodyguard can prevent any number of killing actions from taking their intended effect in a single night.

Bomb
Mode: Passive          | Category: Killing

If a Bomb is successfully targeted by a killing action, the player that performed the killing action will die at the end of the night.

Clarifications:
- The killer dies the same night even if the killing action he performed does not kill the Bomb that night.
- If the killing action fails for some reason, the Bomb's ability will not kick in.

Bulletproof
Mode: Passive              | Category: Protective

Any killing action targeting a Bulletproof will fail.

Bus Driver
Mode: Targeting           | Category: Manipulative (Redirecting)

A Bus Driver may target 2 players A and B each night. Any other action targetting A that night will instead target B, and vice versa.

Clarifications:
- The Bus Driver's own action is not redirected, and they will count as targetting both A and B for all purposes.

Cop
Mode: Targeting            | Category: Investigative

This base role may target a player each Night. At the end of the night, they will get to know whether their target was Town-aligned or not.

Variants:
- An Alignment Cop gets to know the alignment of their target. An [Alignment] Cop gets to know whether the target is of [alignment] or not.

Clarifications:
- The Cop will not be informed if he was redirected to another target. Results have the form Result: [Town/Non-Town].
- If the Cop's action failed or was blocked, they will receive a notification with No Result.

Coroner
Mode: Active                 | Category: Investigative

A Coroner can pick any dead player, and will learn their full role. This role usually appears in games where flips may not provide all this information.

Clarifications:
- Even though the Coroner chooses a player, the role does not count as targeting that player.

Deflector
Mode: Targeting             | Category: Manipulative (Redirecting)

A Deflector targets two players A and B at night. All other actions targeting A will instead target B.

Doctor
Mode: Targeting             | Category: Protective

This base role may target a player each Night. One killing action that targets that player in the same night will have no effect.

Clarifications:
- If a Doctor targets player A, and A is targetted by 2 Vigilantes the same night, A will die.
- If 2 Doctors and 2 Vigilantes target player A, A will not die.
- In case of two distinct killing actions targeting the Doctor's target, the one that would cause the target to die first will be nullified. If this both would cause the target to die at the same time, the one rendered effectless will be determined randomly.

Enabler
Mode: Passive               | Category: Miscellaneous

An Enabler is linked to one or more composed expressions with the Enabled modifier. As long as the Enabler is in the game, the Enabled expression works normally. As soon as the Enabler is eliminated from the game, the Enabled expression can no longer be used. Usually the Enabler knows which composed expression they enable.

Clarifications:
- If the player with the Enabler base role loses that base role temporarily or permanently, the Enabled role will stop working.
- it is possible that there are multiple Enablers and multiple Enabled roles. In this case, each Enabler is assigned to a set of enabled roles and as soon as one Enabler is eliminated, the corresponding Enabled role stops working.

Firefighter
Mode: Targeting             | Category: Protective

The Firefighter may target a player each night. If an Arsonist targets the same player, the Arsonist's action will fail.

Clarifications:
- If multiple Arsonists target the Firefighter's target, all their actions will fail.

Follower
Mode: Targeting             | Category: Investigative

A Follower targets a player each night and learns what category of active actions that player takes that night.

Clarifications:
- a Follower receives results as a list of categories. They do not get to know how many actions were performed.

Forensic Investigator
Mode: Active (Targeting) | Category: Investigative

A Forensic Investigator may pick any dead player at night, and will receive a list of all players that targeted that player over the course of the game.

Variants:
- a Forensic Investigator may also be a Targeting role. In that case, they target a living player, and if that player is dead by the end of the night, they receive a list of all players that targeted that player.

Framer
Mode: Targeting             | Category: Manipulative

A Framer targets one player each night. That night, the target is considered to be of the same alignment as the Framer for all other roles.

Clarifications:
- this does not only extend to investigative roles; for example, modifiers like Loyal are also affected.

Gladiator
Mode:Targeting              | Category: Manipulative

A Gladiator can target one player each day. As soon as the player is targeted, the vote count will be reset. From then until the end of the Day, all votes for players other than the Gladiator and their target will be ignored.

Clarifications:
- it is still possible for player to vote "no lynch" after the Gladiator uses their power.

Godfather
Mode: Passive                | Category: Manipulative

A Godfather is a player that is treated as town-aligned by all other roles.

Clarifications:
- this does not only extend to investigative roles; for example, modifiers like Loyal are also affected.

Gunsmith
Mode: Targeting             | Category: Investigative

A Gunsmith target a player each night. They learn whether their target possesses a gun. There are a number of base roles that possess guns: Cops (and Cop variants), Vigilantes, Gunsmiths. If any faction has one of those base roles as factional power, by default all member of the faction count as possessing a gun. This may be handled differently, and if it is, the Gunsmith is notified of the change.

Hated
Mode: Passive                | Category: Killing

A player that is Hated takes one vote less to lynch than they normally would. Usually, if Hated would cause a player to take zero votes to lynch, that player will die, but not count as being lynched.

Hider
Mode: Targeting             | Category: Manipulative

A Hider may target a player each night. Every other action targeting that player will also target the Hider. Every action targeting the Hider will be blocked.

Clarifications:
- unlike the definition on mafiascum, the Hider does not automatically die if they hide behind mafia. This is only the case if the role also has the Weak modifier.

Innocent Child
Mode: Passive              | Category: Investigative

The alignment of an Innocent Child is posted by the mod in the game thread at the start of the game. For this reason, Innocent Children are usually town-aligned.

Examples:
- An Innocent Child with the Active modifier may choose when their alignment is revealed. Usually the choice is made at night, and the alignment posted when the night ends. This counts as a night action.

Janitor
Mode: Targeting            | Category: Manipulative

A Janitor may target a player each night. if that player dies that night, their role will not be revealed.

Lightning Rod
Mode: Active                | Category: Manipulative (Redirecting)

A Lightning Rod may use their power each night. If they do, all non-killing actions are redirected onto the Lightning Rod that night.

Loved
Mode: Passive                | Category: Protective

A player who is loved takes one more vote to lynch.

Variants:
- sometimes, the ability may be adjusted to not work in certain situations in order not to render the player virtually Lynchproof.

Lover
Mode: Passive                | Category: Killing

A Lover gets the name of another player at the start of the game. If that player dies, the Lover dies as well. The other player is not informed about this.

Lynchproof
Mode: Passive               | Category: Protective

A player who is lynchproof cannot be lynched during the day. If at any point they would be lynched, there is no lynch instead and the game moves to night.

Variants:
- sometimes, Lynchproof will instead cause all attempts to vote for the Lynchproof to fail.

Macho
Mode: Passive               | Category: Manipulative

All protective actions targeting a Macho will fail.

Mailman
Mode: Targeting             | Category: Investigative

A Mailman targets a player each night and can give the mod a message containing up to 400 characters. At the end of the night, the target receives the message, but is not informed who sent the message.

Mentor
Mode: Targeting             | Category: Miscellaneous

A Mentor can target a player at night. If they do, the Mentor and their target (called the Mentee) join a neighborhood together that as open as long as both of them are alive. If the Mentor dies, so does the Mentee.If the Mentee dies, the Mentor may target another player to become their new Mentee. There cannot be more than one Mentee at a time.

Miller
Mode: Passive               | Category: Manipulative

A Miller is treated as mafia-aligned by all other roles.

Variants:
- a Miller can occasionally also appear to have another non-town alignment.

Motion Detector
Mode: Targeting            | Category: Investigative

A Motion Detector can target a player each night. At the end of the night, he gets the result "Motion Detected" if one of the following is true: The target was targeted by another action or the target performed a nigh action. Otherwise, the Motion Detector receives "No Motion Detected".

Neighborizer
Mode: Targeting             | Category: Miscellaneous

A Neighborizer targets a player each night. For the following night only, the Neighborizer and their target are part of a Neighborhood faction and can talk during that night.

Nexus
Mode: Passive                | Category: Manipulative (Redirecting)

All non-killing actions that target a Nexus are instead redirected onto random other players.

Redirector
Mode: Targeting             | Category: Manipulative (Redirecting)

This base role may target two players A and B at night and redirects any action that A takes that night onto B.

Restless Spirit
Mode: Passive               | Category: Miscellaneous

A Restless Spirit may continue to vote in the game thread after they die. They may not post anything other than posts including a single vote in the standard format if dead. This vote does not count towards the number of total votes, and thus is ignored when determining how many votes are needed to lynch.

Reviver
Mode: Active                | Category: Protective

Once during the game, a Reviver may pick a dead player at night. At the end of the night, that player is revived and returns to the game with the role he had when they died.

Roleblocker
Mode: Targeting             | Category: Manipulative (Blocking)

A Roleblocker may target a player each night. Any action that player takes that night will be blocked.

Rolecop
Mode: Targeting             | Category: Investigative

A Rolecop may target a player each night. At the end of the night, they get a result including all base roles and modifiers that their target has.

Variants:
- a Base Role Cop will only get one base role that their target has as a result. Usually, that wil be the base role coming first in the action resolution chain.
- a [Role] Cop gets to know whether or not their target has a specific role.
- a Vanilla Cop gets the result "Vanilla" if their target has no base roles or modifiers and "Not Vanilla" otherwise.

Rolestopper
Mode. Targeting             | Category: Manipulative (Blocking)

A Rolestopper may target a player each night. All other actions targeting that player will be blocked.

Sensor
Mode: Active                 | Category: Investigative

A Sensor may use his power each night, and if they do, they get informed about how many town-aligned players were on the last successful lynching wagon.

Clarifications:
- this power can only be used if there has been a lynch. It is not possible to use it on a no-lynch wagon.

Sidekick
Mode: Targeting             | Category: Manipulative (Redirecting)

This base role may target a player each night. All other non-killing actions targeting that player that night are instead redirected onto the Sidekick.

Tracker
Mode: Targeting             | Category: Investigative

A Tracker may target a player each night. At the end of the night, they get to know which, if any, players that player has targeted that night.

Tree Stump
Mode: Passive                | Category: Miscellaneous

A Tree Stump is player that is considered dead for the purposes of the game, with one exception: They may still post in the main thread. They cannot place votes, cannot be voted for, cannot perform actions or be targeted by other players.

Universal Backup
Mode: Passive                | Category: Miscellaneous

A Universal Backup inherits the first non-Vanilla role of the same alignment that dies. This means that upon the death of the first power role, all base roles, modifiers and faction memberships that that player had are added to the Universal Backup. The Universal Backup base role is lost in the process.

Clarifications:
- should 2 or more power role die simultaneously, the Universal Backup may choose which of the roles to inherit.

Vanillaiser
Mode: Targeting             | Category: Manipulative

A Vanillaiser may target a player each night. At the end of the night, the target is turned into a Vanilla member of their faction. That means that all base roles and modifiers that that player currently has are removed. Faction memberships are not affected. Usually the target is not informed that this happened.

 
Vigilante
Mode: Targeting             | Category: Killing

This base role may target a player each Night. The targeted player will die at the end of the night.

Virgin
Mode: Passive               | Category: Protective

If a Virgin dies, all killing actions fail for the following Day and Night phase.

Visitor
Mode: Targeting             | Category: Miscellaneous

A Visitor may target a player each night. There is no effect to the targeting other than that the Visitor is treated as targeting that player for all purposes.

Voyeur
Mode: Targeting             | Category: Investigative

A Voyeur may target a player each night. At the end of the night, the Voyeur is informed about the categories of all actions that targeted that player that night.

Clarifications:
- no category will be listed more than once, causing the Voyeur to not detect another investigative role targeting their target.

Watcher
Mode: Targeting             | Category: Investigative

A Watcher may target a player each night. At the end of the night, the Watcher gets a list of all players that targeted that player that night.
« Last Edit: March 15, 2016, 11:46:14 am by faust »
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faust

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Re: faust's guide to mafia roles (work in progress)
« Reply #2 on: January 10, 2016, 03:00:35 pm »

Alphabetical list of factions

Friendship
Shared power: None         | Name of faction members: Friends

Friends know who all other members of their faction are. All members of a Friendship share the same win condition. There is no seperate QT for the Friends to talk in.

Mafia
Shared power: Vigilante    | Name of faction members: Mafioso, Mafia Goon

All members of a Mafia faction may talk to each other in a shared QT, typically only during the night. They are usually all Mafia-aligned.

Masonhood
Shared power: None        | Name of faction members: Mason

The members of a Masonhood may talk to each other in a shared QT, typically only during the night. They also share the same win condition. Usually members of a Masonhood are all Town-aligned.

Mimes
Shared power: Jailkeeper | Name of faction members: Mime

The Mimes may talk to each other in a shared QT, typically only during the night. They are usually all Mime-aligned.

Neighborhood
Shared power: None        | Name of faction members: Neighbor

The members of a Neighborhood may talk to each other in a shared QT, typically only during the night.

Werewolf Lair
Shared power: Vigilante   | Name of faction members: Werewolf (Goon)

Different name for the Mafia, usually only used if there is also a mafia faction.
« Last Edit: March 11, 2016, 07:41:36 pm by faust »
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Re: faust's guide to mafia roles (work in progress)
« Reply #3 on: January 10, 2016, 03:00:42 pm »

Alphabetical list of Modifiers

Modifiers may be applies to base roles, faction memberships or other modifiers. Not every modifier can be applied to each of those; therefore, in this list, it will always be clarified to which components they can be applied. Modifier applicable to base roles are usually applicable to any composed expression containing that base role. Some modifiers may add a category to the modified base role; if so, this is noted in the modifier description.

[base role]-ing
Applicable to: Base roles of the same mode.

Whenever the modified base role takes action, so does the base role from the modifier. If the modified base role is targeting, the base role from the modifier affects the target as though they had been targeted by that base role.

Examples:
- A Roleblocking Doctor blocks any action the target takes, and protects them from a single night kill.
- A Coroning Reviver brings a dead player back to life, and also learns their full role.

Active
Applicable to: Passive base roles

If a power is Active, the player may choose each phase the role would take effect whether to use it during that phase or not.

Clarifications:
- if a power is Active, using it counts as taking a night action for all purposes.

Examples:
- an Active Ascetic may choose each night whether all non-killing actions targeting them that night should fail.
- an Active Enabler may choose each game phase whether the power they Enable can be used or not.

Amnesiac
Applicable to: Investigative base roles

If a base role has the Amnesiac modifier, when they would receive a result, that result is instead given to a random player other than the player who performed the investigative action and the player targeted by it. The Amnesiac does not know who the recipient is.

Variants:
- sometimes, instead of being distributed randomly, the recipient of the results is fixed throughout the game. If they die, noone receives the result. The Amnesiac may or may not know who the recipient is.

Examples:
- an Amnesiac Cop targets a player, and the result (town-aligned or non town-aligned) is distributed randomly.
- an Amnesiac Sensor does not target; therefore, the result is simply distributed to a random player other than the Sensor.

Anti-
Applicable to: Base roles and modifiers that reference an alignment

If a power is turned "Anti-", all references in the base role or modifier to certain alignments are exchanged and instead refer to all alignments except the one referenced.

Examples:
- An Anti-Loyal Doctor can only successfully target players having an alignment different from the player using the power.
- An Anti-Miller is treated as not mafia-aligned (but not necessarily as town-aligned) by all other roles.

Compulsive
Applicable to: Active base roles

A power that is Compulsive has to be used every time it is possible to use it. Failing to use it will usually result in some kind of forced use. If the action is targeting, the target may be determined randomly if the Compulsive fail to pick one.

Examples:
- a Compulsive Vigilante has to kill another player each night.
- a Compulsive Lightning Rod automatically redirects all non-killing night action onto them, effectively turning the power passive.

Day
Applicable to: Base roles that have an effect at night.

If a role is Day, it takes effect during the Day and only during the day. Targeting roles with a Day modifier may target people during the Day.

Examples:
- a Day Vigilante can kill people during the day phase.
- a Day Virgin only has their power activated upon lynch.

Delayed
Applicable to: Active base roles, some modifiers

If a power is delayed, it does not take immediate effect. Instead, the effect takes place one night later (if the power was used at night) or one day later (if the power was used during the day).

Clarifications:
- the Delayed's action is still resolved the night it is used. It resolves prior to any other actions in the following night, and the player does not count as targeting in the following night.

Examples:
- a Delayed Roleblocker can choose a player each night. The following night, that player cannot perform a night action.

Enabled
Applicable to: Everything

If a power is enabled, then there is another player in the game with an Enabler role. The Enabled does not know who this player is. As long as that base role is still in the game, the Enabled can use their power normally. If the Enabler dies or loses their role, the Enabled power is rendered Inactive.

Clarifications:
- there may be multiple Enablers in a game. The Enabled power is only lost if the Enabler tied to that role is removed from the game.

Encryptor
Applicable to: Faction memberships

An Encryptor allows their faction to talk in a shared QT during the Day for as long as the Encryptor is alive.

Erratic
Applicable to: Targeting roles

An Erratic power cannot be used to target the same player twice during the game. If a player tries to target a player with an Erratic power that they have already targeted, the power will be blocked.

Even
Applicable to: Everything that has an effect at day or night

If a power is Even, that means that it can only be used in game phases with even numbering and is rendered Inactive in game phases with odd numbering.

Examples:
- an Even Watcher can only investigate on even nights (Night 2, Night 4 etc.)
- an Even Motivator can only target players on even days.

Hidden
Applicable to: Passive base roles and modifiers

A Hidden power is a power that the player having it is not aware of. It does not appear in their role description, and neither does the Hidden modifier. It is also not revealed upon flip. This modifier is never used unless the moderator specifically says so. The single exception to this is Hidden Enabled, which may occur in conjunction with a Switch in the game.

Inactive
Applicable to: Everything

If something is Inactive, that means the player does not count as having that base role/modifier/faction membership. This is a modifier that usually is modified to also be temporary.

Loud
Applicable to: Targeting roles

If a player targets another player with a Loud power, the targeted player gets informed that the player with the Loud modifier targeted them that night.

Examples:
- A Loud Tracker gives two results: one to the player using it (the target of the targeted player) and one to the targeted player (the result that they have been targeted by the Tracker).

Loyal
Applicable to: Targeting roles

A power that is Loyal fails if it targets any player with an alignment other than that of the player using the Loyal power.

Examples:
- a Town Loyal Jailkeeper can only jailkeep other town players,rendering its roleblocking modifier negative utility.
- a Loyal Loud Visitor can target players at night, and if they have the same alignment, they are informed that they have been targeted.

Night
Applicable to: Base roles that take effect during the day

A base role with a Night modifier can only be used at night and never during the day.

Examples:
- a Night Virgin only triggers when they are nightkilled.
- a Night Motivator chooses the player to get to perform 2 actions next at night.

[n]-Night
Applicable to: Everything that takes effect at night

A power with an [n]-Night modifier can only be used on n different nights. The player can choose each night whether their power should take effect.

Examples:
- a 1-Night Bulletproof makes all killing actions targeting them fail on a single night of their choosing.

Night [n]
Applicable to: Everything

A power modified by this only takes effect on the nth night and is inactive on all other nights. n can be 0 in which case the power is usable during confirmation stage.

Examples:
- a Night 3 Bulletproof cannot be killed during the third night.
- a Night 0 Mentor can choose a Mentee during confirmation stage, but does not get to pick a new one if that Mentee dies.

Ninja
Applicable to: Active base roles

A power with a Ninja modifier cannot be detected by investigative roles. It also does not trigger Reactive roles.

Non-Consecutive
Applicable to: Active base roles

If a power is Non-Consecutive, that means that if it is used in a certain game phase, it cannot be used again in the next game phase it would normally be available.

Examples:
- a Non-Consecutive Cop cannot target anyone the night after they investigated someone.
- a Non-Consecutive Governor cannot protect a player from lynch the day after they used their power.

Novice
Applicable to: Active base roles

A Novice power cannot be used in the first game phase it would normally be usable.

Examples:
- a Novice Vigilante cannot kill anyone during Night 1.
- a Double Novice Cop cannot investigate anyone prior to Night 3.

Odd
Applicable to: Everything that has an effect on day or night

If a power is Odd, that means that it can only be used in game phases with odd numbering and is rendered Inactive in game phases with even numbering.

Examples:
- an Odd Watcher can only investigate on even nights (Night 1, Night 3 etc.)
- an Odd Lynchproof is only protected from lynches on even days.

Permanent
Applicable to: Targeting base roles

If a power with a Permanent modifier targets a player, that player is not only affected by that power in the same game phase, but also on all game phases after that one, until the player who performed that action dies.

Examples:
- a Permanent Roleblocker can prevent a player from using a power again as long as the Roleblocker is still alive.
- a Permanent Doctor protects their target from one kill in all future game phases. This does not extend to lynches.

Public
Applicable to: Active base roles

Any Public base role has to be used by posting the command in the game thread rather than in their personal QT.

Random
Applicable to: Composed expressions containing at least two active base roles

If a set of powers is Random, the powers of this set cannot be used normally. Instead, the player can only choose the whole set as their action, and it will be determined randomly which of the powers is used. If at least one of the powers is targeting, the player also picks a target each time they use the Random set, and if a targeting power is selected, it will target the chosen target. The player does not get to know which of the actions was selected. It is not possible for powers to be selected that are not usable in that game phase.

Examples:
- a Random (Tracker/Watcher) targets a player each night, and gets a result containing either the players that were targeted by their target or a list of all players that targeted that player that night.
- a Random (Cop/Even Roleblocker) can investigate a player each night, but on even nights, there is a 50% chance that the target will instead be roleblocked.
- a Random (Doctor/1-shot Vigilante) can protect a target each night, but with 50% probability, that target will die. Once this happened for the first time, the role becomes a regular Doctor.

Reactive
Applicable to: Single-Targeting base roles

If a targeting power is reactive it becomes passive instead. Any player targeting the Reactive is affected by the Reactive base role. This does not count as the Reactive targeting those players.

Examples:
- a Reactive Vigilante causes any player targeting them to be killed.
- a Reactive Cop learns how many town-algined and non town-aligned players targeted them each night.

Secret
Applicable to: Everything

If a player with a secret modifier flips, the part of their role that is Secret is not revealed. However, the Secret modifier itself is revealed, indicating that something has been hidden.

Self
Applicable to: Targeting base roles

The Self modifier renders a targeting base role passive. The effect is the same as if the modified base role targeted the player with it each night. However, a player with the Self modifier does not count as targeting themselves.

Examples:
- a Self Watcher gets to know each night all players that targeted them that night.
- a Self Janitor does not flip if they are nightkilled.

[n]-shot
Applicable to: Base role and modifiers

If a power is [n]-shot, it only takes effect n times and is rendered Inactive afterwards. Targeting roles with an [n]-shot modifier may only use their power on n nights. Passive roles with the [n]-shot modifier only take effect the first n times. If a modifier is [n]-shot, usually the player gets to choose when the modifier should be used.

Examples:
- a 1-shot Bulletproof only prevents one killing action. If multiple killing actions target the 1-shot Bulletproof, the one first in the action resolution chain is blocked.
- a 2-shot Cop can only perform a two investigations.
- a 1-shot Roleblocking Tracker can choose once per game that the player they investigate is also roleblocked.

Strong-Willed
Applicable to: Active base roles

A Strong-Willed power cannot be affected by any Blocking or Redirecting power.

Examples:
- a Strong-Willed Cop targeting an Ascetic will still receive a result on them.

Strongman
Applicable to: Active base roles

A Strongman power cannot be negated by any Protective power.

Examples:
- a Strongman Vigilante will successfully perform a kill if their target is jailkept. However, if the Strongman Vigilante is jailkept, their power is blocked, since in that case the blocking power is what prevents the kill from going through.

Suicidal
Applicable to: Active base roles

If a Suicidal power is used, the player that uses it dies. This modifier adds the Killing category to the modified base role.

Examples:
- a Suicidal Reviver can revive another player at the expense of their own life.

[n]-times
Applicable to: Base roles and modifiers

If a base role or modifier is [n]-times, the effect is the same as if that base role or modifier would appear n times in that role.

Examples:
- a Double Vigilante may kill two players each night.
- a Triple Delayed Sensor get their result 3 nights after they use their power.

Triggered
Applicable to: Base roles

A Triggered base role is usually inactive. Its power will be activated when a certain condition is met. It will usually remain active for the rest of the game phase it was triggered in, and sometimes one game phase after that. There are three standard triggers: Lynch-Triggered base roles can be used only in the night after the player with that modifier was lynched, even though they are already dead. Kill-Triggered base roles can perform an action only in the night  they die in. Target-Triggered base roles are only not Inactive if the player is targeted by another player in the same game phase.

In some cases, other triggers may be used.

Examples:
- A Lynch-Triggered Vigilante may kill another player if they are lynched.
- A Target-Triggered Cop can submit an action each night, but will only gets results if they are targeted.

Weak
Applicable to: Targeting base roles

A Weak player dies if they target a player that is mafia-aligned.

Variants:
- In some setups, Weak players may die if they target any non town-aligned player, or if they target a player of a specific different alignment.
« Last Edit: March 16, 2016, 01:59:41 pm by faust »
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faust

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Re: faust's guide to mafia roles (work in progress)
« Reply #4 on: January 10, 2016, 03:00:49 pm »

Alphabetical list of Alignments

Each alignment has an associated color, which will be represented in this list. Each alignment has their own win condition. There are two types of win conditions: game-ending win conditions end the game when the condition is met. As soon as one game-ending win condition is met, all other players with game-ending win conditions can no longer win. End-of-game win conditions need to reach a certain game state when the game ends through a game-ending win condition. The game also ends if only players with end-of-game win conditions are left alive.

Chaos

Win condition (game-ending): You win when all other players are dead, or nothing can stop that from happening.

Mafia

Win condition (game-ending): You win when all players that are not Mafia-aligned are dead and there is at least one Mafia player still alive, or nothing can stop that from happening.

Mime

Win condition (game-ending): You win when all Mime-aligned players have been lynched, or if the majority of living players is Mime-aligned.

Survivor

Win condition (end-of-game): You win if you are still alive when the game ends.

Town

Win condition (game-ending): You win when all threats to the town have been eliminated, and there is at least one town player left alive, or nothing can stop that from happening.

Clarificatios:
- a threat to the town is any player with a game-ending win condition who is not town-aligned.

Werewolf

Win condition (game-ending): You win when all players that are not Werewolf-aligned are dead and there is at least one Werewolf player still alive, or nothing can stop that from happening.
« Last Edit: March 16, 2016, 09:12:51 am by faust »
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faust

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Re: faust's guide to mafia roles (work in progress)
« Reply #5 on: January 10, 2016, 03:00:56 pm »

Composed expressions with their own names

Due to their frequency or for historical reasons, some composed expressions have their own names. This is a list of names assigned to certain composed expressions.

Deathproof = Lynchproof Bulletproof
Deputy = Backup Cop
Desperado = 1-shot Anti-Loyal Anti-Weak Public Day Vigilante
Executioner = Permission-Seeking Day Vigilante
Governor = Day Lynchproofer*
Jack of all Trades = Secret (1-shot [base role]/.../1-shot [base role])**
Jailkeeper = Roleblocking Doctor
Multiple User Personality = Secret Random (1-shot [base role]/.../1-shot [base role])**
Poisoner = Strongman Delayed Vigilante
Seraph Knight = Permanent 1-shot Doctor
Serial Killer = Chaos-aligned Vigilante
Switch = Active Enabler***

*in some games, a Governor may use their power after the majority needed to lynch is reached, causing the day to end without a lynch.
**these roles consist of a number of 1-shot powers. Which powers are included is not revealed when the role flips.
***usually, roles that are enabled by Switches are not informed of this. This is an exception where the Hidden modifier is used for non-bastard games.
« Last Edit: March 18, 2016, 12:41:01 am by faust »
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Roadrunner7671

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Re: faust's guide to mafia roles (work in progress)
« Reply #6 on: January 10, 2016, 03:02:35 pm »

/reserved

Why are you being rebellious Faust?
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Re: faust's guide to mafia roles (work in progress)
« Reply #7 on: January 10, 2016, 03:28:44 pm »

/tag


/reserved

Why are you being rebellious Faust?

I don't see any rebellion.  Faust is a great mod and has his own way of designing roles.  If you think my standards attempt was meant to exclude anyone else from having their own ideas, you are mistaken.
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Re: faust's guide to mafia roles (work in progress)
« Reply #8 on: January 10, 2016, 03:29:03 pm »

Also, if I want to steal some of your wording, may I?
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Roadrunner7671

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Re: faust's guide to mafia roles (work in progress)
« Reply #9 on: January 10, 2016, 03:36:14 pm »

Also, if I want to steal some of your wording, may I?
Yeah, I have no problem with that.
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Re: faust's guide to mafia roles (work in progress)
« Reply #10 on: January 10, 2016, 03:43:40 pm »

Also, if I want to steal some of your wording, may I?
Yeah, I have no problem with that.

The upvote you just received on the Random Stuff thread was actually for this post.
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Roadrunner7671

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Re: faust's guide to mafia roles (work in progress)
« Reply #11 on: January 10, 2016, 03:45:30 pm »

Also, if I want to steal some of your wording, may I?
Yeah, I have no problem with that.

The upvote you just received on the Random Stuff thread was actually for this post.
Yay!
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Re: faust's guide to mafia roles (work in progress)
« Reply #12 on: January 10, 2016, 03:47:16 pm »

Also, if I want to steal some of your wording, may I?
Yeah, I have no problem with that.

The upvote you just received on the Random Stuff thread was actually for this post.

oh I didn't even get the joke, because I had assumed RR quoted something else

faust

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Re: faust's guide to mafia roles (work in progress)
« Reply #13 on: January 10, 2016, 04:41:59 pm »

Also, if I want to steal some of your wording, may I?

Sure, go ahead.
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Re: faust's guide to mafia roles (work in progress)
« Reply #14 on: January 11, 2016, 06:56:34 pm »

If I ever design a setup again, I will be using these rules, I think. Very nice and clear.
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