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The Mafia Chat Lair

Discussion in 'Mafia Management And Support' started by Rohan, May 16, 2017.

  1. Rohan Guest

    Oh I see. Cultafias have been used a lot (Unlike you think) in Death Note Games. For example take a look at the DN Game Template here: https://www.sugoidesu.net/threads/mafia-rules-and-guides.6422/#post-114761. If Misa is present then the Mafia becomes a Cultafia. It was never broken when it was used considering how restricted it was. Still, I do not really want Cultafias to be made a part of official rule book considering how OP it can be.

    What we can do is do away with Cultafia and put Cult in it's place. Then it can have the color orange. It would basically be an anti-town faction with mafia characteristics. This would justify Orange as it's close to Red.

    I think Green is best used to denote Town. It is basically in widespread use through literally all mafia communities that I have seen. Making it Blue will cause confusion.
     
  2. Ratchet Advanced Member

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    Town
    The Town is the only faction designated as "Pro-Town". It is an Uninformed Majority - meaning that Town should have the most players out of every faction, but no extra information is given to members of the Town faction outside of their Role. The Town can win with Pro-Town and Neutral alignments.

    Mafia
    The Mafia is the most popular Anti-Town faction, though despite the name of the game, is not required for a game to be "Mafia" (provided that they is an alternative Anti-Town faction included). The Mafia is an Informed Minority, meaning it has information outside of it's individual roles (this being the identity of other members of the faction) and has a minority of players included. Mafia tend to have a Destructive action (usually Killing) as their main ability. The Mafia can win with Neutral alignments. Typically, the Mafia should have a form of communication between members outside of the thread.

    Cult
    The Cult is a somewhat rare Anti-Town faction. Like a Mafia, the Cult is an Informed Minority. Where it differs from a Mafia, however, is in it's main ability. Where a Mafia kills players, a Cult can recruit them into the faction. This means that the starting numbers of a Cult are usually small, with the idea of them growing the longer the Cult survives in a game. Typically, a Cult cannot recruit other Anti-Town alignments.The Cult can win with Neutral alignments. Like Mafia, it should have a form of communication outside of the thread for members of the same Cult to communicate with each other. The nature of how the Cult works means that they are harder to balance, and roles typically change upon being recruited into the Cult to prevent them from being overpowered.

    Serial
    The Serial is a fairly popular Anti-Town faction. Unlike other factions, however, a Serial can only be 1-strong. A Serial can have either a kill or a recruit, though members who are recruited will typically lose after in the event of a Serial win (they are not often made aware that they are recruited by a Serial). Given the small size, Serial roles tend to be some of if not the most powerful roles in the game. Serial's can win with Neutral alignments.

    Independent
    Independent's are the most varied of this set, in that "Independent" is essentially a catch-all term for any alignment that can win with either Pro-Town or Anti-Town (and Neutral) alignments. Independent (or "Indie", for short) is also often referred to as "Third Party". Indepdendent's can be Pro-Town or Anti-Town sided even, provided that nothing inhibits them from winning with both alignments. For alignments that can only win with Pro-Town or Anti-Town, they should be treated as members of whichever corresponding faction with an extra condition attached to define their win conditions (this is in replacement of "Pro-Town Independent" and "Anti-Town Independent"). Independent's can win with Neutral, Pro-Town or Anti-Town alignments.

    Examples of Indepenent alignments are as follows:
    Survivor - Easily the most popular Independent used. Survivor wins if it can Survive until the end of the game. For balance reasons, it's advised not to give Survivor's any form of Night Kill immunity or lynch immunity, as that would practically guarantee their win condition. Oftentimes a Survivor simply doesn't have a role at all.

    Lyncher - A Lyncher wins by having their target lynched. The Lyncher may or may not be told the name of their target, but often is just told the flavour name rather than the username of the player they need lynched.

    Unlyncher - An Unlyncher wins if their target either survives the game or is killed in the Night Phase, or anything really, as long as they are not lynched. Given this, it is advised not to give an Unlyncher any form of Night killing.

    Alien - Alien is a very rare Independent that wins if it targets every player alive at the end of the game. Games including an Alien should be aware that the Alien needs to have enough chance to have a realistic shot at their win condition.

    Savage - A Savage is a fairly unusual Independent in that it wins in potentially a number of ways, depending on the implementation. A Savage may win by killing a specific player, or set of players (for example, in a Fairy Tail game a Savage may win by killing every character belonging to the Fairy tail guild). It can also win by simply killing a predefined number of players. Typically, the Savage is not told the name of the player which they need to kill.

    Preserver - This is essentially the mirror of Savage. It is similarly defined rather loosely, in that it can win in a number of ways depending on its implementation in the game. A Preserver can win by protecting a specific player from a kill, or a set of players for a kill (see the example provided for Savage, except instead of killing the Fairy Tail mages, it would be protecting them and causing a kill to fail as a result), or by simply protecting a number of players from a kill. One thing to note is that a failed kill should only count if the kill would otherwise be successful without the Preserver's intervention, so using kill immunity roles should be reconsidered if using a Preserver. Unlike the Savage, Preserver's can be told which player(s) they need to protect.​
     
    Last edited: Jun 16, 2017
  3. Ratchet Advanced Member

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    @Rohan Do you want me to make a thread for the above (I could make it as part of a guide containing a role list and whatnot) or do you want to edit it into this post instead?
     
  4. Ratchet Advanced Member

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    I saw that in the Death Note games, but where I think it differs is that it typically isn't just a One-Shot recruit like in the Death Note games, but a recruit that turns into a kill when the recruiter dies.

    Still, I can change it to Orange if you want, I don't really have much preference there (like I do with Town = Green for example).
     
  5. Rohan Guest

    I would suggest doing both of the things. There will be a introductory post explaining the faction and below it there will be the roles. I would suggest you make a sample post on the factions and I will edit it in to the guide.

    Yes please do so.

    So,

    Independent- Blue
    Serial Killer- Purple
    Town- Green
    Cult- Orange
    Mafia- Red
     
  6. Ratchet Advanced Member

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    Well the sample post for the factions is here - roles I'll get posted sometime soon™. Might ask Rot for that as his guide is more conclusive than the one I did at OPB.

    Also edited.
     
  7. Rohan Guest


    What do you mean by 1 strong?
     
  8. Rohan Guest

    I read the entire thing and I admit it's far batter than my explanation and takes into account more possibilities. I will edit it soon.

    Also @Ratchet, I think the roles should be in a separate post. One post gives an explanation of the faction, the second post lists all the possible roles under the factions.
     
  9. Ratchet Advanced Member

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    As in Serial can only be one player. Mafia can have multiple players in a faction, Cult can have multiple players in a faction, but Serial can only be on its own.
    Well I don't really want to list roles under factions either because mostly Town roles like Cop can be Mafia roles and so on. I'd rather just list all roles (and their alignment-specific variants like Vigilante being Town killing role and Hitman being Mafia killing role) with a note on them if they can only be used as a specific faction (like "this role has to be Anti-Town").
     
  10. Rohan Guest

    I see. :happymm

    Yes, it's best if you two get to work on that.

    Should we do away with the term Third Party and just use Independent?
     
  11. Rohan Guest

  12. Ratchet Advanced Member

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    Passive Abilities

    Actor

    Type: Preventative/Passive
    Ability: A vote made by the user of this ability does not count, unless the vote immediately results in a lynch (only usable during games featuring a majority lynch).

    Aegis
    Type: Protective/Destructive/Passive
    Ability: A player other than the user of this ability (predefined) is immune to destructive effects as long as the user of this ability is alive. If a user attempts to use a destructive effect on the player this ability affects (i.e. the one immune to destructive effects), that user will be killed by the user of this ability instead (this is treated as a destructive effect).

    Alternating
    Type: Preventative/Passive
    Ability: The ability that this applies to can only be used during either Odd or Even-numbered phases.

    Ascetic
    Type: Protective/Passive
    Ability: The user is immune to all types of effects, except destructive and protective.

    Backup
    Type: Preventative/Passive
    Ability: The ability that this affects will automatically fail if a user with the same ability and is of the same alignment uses their ability during the same phase.
    Notes: There are 4 Uncommon Roles that serve as "backup" varients to certain abilities, and those are preferred to "Backup". They are "Deputy", "Nurse", "Sidekick" and "Wingman".

    Bonded
    Type: Creative/Passive
    Ability: If the user of this ability dies, any other player with the Bonded passive also dies.
    Notes: To distinguish this role from "Lover", Bonded usually applies to at least 2 players in the game.

    Princess
    Type: Preventative/Passive
    Ability: If the user of this ability is removed from the game, excluding by modkill, the following Day Phase is skipped.

    Jezebel
    Type: Preventative/Passive
    Ability: If the user of this ability is removed from the game, excluding by modkill, the following Night Phase is skipped.

    Buckler
    Type: Manipulative/Passive
    Ability: While the user of this ability is alive, when another player (predefined) is targeted by a destructive effect, should the destructive effect be otherwise unprevented, the destructive effect will affect this user instead.

    Burst
    Type: Preventative/Passive
    Ability: The ability that this affects, after use, cannot be used again for one full cycle (one day phase and one night phase).

    Cursed
    Type: Creative/Passive
    Ability: If the user attempts to use an ability affected by this, the user will be inflicted with a penalty of some kind. The penalty varies by game/player.

    Day
    Type: Creative/Passive
    Ability: The ability affected by this can be used in the Day Phase. This applies to roles that are traditionally used in the Night Phase.

    Deaf
    Type: Manipulative/Passive
    Ability: The user with this ability cannot unvote.

    Death Miller
    Type: Manipulative/Passive
    Ability: If the user of this ability dies, their role information is falsely revealed to some extent. The full extent of this varies game by game.

    Faith
    Type: Preventative/Passive
    Ability: The ability that this affects has a 50% of successfully working.

    Pessimistic
    Type: Preventative/Passive
    Ability: The ability that this affects has a 25% of successfully working.

    Optimistic
    Type: Preventative/Passive
    Ability: The ability that this affects has a 75% of successfully working.

    Unstable
    Type: Manipulative/Passive
    Ability: When using an ability that this applies to, the user is able to choose the target, but not which ability has been used.
    Notes: Must apply to two or more abilities in a role.

    Mental
    Type: Manipulative/Passive
    Ability: When using an ability that this applies to, the user is able to choose the ability used, but not the target.
    Notes: Must apply to two or more abilities in a role.

    Mentally Unstable
    Type: Manipulative/Passive
    Ability: When using an ability that this applies to, the user is able to choose either which ability is used or the target of the ability, and the other is randomised.
    Notes: Must apply to two or more abilities in a role.

    Completely Unstable
    Type: Manipulative/Passive
    Ability: When using an ability that this applies to, the user submits both the ability they wish to use and their target, but one of these choices is discarded randomly, and then randomised.

    Full
    Type: Creative/Passive
    Ability: Instead of being One-Shot, the user's abilities of the affected ability are unlimited in usage.
    Notes: Applies only to "Jack of X Trades" roles.

    X-Shot
    Type: Preventative/Passive
    Ability: The user may use the ability a certain number of times, after which they lose the ability. The X should be exchanged for the number of times they are able to use this ability, and is determined on a game-by-game basis.

    Loved
    Type: Manipulative/Passive
    Ability: The user of this ability requires one extra vote to be lynched.
    Notes: Only usable in games featuring solely a Majority Lynch system.

    Hated
    Type: Manipulative/Passive
    Ability: The user of this ability requires one less vote to be lynched.
    Notes: Only usable in games featuring solely a Majority Lynch system.

    Hero
    Type: Protective/Destructive/Passive
    Ability: If the user were to be lynched, the Lynch will fail. The King initiating the Lynch will then be killed (this is treated as a destructive effect).
    Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).

    Invisible
    Type: Protective/Passive
    Ability: The user is immune to investigative abilities.

    Iron
    Type: Protective/Passive
    Ability: This ability makes the user immune to destructive effects. This is sometimes referred to as "Bulletproof".

    King
    Type: Manipulative/Passive
    Ability: Instead of the normal lynch system, the King can declare a player in the thread, and that player will be lynched.
    Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).

    Kingmaker
    Type: Creative/Passive
    Ability: The user may select a player, that player will then gain King for the next Day Phase. The user cannot target themselves.
    Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).

    Lich
    Type: Conversive/Passive
    Ability: The user with this ability will return to the game after a set cooldown period if they are lynched or killed or otherwise die (unless they are modkilled), as long as a player with the Phylactery role linked to the Lich is still alive. The cooldown period varies game-by-game. In games where there was never any Phylactery, the Lich will return indefinitely. When the Lich dies, they are still treated as dead for the purposes of achieving win conditions, regardless of whether they are to return or not.

    Phylactery
    Type: Conversive/Passive
    Ability: As long as the user of this ability is alive when the Lich that is linked to this ability dies, the Lich will return to the game.

    Lover
    Type: Creative/Passive
    Ability: If a specific player (predefined) dies in some way (through lynch or otherwise), the user of this ability will also die. This is not treated as a destructive effect.

    Masonic
    Type: Conversive/Passive
    Ability: The user can communicate with any player with Masonic linked to them (and the user) outside of the game thread.

    Long Lost
    Type: Conversive/Passive
    Ability: The user believes themselves to be Town-Aligned, but they are actually Anti-Town -aligned.
    Notes: The user is not made aware that they have this ability.

    Lynchpin
    Type: Creative/Passive
    Ability: If the user dies, all players who share an alignment with the user will also die. This is not treated as a destructive effect.
    Notes: This role is typically used for Assassins in the Palace Game Setups.

    Overeager
    Type: Manipulative/Passive
    Ability: if the user does not use the ability this is tied to, their target will be randomised.

    Miller/Ghost
    Type: Manipulative/Passive
    Ability: This ability causes the user to investigate the opposite of what their alignment typically investigates as. The Town-aligned varient is known as "Miller", while the Anti-Town/Independent-aligned varient is known as "Ghost".

    Nexus
    Type: Manipulative/Passive
    Ability: Any ability targeting the user is randomly redirected to another player.

    Neighbourhood
    Type: Preventative/Passive
    Ability: The ability tied to this has a 50% chance of failing, unless the target of the ability is the same as that of another ability with Neighbourhood tied to.

    Ninja
    Type: Manipulative/Passive
    Ability: This ability does not appear on investigation results related to the usage of an ability (i.e. Watcher, Tracker etc).

    Noble
    Type: Creative/Passive
    Ability: The ability grants the user a voting power of 2, instead of the default 1. This is sometimes referred to as "Doublevoter".

    Peasant
    Type: Preventative/Passive
    Ability: The users vote has a weighting of 0.

    Petty
    Type: Preventative/Passive
    Ability: The user's vote does not count, unless the player the user is voting for is currently voting them.

    Priest
    Type: Preventative/Passive
    Ability: The user's vote does not count if it would result in a lynch occuring immediately.
    Notes: Only usable in Majority Lynch games.

    Pitfall
    Type: Preventative/Creative/Passive
    Ability: Any action targeting the user has a 50% chance of failing. The player then making the action dies (not treated as a destructive effect).

    Reckless
    Type: Creative/Passive
    Ability: If the user uses an active ability, they have a 50% chance of dying.

    Shield
    Type: Protective/Passive
    Ability: A specific player (predefined) is immune to destructive effects as long as the user is in the game.

    Shy
    Type: Preventative/Passive
    Ability: If the user is targeted with an active ability, the user's active abilities automatically fail during that phase.

    Strange
    Type: Manipulative/Passive
    Ability: A sixth Sanity for investigative roles. The user receives the correct results, but other, predefined terms are used to represent them.

    Suicidal
    Type: Creative/Passive
    Ability: If the user receives half the number of votes required to be lynched, the user dies. This is not treated as a destructive effect, nor is it treated as a lynch.

    Territorial
    Type: Destructive/Passive
    Ability: Any time a player affects the user with an ability, that player is killed by the user.

    Bomb
    Type: Destructive/Passive
    Ability: If the user is killed by a destructive effect, the player that used said destructive effect is killed by the user as well.

    Kamikaze
    Type: Destructive/Passive
    Ability: If the user is lynched, a player that voted for the user will be killed by the user. Whether this player is the first voter, the last voter, a random voter or a choice of the user varies game-by-game.

    Cthulhu
    Type: Creative/Passive
    Ability: Any player that targets the user with an ability that is not prevented is given the "Drunk" passive for the rest of the game (until they are recruited by a Cult). Cult-aligned players are not affected by this ability.

    Drunk
    Type: Manipulative/Passive
    Ability: The user is not allowed to make sense in the game thread. What exactly this constitutes as is dependent on the game host, and varies game-by-game.

    Unlynchable
    Type: Protective/Passive
    Ability: The user is immune to lynches. Whether this ends the Day Phase with "No Lynch", or simply fails, varies by the game.

    Unstoppable
    Type: Protective/Passive
    Ability: The activie abilities this is tied to cannot fail. Unstoppable Kills are sometimes referred to as "Superkills".

    Untouchable
    Type: Protective/Passive
    Ability: The user is immune to all active and passive abilities.

    Useless
    Type: Preventative/Passive
    Ability: The ability tied to this automatically fails upon use if it is an Active ability, or is not applied during any phase if it is a Passive ability.
    Notes: Generally, the user should not be aware that they are "Useless".

    Vanilla
    Type: Creative/Passive
    Ability: The user has no other active or passive abilities.

    Vengeful
    Type: Destructive/Passive
    Ability: If the user is removed from the game, they may select one player. That player will be killed by the user.

    Weak
    Type: Creative/Passive
    Ability: If the user uses an active ability that this is tied to on a player that does not share an alignment with the user, the user will die. This is not treated as a destructive effect.

    Active Abilities

    Abductor
    Type: Preventative/Protective/Conversive/Active
    Ability: The user's target's active abilities will automatically fail for the phase they are targeted in. The target is also immune to all other abilities during the phase they are targeted. At the end of the Night Phase, they are listed as Missing, and are removed from the game, but no role information is revealed and roles that target dead players have no effect. At the end of the following Day Phase, the target is returned to the game.

    Addict
    Type: Creative/Active
    Ability: The user gives themselves a predefined item. The item can grant them any active or passive ability, but attaches Reckless to them. The items and the number of them depend on the game.

    Assimilator
    Type: Destructive/Creative/Active
    Ability: The user's target is killed. The user then gains One-Shot versions of each of the target's abilities, as long as that ability isn't already X-Shot.

    Assassin
    Type: Destructive/Active
    Ability: This is the Day-varient of Vigilante/Hitman/Killer.

    Assistant
    Type: Manipulative/Active
    Ability: The vote of the user's target will increase by one in weighting the following Day Phase, and the user's vote weighting will decrease by one.

    Bartender
    Type:Investigative/Creative/Active
    Ability: See "Cop", except the Bartender's target gains "Reckless" for the Night Phase too.

    Body Changer
    Type: Creative/Active
    Ability: The user and the target swap all of their active and passive abilities, except the "Body Changer" of the user. Both the user and the target are now Death Millers, and will flip as one another's character and alignment. Investigative abilities treat characters, abilities (bar Body Changer) and occassionally alignments as swapped. Alignment itself isn't actually affected.

    Bodyguard
    Type: Protective/Destructive/Active
    Ability: The user's target is immune to destructive effects for the phase they are targeted. Any player using an otherwise unprevented destructive effect on the user's target will be killed by the user.

    Brain Surgeon
    Type: Manipulative/Active
    Ability: The Sanity of the target's investigative abilities, if any, are reversed for the Phase.

    Buck Passer
    Type: Manipulative/Active
    Ability: All actions targeting the user affect the user's target instead for the Phase. Any actions that are redirected onto an invalid target through this method simply fail instead.

    Bus Driver
    Type: Manipulative/Active
    Ability: This ability allows you to essentially swap two players around for the phase you use it in. For example, if you swap Player X and Player Y with each other, all actions for that phase targeting Player X will affect Player Y, and all actions targeting Player Y will affect Player X.

    Cab Driver
    Type: Manipulative/Active
    Ability: The first target of the user affects the second target of the user's target, and the second target of the user affects the first target of the user's target.

    Commuter
    Type: Protective/Preventative/Active
    Ability: The Commuter is immune to all abilities during the Phase this is activated in. The Commuter is unable to use any other abilities.
    Notes: If a day Commuter is used, the Day Commuter would be unable to vote. If using a majority lynch system, Majority must be updated to reflect this. The Day Commuter would also be unable to post after they have commuted.

    Convertor/Recruitor
    Type: Conversive/Active
    Ability: The user's target is recruited, and will share the same alignment as the user. The user and the target will also be able to discuss outside of the thread. The Serial-aligned variant of Convertor is "Recruitor".

    Cop
    Type: Investigative/Active
    Ability: This ability allows you to target a player, and you will receive results indicating their alignment. Generally, investigating a Town-aligned player will yield the result "Innocent", while investigating any player not aligned with the Town will return "Guilty", though there are exceptions to both.
    Notes: There are various sanities of Cop which can impact the results you receive. Players should generally not be informed of their sanity. A Sane Cop receives the normal results, and is the most common implementation of a Cop. An Insane Cop receives reversed results, a Paranoid Cop will always receive "Guilty" and a Naive Cop will always receive "Innocent". There is a fifth, final Sanity, known as "Random", which randomly alternates between the other sanities on a per-use basis, but use of this sanity is discouraged.

    Corruptor
    Type: Conversive/Active
    Ability: See Convertor/Recruitor, except the target is given the choice to accept if they wish to be recruited. This role cannot be Serial-aligned.

    Delegator
    Type: Creative/Active
    Ability: The user may target a player who is currently alive, and the ability of a player who is dead. The targetted player will gain a One-Shot version of said ability. The Delegator cannot self-target.

    Dentist
    Type: Protective/Creative/Active
    Ability: See Doctor, except the target will also gain Reckless for the Night Phase they are targeted.

    Deputy
    Type: Investigative/Active
    Ability: See Cop, except if a Cop sharing the same alignment as the Deputy successfully uses their night action, the Deputy's ability will automatically fail.

    Detective
    Type: Investigative/Active
    Ability: The Detective may target one player. For the ability, see Tracker and Watcher. The Detective will continue to receive these results every Night Phase without needing to take further action, until either the Detective selects a new target or the target dies. The Detective will not receive Secondary Targets.

    Doberman
    Type: Protective/Destructive/Creative
    Ability: See Bodyguard, except the target will also gain Reckless for the Night Phase they are targeted.

    Doctor
    Type: Protective/Active
    Ability: This ability allows you to protect one player. Protecting a player means that, should they be targeted by a destructive effect the phase you protect them, the destructive effect will fail.

    Dominator
    Type: Manipulative/Conversive/Investigative/Active
    Ability: The dominator may select a player. That player will be informed that they have been dominated, and that another player will control their action for the phase. The Dominator then receives a list of the target's abilities (this overrides immunity to investigative abilities). The Dominator can then use one of them during the Night Phase. The target will be told which ability is used and on whom it was used on.

    Eraser
    Type: Creative/Active
    Ability: The user's target will all of their active and passive abilities, and will gain Vanilla. This ability is sometimes referred to as "Vanillaiser" or "Role Crusher".

    Executioner
    Type: Destructive/Active
    Ability: This role cannot be used in a Monarchy Lynch system. In a Majority Lynch system, to target a player, that target must have half of the required votes needed for majority. In a Plurality Lynch system, the target must have the most votes. The Executioner will kill the target. This will be treated as a Lynch and will end the Day Phase.

    Executive
    Type: Manipulative/Active
    Ability: See Assistant, instead the target loses a vote instead of gaining one, and the user gains a vote instead of losing one.

    Flavour Cop
    Type: Investigative/Active
    Ability: The user can investigate a player, and will receive some amount of flavour relating to the characters role, alignment or character. The Flavour Cop should not explicitely receive names of characters.

    Forensic Investigator
    Type: Investigative/Active
    Ability: The user may target a dead player, and will receive results indicating everyone who targeted the dead player, and everyone whom the dead player targeted. This will not include Secondary Targets.

    Framer
    Type: Manipulative/Active
    Ability: The Sanity of any investigation made by the user's target is reversed for the Night Phase.

    Freeloader
    Type: Protective/Manipulative/Active
    Ability: The user may target a player. They will be immune to all other actions targeting them during the phase, except those originating from the user's target. The user will also be affected by all abilities targeting their target.

    Governor
    Type: Protective/Active
    Ability: Can only be used during Twilight Phase or once Majority has been reached. The Lynch against the target will fail, ending the Day in No Lynch. The Govenor must declare their action in the game thread.

    Grave Robber
    Type: Creative/Active
    Ability: The user may target a dead player. They will then lose all active and passive abilities, except for Grave Robber, and will gain all the active and passive abilities of the dead player.

    Guardian
    Type: Protective/Active
    Ability: Any otherwise-unprevented Destructive ability affecting the user's target will affect the user instead.

    Hider
    Type: Protective/Manipulative
    Ability: See Freeloader, except this only applies for Destructive abilities.

    Hostage Taker
    Type: Conversive/Preventative/Manipulative/Active
    Ability: The user's target will be told that they have been taken hostage and will be unable to take any actions during the phase (any active abilities will automatically fail), but will not be told who took them hostage. A destructive ability targeting the user will affect the user's target instead, but will also have a 50% chance of affecting the user. Any player targeting the user with a destructive ability will be told that the ability will affect the user's target with only a 50% chance of affecting the user. They will be given the opinion to confirm the action or to cancel it, but they will not be able to change their action otherwise.

    Interrogator
    Type: Preventative/Investigative/Active
    Ability: See Jailer, but instead of protecting a player from destructive effects, it will investigate the player's alignment instead (see Cop).

    Inventor
    Type: Creative/Active
    Ability: The user may give the target a predefined item. This item is used to grant active or passive abilities. All information relating to the abilities, and the predefined items themselves, varies game by game.

    Isolator
    Type: Protective/Preventative/Creative
    Ability: See Jailer, except all actions will fail against the target, not just destructive effects.

    Jailer
    Type: Protective/Preventative/Active
    Ability: The user's target is immune to destructive effects for the Night Phase, but all of their active abilities for the Night Phase automatically fail.

    Jack of All Trades
    Type: Creative/Active
    Ability: This ability contains 4 One-Shot abilities: One-Shot Cop, One-Shot Vigilante/Hitman/Killer, One-Shot Roleblocker/Prostitute and One-Shot Doctor.

    Jack of Anarchic Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Busdriver, Framer, Magnet and Redirector.

    Jack of Day Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Assassin, Journalist, Mayor and Politician.

    Jack of Deadly Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Assimilator, Executioner, Poisoner and Vigilante/Hitman/Killer.

    Jack of Deductive Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Cop, Thief, Tracker and Watcher.

    Jack of Epic Trades
    Type: Creative/Active
    Ability: The user has 7 One-Shot abilities: Busdriver, Cop, Doctor, Messenger, Roleblocker/Prostitute, Vigilante/Hitman/Killer and Reviver. The user may use up to two of their abilities each phase. The reviver ability will count for both action slots.

    Jack of Impeding Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Abductor, Isolator, Roleblocker/Prostitute and Vote Drainer.

    Jack of Medical Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Bodyguard, Doctor, hider and Vagabond.

    Jack of Mixed Trades
    Type: Creative/Active
    Ability: The user has 3 One-Shot abilities: Jailer, Interrogator and Paramedic.

    Jack of Other Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Bartender, Dentist, Rioter and Sadist.

    Jack of Passive-Agressive Trades
    Type: Creative/Active
    Ability: The user has 3 Two-Shot abilities: Mercy Angel, Mind Flayer and Stalker.

    Jack of Religious Trades
    Type: Creative/Active
    Ability: The user has 4 One-Shot abilities: Covertor, Corruptor, Mason Recruiter and Necromancer.

    Janitor
    Type: Conversive/Active
    Ability: If the user's target is killed during the phase the user targets them, the target is listed as missing, and is treated as dead, except no role information is revealed, and abilities that target dead players do not work on the target.

    Journalist
    Type: investigative/Active
    Ability: The user must select a question they had asked the previous Day Phase. If every part of the answer to that question is True at the time of being said, the user will receive "True", otherwise, the user will receive "False". The question and answer must be clearly specific.

    Kleptomaniac
    Type: Creative/Active
    Ability: The user will gain a random passive or active ability from the target, while the target will lose that ability.

    Leader
    Type: Conversive/Creative/Active
    Ability: See Converter/Recruiter, except if the Leader dies, the player who has shared an alignment with the Leader the longest will gain Leader. The Leader cannot be Serial-aligned.

    Lie Detector
    Type: Investigative/Active
    Ability: See Journalist, except the line in question must be a statement and not an answer to a question asked by the user.
    Notes: A Lie Detector is typically not allowed to claim Lie Detector. Doing so results in the loss of the ability. Similar restrictions may also be placed on the Journalist.

    Lightning Rod
    Type: Manipulative/Active
    Ability: All actions occuring during the Night Phase target the Lightning Rod instead.

    Magent
    Type: Manipulative/Active
    Ability: The user may select two targets. All actions made by the first target will affect the second target, and all actions made by the second target will affect the first one.

    Masochist
    Type: Manipulative/Active
    Ability: All actions made by the user's target will affect the user instead.

    Mason Recruiter
    Type: Conversive/Active
    Ability: The target will gain Masonic linked to the user, and all other players with Masonic linked to the user. This does not change alignment.

    Master of All Trades
    Type: Creative/Active
    Ability: The user gains One-Shot actions for each defined ability that can be used at Night, except Jack and Master abilities.

    Master of Epic Trades
    Type: Creative/Active
    Ability: The user gains One-Shot actions for each defined ability, except Jack and Master abilities.

    Mayor
    Type: Creative/Active
    Ability: The user's target gains Unlynchable for the Day.

    Mercy Angel
    Type: Protective/Destructive/Active
    Ability: The user's target is immune to Destructive effects for the phase. If this is the same target as the previous phase, the target is is killed by the user instead.

    Messenger[
    Type: Conversive/Active
    Ability: The user's target will gain a message from the user via the Host. Whether the user's identity is revealed or not depends on the game.

    Mimic
    Type: Creative/Active
    Ability: The user gains all active and passive abilities that the target has. The user retains these abilities without needing to take further action until they either die or select a new target.

    Mind Flayer
    Type: Preventative/Destructive/Active
    Ability: See Mercy Angel, except the target's active abilities are blocked instead of the target being immune to destructive effects.

    Miracle Worker
    Type: Creative/Active
    Ability: A predefined change is applied to the user's target's alignment or role. This change varies game by game.

    Motivator
    Type: Conversive/Active
    Ability: The user's target may take an additional action during the phase they are targeted.

    Name Cop
    Type: Investigative/Active
    Ability: The user receives the name of the target's character, if any.

    Necromancer
    Type: Conversive/Investigative/Manipulative/Active
    Ability: The user may target a dead player. That dead player will be revived, gaining the alignment of the user (unless the user is Serial aligned). The target is unable to post except to vote. The target loses all of it's abilities and gains One-Shot versions of each of them, provided they were not already modified by X-Shot. The Necromancer will be told all of the abilities that the target now has (this overrides immunity to investigation). The user will decide what actions the target takes and will have full control of their vote. If the target dies after being revived through this ability, they are marked as Destroyed rather than Dead, and will not be targetable by abilities that target dead players.

    News Anchor
    Type: Manipulative/Active
    Ability: All actions, except for those of the user and the target, will affect the target for the Phase.

    Nurse
    Type: Protective/Active
    Ability: See Doctor, except if a Doctor sharing the alignment of the user successfully uses their action during the Phase, the user's action will automatically fail.

    Observer
    Type: Investigative/Active
    Ability: See Tracker and Watcher.

    Oracle
    Type: Investigative/Active
    Ability: The user receives a list of the target's abilities. These will be represented in their Town-aligned format, where applicable.

    Paramedic
    Type: Protective/Investigative/Active
    Ability: See Doctor and Cop.

    Poisoner
    Type: Destructive/Active
    Ability: The user may poison a player. After a set period of time, that player will die. This is counted as an ongoing destructive effect, so abilities which can make the target immune to destructive effects can nullify this effect at any time between when the target is first poisoned and when they actually die.

    Politician
    Type: Manipulative/Active
    Ability: Ther user can force one player to vote for another player of the user's choice. The vote will remain on that player, whether or not the first target tries to remove the vote from the secondary target.

    Psychiatrist
    Type: Conversive/Active
    Ability: If the target is Serial-aligned, the target will gain the alignment of the user. Otherwise, the ability has no effect.
    Notes; This cannot be Serial-aligned.

    Psychic
    Type: Investigative/Active
    Ability: The user may target any player listed as missing. If the target is alive, they will return to the game at the end of the phase this ability is used in. If dead, their death will be mentioned in the end of phase writeup.

    Punisher
    Type: Destructive/Active
    Ability: See Bodyguard, except the destructive effect targeting the user's target is not prevented.

    Quack
    Type: Destructive/Protective/Active
    Ability: If the target is affected by a destructive effect that would be otherwise-unprevented, the target is immune to destructive effects for the Night. If not, the target is killed by the Quack instead.

    Redirector
    Type: Manipulative/Active
    Ability: The user may force their target to target another player of the user's choice with their abilities.

    Reviver
    Type: Conversive/Active
    Ability: The target is brought back into the game and is consdiered Alive.

    Rioter
    Type: Destructive/Creative/Active
    Ability: The user kills the target. The target will also gain Pitfall for the Night (the user is immune to this ability).

    Roleblocker/Prostitute
    Type: Preventative/Active
    Ability: This ability allows you to block a player for the phase in which you target them. Blocking a player means that their active abilities, should they have any, will automatically fail. The Mafia-aligned varient in this ability is sometimes referred to as "Prostitute", although this is somewhat uncommon.

    Role Cop
    Type: Investigative/Active
    Ability: The user receives the full role information of the target. Abilities are listed in their Town-aligned varients.

    Sadist
    Type: Preventative/Creative/Active
    Ability: See Roleblocker/Prostitute, except the target will also gain reckless for the Night this is used.

    Salesman
    Type: Manipulative/Active
    Ability: The user's target's vote will not count against a player of the user's choice for the following Day Phase.

    Schizophrenic
    Type: All but Conversive/Active
    Ability: See Jack of All Trades, except the abilities are not One-Shot. Instead, there is a 20% chance the user will use each of the abilities (mutally exclusive to each other) every Night Phase, and a final 20% chance to do nothing (also mutually exclusive).

    Searcher
    Type: Investigative/Conversive/Active
    Ability: The user will receive Yes if their target has Long Lost and shares an alignment with the User, and No otherwise. If the user received yes, the target will lose Long Lost, and both the user and the target gain Masonic linked to each other.
    Notes: This can only be held by Anti-Town.

    Seraph
    Type: Protective/Active
    Ability: The target is immune to destructive effects. The user does not have to send in further actions while they are alive until they switch to a new target.

    Shifter
    Type: Protective/Preventative/Conversive/Active
    Ability: The user is immune to all other actions during the Phase. The user cannot take any other actions during the Phase. At the end of the Phase, the user is listed as Missing, and will be removed from the game until the end of the next Day Phase.

    Sidekick
    Type: Destructive/Active
    Ability: See Vigilante, except if a Vigilante sharing an alignment with the Sidekick successfully uses their action during the Night Phase, this ability will automatically fail.

    Soothsayer
    Type: Investigative/Active
    Ability: The user can select a player and a second player. They will receive True if the first player targeted the second player, and false otherwise.

    Spy
    Type: Investigative/Active
    Ability: The user will receive true if the target used an active ability during the Night Phase, and false otherwise.

    Stalker
    Type: Investigative/Destructive/Active
    Ability: See Observer, except if the same target was targeted the previous phase, the user will kill the target instead.

    Suicide Bomber
    Type: Destructive/Creative/Active
    Ability: See Vigilante, except the Suicide Bomber dies after use.

    Tagger
    Type: Creative/Active
    Ability: The user will give the target a predefined passive ability.

    Talker
    Type: Conversive/Active
    Ability: The user will be able to communicate with their target outside of the thread the following Day.

    Terrorist
    Type: Creative/Destructive/Active
    Ability: The user may place a bomb on a target of their choice, or they can opt to detonate all bombs placed. The Terrorist can do both, but will die as a result.
    Notes: It is not uncommon for Terrorists to have a set amount of bombs.

    Therapist
    Type: Investigative/Active
    Ability: The user will receive a list of their target's abilities, as well as any hidden conditions pertaining specifically to that target.

    Thief
    Type: Investigative/Active
    Ability: The user will receive an item that hints towards the target's character, alignment or abilities.

    Turtle
    Type: Protective/Preventative/Active
    Ability: See Commuter, except the user is only immune to destructive abilities.

    Tracker
    Type: Investigative/Active
    Ability: This ability allows the user to see who their target targeted.
    Notes: The 5 sanities apply to Tracker. An Insane Tracker will receive themselves in their results, a Naive Tracker will receive the target of any protection (or "no results" if there are none), a paranoid Tracker receives the target of a kill (or "no results" if there are none), while a random Tracker will receive a player at random.

    Vagabond
    Type: Protective/Creative/Active
    Ability: See Bondyguard, except instead of killing the player targeting the user's target, that player will receive some form of penalty instead. This varies game by game.

    Vigilante/Hitman/Killer
    Type: Destructive/Active
    Ability: This ability allows you to select one player and target them with a destructive effect (i.e. kill them). The Mafia-aligned varient of this abilty is called "Hitman", and other varients (Independent, Serial, Cult) are simply known as "Killer".

    Vote Drainer
    Type: Preventative/Active
    Ability: The target's vote counts for one less the following Day Phase.

    Vote Locker
    Type: Manipulative/Active
    Ability: The target is unable to unvote.

    Voyeur
    Type: Investigative/Active
    Ability: The user gains a list of abilities that affected the target during the phase it is used in.

    Watcher
    Type: Investigative/Active
    Ability: This ability allows the user to see every player who targeted their target.
    Notes: The 5 sanities apply to Watcher. An Insane Watcher receives everyone but who targeted their target, a Naive Watcher receives "No One", a Paranoid Watcher receives everyone and a random Watcher receives players at random.

    Wingman
    Type: Preventative/Active
    Ability: See Roleblocker/Prostitute, except if a Roleblocker/Prostitute sharing the same alignment as the user successfully uses their ability during the phase this is used, this ability will automatically fail.

    Witch Doctor
    Type: Conversive/Creative/Active
    Ability: The user's target gains the alignment Serial. The target will also lose all other active abilities and gains Killer.
    _______________________________________________________________________________

    @Rohan Here's most of them. I'll write up a thing for what "Creative", "Protective" and all that means, as well as a Night Action resolution guide up, which can probably all go into a separate post.
     
  13. Ratchet Advanced Member

    Godfather
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    I don't mind either way. Both mean the same thing, we can just keep third party if that's what people are more used to here.
     
  14. Rohan Guest

    I think Independent is a better term and it's use is more widespread. Plus since you made a distinction between Cult, Serial and Independent, the entire term has become misleading.

    I have two questions:-

    Are the colors you have given taken from the color picker in the post options?
    Are these colors properly visible on both Light and Dark Themes?
     
  15. Ratchet Advanced Member

    Godfather
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    That's fair. I'll change it in a sec.
    Yep.
    Yep. I asked Rot to check on the light theme as he has a higher sensitivity to that kind of thing than I do, and he said it was okay, and I use a dark theme myself.
     
    Rohan likes this.

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