Post
Post #0 (isolation #0 ) » Wed Jul 08, 2020 11:50 am
Post
by TemporalLich » Wed Jul 08, 2020 11:50 am
Since an unaltered Two-Fold
NewD3 can be broken apart by the unusual power of Masons and Monks (nominally "not-mafia" and "not-werewolf", but in practice are confirmed Town if town power roles are only given to town), this one is an altered concept for Two-Fold NewD3 that allows scum to get town roles. This greatly increases swing, however.
This setup is of course heavily derived from RadiantCowbells's
NewD3 .
Two-Sided NewD3 One row and one column are selected at random from the Mafia table to generate 1 Mafia role and 2 Anti-Mafia roles.
A B C
Mafia Mafia Disruptor
Mafia Scout
Mafia Goon
1 Cop, Doctor Tracker, Friendly Neighbor Cop, Vanilla
2 Jailkeeper, Tracker Jailkeeper, Friendly Neighbor Jailkeeper, Vanilla
3 Mason, Mason Tracker, Doctor Mason, Mason
Repeat this process on the Werewolf table to generate 1 Werewolf role and 2 Anti-Werewolf roles.
A B C
Werewolf Werewolf Disruptor
Werewolf Scout
Werewolf
1 Seer, Guardian Wolfstalker, Hermit Seer, Vanilla
2 Wizard, Wolfstalker Wizard, Hermit Wizard, Vanilla
3 Monk, Monk Wolfstalker, Guardian Monk, Monk
Populate the rest of the player slots with 1 Mafioso, 1 Werewolf, and 5 Townies. You should end up with a 13 player setup.
After rolling for the setup used but before randing, you will need to flip two coins (d2). If the first coin lands Heads (1) both Anti-Mafia roles are given to town, if the first coin lands Tails (2) one random Anti-Mafia role (another d2) is given to the Werewolf added to round out the setup. If the second coin lands Heads (1) both Anti-Werewolf roles are given to town, if the second coin lands Tails (2) one random Anti-Werewolf role (another d2) is given to the Mafioso added to round out the setup.
There should be at least 324
possible setups [!].
Both scumteams have multitasking and daytalk.
Disruptor roleblocks only Town.
Scout gets role, but gets No Result on Vanilla Townies or non-town.
Cop gets results in the form of Mafia/Not Mafia, Seer gets results in the form of Werewolf/Not Werewolf.
Doctor protects from the Mafia factional kill, Guardian protects from the Werewolf factional kill.
Tracker sees who a player targeted but can't see the Werewolf factional kill, Wolfstalker sees who a player targeted but can't see the Mafia factional kill.
Jailkeeper roleblocks Mafia and Town and protect from the Mafia factional kill, Wizard roleblocks Werewolf and Town and protect from the Werewolf factional kill.
Friendly Neighbor informs their target that they are not Mafia, Hermit informs their target that they are not Werewolf.
Masons share a PT with daytalk and know that they are not Mafiosi, Monks share a PT with daytalk and know that they are not Werewolves.
Disruptors act before Jailkeepers and Wizards.
In the event a Jailkeeper and a Wizard target each other, they are not protected.
Last edited by TemporalLich on Tue Oct 06, 2020 3:22 am, edited 2 times in total.
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