(Example: Vigilante Max kills Vanilla Townie Melvin and Mafia Goon Melissa kills Motion Detector MotionDetector41. The day flavor must return something along the lines of:
Melvin was shot by a Vigilante. He was a Vanilla Townie.
MotionDetector41 was shot by scum. He was a Motion Detector.)
Last edited by The MM on Thu Dec 08, 2016 11:09 am, edited 3 times in total.
Waiting for the day I can come back and mod games.
(can use both Doctor shots each night, i.e. protects two people)
IMO, the majority of town roles in this thread should be roles with a minor positive utility over a VT but which are kind-of situational. That helps get the game balance closer to correct when you mix in the crazily overpowered roles (in each faction).
Of course, the number of roles in here which autowin/autolose is sufficiently high that a random draw always runs the risk of a heavily imbalanced game. The thread's reached the point where a mod's likely going to need to curate the setup/veto roles to make it playable.
1208, the RNG King, which is a problem in and of itself
3 different 1-man scum factions (794, Mafia BP Lightning Rod, is the only actual scum, 333 is "Another Werewolf" lol it's the only one here, and 2057 is the Cow Goon), not counting the 2 aliens.
The Mafia BP Lightning Rod has no chance at all since he redirects the NK to himself, and is unaffected by it. Creates very bland nightplay until lynched, or Alien JOAT decides to chime in and use one of his 3 first abilities (Gladiator would pick this guy twice, and vanillaizing or treestumping them would block the timewaster powers).
The Cow Goon is really just a SK. No role in the setup has "no alignment".
The Werewolf is Vanilla too, leading to 2 nightkills whenever the actual scum is dead.
1 Mason, completely alone
2500 without the Cookie Cutter
1 role of mine, surprisingly: 2373, the 1-Shot Rolecop that refills itself by roleblocking other investigators.
14 Townies out of 21 players! Even if Town messes this up, they're 14 to 1 to 1 to 1 to 2. So I'm sure this is incredibly town-sided.
Last edited by The MM on Fri Sep 02, 2016 12:11 am, edited 1 time in total.
Waiting for the day I can come back and mod games.
As long as you are alive, night killing abilities are disabled. Instead, at Night, all players must vote for the person they want the mod to kill to the mod. The person with the most votes will be modkilled. The vote results will be publicly announced.
Starting at Day 4, people get treestumped instead of modkilled, and therefore will not be spoiled.
When there are only 3 non-treestumped players alive, the mod starts a last voting phase where all the treestumps vote for the person they want to win the game. The person with the most votes wins the game and everyone else loses.
Note: This role's only way to win is to get voted at the last voting phase.
Last edited by The MM on Thu Dec 08, 2016 11:12 am, edited 2 times in total.
Waiting for the day I can come back and mod games.
every night you my choose to put one player in jail.
The player is roleblocked, and a quicktopic is open so you can question him. (you will call yourself, "the jailor" in the topic, to remain unknown)
and if you decided to, you may execute the player, you have 3 executions, that pass any kind of death immunity.
players in jail can not be killed.
on any night, you may attempt to capture a players ability.
on any night, you may use the players ability that you captured (there is no limit to the amount of abilities you can have)
you must say IM GONNA CATCH THEM ALL, once every 24 hours or you will be mod killed.
If you roll this, you must make an alt, and replace in the game.
If anyone guesses the alt is you before you die, or the game is over, you lose.
literally unwinnable. also, roles where you have to make alts are just bad design.
how is it unwinnable?
also, i am aware that roles like this are not the best design, but its ment to be fun
because a played miraculously replaced out at the beginning of the game and some new player replaced in? especially fishy in games with experience requirements,
and yes, I get that, but I think it's important to keep in mind that your role actually might get rolled in an actual grand idea game, and to at least keep some balance in. if you want to just design roles you can keep them to yourself, or you could make a new thread not explicitly made to have the roles used in an actual mafia game.
(60% chance of being town, otherwise randomize the alignment among scum factions that already exist in the game)
Once per game, you can use your ability at night. The following morning, every player who performed a night action and/or was the target of a night action will be listed in the daystart post by the mod. The list won't distinguish between the cases (i.e. you won't be able to tell whether someone is on the list because they performed an action, was the target of an action, or both), and each name will only be listed once even if it could be on the list for multiple reasons.
You become a Goon of the smallest anti-town groupscum faction that currently exists in the setup.
If the moderator rolls "Vanilla Townie" during setup design, subsequent to rolling your role, the first such VT roll is interpreted as though it rolled a goon in your faction rather than VT. (The post number stays the same, for roles that care about that.)
You become a Roleblocker of the smallest anti-town groupscum faction that currently exists in the setup.
If the mod rolls a town-aligned power role during setup design, subsequent to rolling your role, the first such power role roll is interpreted as though its alignment was actually the same as your alignment, adding an extra member to the faction. (The post number stays the same, for roles that care about that.)