Hope you like it. 

I fought for my love against the Shinju
But I lost the war and my husband was sealed.
My Heart was broken and I was banished,
To the Hell Realm, where I wept in my castle.
But we were destined to meet after 1000 years.
In the Fiery reaches of Hell,
The void of Loneliness consuming my shattered Heart,
I used my Divine power of the Sun, to create my children,
The Nine Bijuus were my divine creations,
Which banished the darkness from my Heart.
After 1000 years, I was able to revive my Husband Sobojo,
And had two children with him, the symbols of the Sun and Moon.
My Heart was filled with Happiness, Until the fateful day.
The Shinju attacked us and sealed my husband.
But my sons sacrificed the Nine Bijuus to save my life.
This filled my Heart with Revenge,
Hatred and Darkness. The light had gone.
I vowed to release my creations,
But my own sons stopped me.
This made me say from the bottom of my Heart :
I... Hate You. Hagoromo, Hamura.
But I lost the war and my husband was sealed.
My Heart was broken and I was banished,
To the Hell Realm, where I wept in my castle.
But we were destined to meet after 1000 years.
In the Fiery reaches of Hell,
The void of Loneliness consuming my shattered Heart,
I used my Divine power of the Sun, to create my children,
The Nine Bijuus were my divine creations,
Which banished the darkness from my Heart.
After 1000 years, I was able to revive my Husband Sobojo,
And had two children with him, the symbols of the Sun and Moon.
My Heart was filled with Happiness, Until the fateful day.
The Shinju attacked us and sealed my husband.
But my sons sacrificed the Nine Bijuus to save my life.
This filled my Heart with Revenge,
Hatred and Darkness. The light had gone.
I vowed to release my creations,
But my own sons stopped me.
This made me say from the bottom of my Heart :
I... Hate You. Hagoromo, Hamura.
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[/I]
Introduction
The Game of Mafia can be played by an indeterminate group of people, each playing the role of either a murdering Mafia member or an innocent townsperson, along with a game host. The players are divided into two factions and must decide as a group who to exile (or lynch) from the group until only one team remains. Typically, the two teams are a relatively small Mafia group, and the much larger Town group.
Some sites which can help you in knowing more about Mafia Games :-
[LIST]
[*][URL='https://en.wikipedia.org/wiki/Mafia_(party_game)']Description of Mafia Game in Wikipedia[/URL].
[*][URL='http://wiki.mafiascum.net/index.php?title=Main_Page']Mafia Wiki[/URL]
[/LIST]
[SPOILER="Game Phases in a Mafia Game"]
[B]★[/B][I]PreGame[/I]
In the PreGame, the host distributes all roles in the game to the players and sets up the Mafia Lair where the Mafiso can talk. The Mafia members may have a small introductory conversation in the lair. The Mafia through the Mafia Lair become aware of who is on thier side and as such become informed. The Mafia are also in less numbers, hence they are the minority. The Mafia as such is the Informed Minority faction. The host then posts the Game Thread and mentions all the players for the Day Phase.
[B]☀[/B][I]Day Phase[/I]
In the Day Phase, the Town tries to weed out the Mafia by [URL='http://wiki.mafiascum.net/index.php?title=Lynch']lynching[/URL] someone they suspect to be mafia through a collective voting process. The Town unlike the Mafia have no idea who is on their side. The Town also forms the majority by having the higher number of players. Hence the Town is the uniformed Majority Faction. The Town uses the lynch to eliminate players. The player with the most votes, the majority vote or chosen by the monarchy (depending on the lynch system used) gets lynched and dies. the lynched player's role then gets revealed and the Day Phase ends.
[B]⚡[/B]Twilight Phase
The Twilight Phase is a pseudo-phase between Day and Night. More specifically, it is the time period between the hammer vote that seals the Day's lynch and the time the moderator locks the thread for Night.
[B]☾[/B][I]Night Phase[/I]
In the Night Phase, all discussion stops and the game thread is locked. The Mafia however are able to continue discussing because of their Mafia Lair chat. They then choose a player to kill and send their target to the host. The host announces the [URL='http://wiki.mafiascum.net/index.php?title=Death_scene']death scene[/URL] and the role of the killed player when the Night Phase ends.
[B]★[/B][I]The EndGame[/I]
The Day Phase and the Night Phase keep on happening in a cyclic manner like this: Day Phase 1 - Night Phase 1 - Day Phase 2 - Night Phase 2 and so on until the EndGame. The EndGame marks the victory of one particular faction because that faction attained it's win condition. This marks the end of the game.
[/SPOILER]
[SPOILER="Global Mafia Game Rules"]
All Game Hosts, Players and Game Managers must follow these rules.
[B][I]or Players[/I][/B]
[LIST]
[*]Please read all posts made by the host with utmost attention. This includes the rules, game mechanics, etc. Not doing so might lead to game breaking mistakes.
[*]Fluff posts (Posts which have meaningless content) are allowed to a certain extent. Please do not go overboard with the fluff posting though.
[*]You cannot edit, delete or like posts in the Mafia Section.
[*]To the above since you cannot edit posts, If you have made an error or left out information from your post, you are allowed to double post and include the information and corrections there.
[*]Multi-posting is allowed, but all such posts must have reasonable information or corrections to the original post.
[*]You are not allowed to post quotes or screenshots of the PM's between the host and you.
[*]You are not allowed to contact other players through PM's or other mediums for discussion purposes. Keep all discussion to the game thread. The exceptions to this rule are the hosts themselves giving you a private means of communication or the particular game format allowing it.
[*]You are not allowed to change your username when the game is ongoing without informing the host.
[*]If you remain inactive for more than two phases, the Host has the right to replace or mod-kill you.
[*]To the above, [B]you must make three game related posts every Day Phase[/B]. If you don't do so you will be replaced or mod-killed.
[*]You are not allowed to use alternate accounts to participate in the games. Please use one account only!
[*]You are not allowed to betray your faction. Betrayal includes assisting other factions apart from your own without solid reasoning and actively sabotaging your own team’s efforts again without any solid reasoning.
[*]Discussion is not allowed during Night Phase and the game thread will be locked. Some game hosts might make an exception to this.
[*]Please keep all complaints about game moderation and game balance to yourself and only post them after the game ends.
[*]If you get force replaced or mod-killed, you will not be eligible for the Prizes of the game.
[*]All questions about the game must be asked to the host through Private Message/Conversations. Avoid asking questions to the host in the Game Thread.
[/LIST]
[B][I]For Dead Players[/I][/B]
[LIST]
[*]Dead Players are not allowed to reveal anything they know about the game to anyone. They can however reveal their findings once the Game ends.
[*]Dead people are not allowed to discuss anything in the Game thread either. They can only have one Farewell post after their Death. Dead People can discuss the Game once it ends.
[*]Some hosts might make a Dead Players Private Conversation. Dead Players can discuss the progress of the game there.
[/LIST]
[B][I]Voting Guidelines[/I][/B]
[LIST]
[*]Some Normal Games might have a separate thread for voting with a prefix called "[I]Voting Thread[/I]" attached to it.
[*]If a Voting Thread exists, you can only post your votes in the Voting thread. Votes posted in the Game Thread will be considered invalid by the host.
[*]If a Game has no "Voting Thread", you can post your votes in the Game Thread.
[*]Discussion is not allowed in the "Voting Thread".
[*]You should mention the player whom you are voting for in your Vote Post. Example: "I vote for [USER=110897]@player[/USER] Name" so that the Voted player can make a response in his/her defence in the game thread.
[*]If you want to respond to a vote posted in the vote thread quote the vote post, copy the quote and respond to it in the game thread.
[*]Always follow the vote format that the host provides. Not following the vote format will make your vote invalid.
[*]It is advised that you provide a reason for your vote.
[*]Vote Formats are of generally three types:-
[/LIST]
[I]Vote[/I]: This format is used when you put your first vote in the Day Phase. The general format is:-
Vote / Vote Lynch @ Player Name
[I]Change Vote[/I]: This format is used when you change your current vote for a player to another player. The general format is:-
Change Vote / Change Vote Lynch @ Player Name
Or
Unvote
Vote / Vote Lynch @ Player Name
[I]Abstain Vote[/I]: This format is used when you don't want to vote for any player in the Day Phase. It can also be used to negate your previous votes. Most hosts will allow you to vote even after making an abstain vote. The general format is:-
Abstain Vote
[B][I]Power Role Guidelines[/I][/B]
[LIST]
[*]If you are a power role and do not want to use your power, you need to Private Message the host and inform him/her that you do not want to use your power. This also applies to both Day and Night Phase Power Roles.
[*]If you do not do the above, you will get a warning from the host and will be marked inactive for the Night Phase.
[*]A power role will not be allowed to self target unless specified otherwise by the host as it can be overpowered. For Example: If you are a Doctor, you generally cannot target yourself and put a self protection. Please ask the host in your role PM whether self-targeting is allowed.
[*]If you are a power role and have a Private PM Convo (Mafia Lair for example), do not just post your target in the Convo and expect the host to follow it. Instead, it is advised that you also PM the host your target.
[/LIST]
[B][I][B][I]Guidelines For Game Hosts[/I][/B][/I][/B]
[LIST]
[*]It is optimal to distribute roles randomly through a Random Number Generator like [URL='https://www.random.org/']this one[/URL]. Do not spread out roles on your preferences.
[*]It is advised that you have at least three substitute players before you start your game.
[*]It is a requirement to post a proper CountDown which shows the time period of a Game Phase. You can use [URL='http://www.timeanddate.com/countdown/create']Holiday CountDown[/URL] for this.
[*]If your game is Bastard or Experimental you need to make this clear in your Sign Ups thread and you must put [Experimental] and [Bastard] in your game thread titles.
[*]If you want to clarify some issue in your game, contact a Game Manager.
[*]To the above, Do not contact Game Managers who are playing in your game. You might have to give classified information and doing so will break your game.
[*]You need to make clear what type of Lynch system you are going to use in your Game.
[*]It is advised that you do not give inactive player roles to members who have been lynched or killed in your game. This gives the member an unfair advantage through prior knowledge attained through his previous role. Please contact a Game Manager in case you want to do this.
[*]All game related information that you provide to players whether in public or private must be true (Does not apply to bastard games).
[*]If you are using any "Bastard Element(s)", this should be communicated prior to the game starting. Bastard Elements, in this context, are defined as elements which go beyond a reasonable measure of expectation for a player to have. If you are unsure if your game contains Bastard Elements, ask a Manager to review the game beforehand.[/SPOILER]
[/LIST]
[SPOILER="The Vote Tally"]
The vote tally refers to the amount of votes a faction has which is used by players in the lynch to eliminate players. The Vote Tally is always counted on the votes that a player has, not the amount of players !
For example, a doublevoter player will have two votes, a triplevoter player will have three votes, a voteless player has no votes. The votes are always tallied according to the factions present in the game.
Example:-
[INDENT]In Day Phase 2 of a mafia game, this is the Vote Tally :-
Town (T)
Total Players - 8
Total Votes - 9 (The extra vote comes from a doublevoter)
Mafia (M)
Total Players - 3
Total Votes - 3
Third Party Serial Killer (S)
Total Player - 1
Total Votes - 2 (The serial killer has a double vote modifier)
The final vote tally is 9(T) - 3(M) - 2(S)
The total votes are 9 + 3 + 2 = 14 Votes.
Town has a majority of 9 votes out of 14.
Mafia has a minority of 3 votes out of 14.
Serial Killer has a minority of 2 votes out of 14.
In order for Mafia to win, it has to get a majority over the Town and Serial Killer.
In order for Serial Killer to win, it has to get a majority over the Mafia and Town.
In order for Town to win, it has to retain it's majority and eliminate the Serial Killer and Mafia.[/SPOILER][/INDENT]
[SPOILER="Lynch System"]
The Lynch System is used in the Day Phase to eliminate players through a Voting Process. Generally, three types of Lynch systems are used in Mafia Games:-
[LIST]
[*]Plurality Lynch - In this lynch system, the player with the highest amount of votes at the end of Day Phase is lynched.
[*]Majority Lynch - In this lynch system, a majority of votes of the player base must be reached on a certain player to get him/her lynched.
[*]Monarchy Lynch- In this lynch system, a single player called the "King" decides which player will be lynched. For balance purposes, the King title switches to a different player every Day Phase.
[/LIST]
[/SPOILER]
[SPOILER="Lynch Tie"]
A Lynch Tie occurs when two or more players get the same highest amount of votes. A host in such a scenario can take the following actions:-
[LIST]
[*][I]No Lynch[/I]: No player in the tie is lynched. This is the most optimal action to take.
[*][I]Random Lynch[/I]: A player in the tie is randomly lynched through a Random Number Generator. This action however can be seen as unfair.
[*]All Lynch: All players in the tie are lynched. This action could break the game in small player setups.
[*]First Vote Lynch: The player who was voted first among all the tied players gets lynched. This action is also considered to be unfair.
[/LIST]
[/SPOILER]
[SPOILER="How to Role Claim"]
[LIST]
[*]A Role Claim happens when a player posts his role and alignment in the game thread.
[*]However in doing so, the player should either not give any proof or give hypothetical proofs based upon the outcomes of Day and Night Phases to support his/her claim.
[*]To the above a player is not allowed to make a claim and support it with absolute proof by posting quotes and screenshots of PM's between the Host and the Player in the Game Thread. If a player does this he/she will be mod-killed and receive further punishments.
[*]Some Game hosts will not allow claiming in their Mafia Game. In such a case scenario, players should not claim nor support other player's assumptions of their role. The best response is an ambiguous one (Maybe you are correct with your assumption?).
[/LIST]
[/SPOILER]
[SPOILER="What is Informed Logic?"]
The Informed logic only applies when a faction has two or more players. It becomes voided when a faction has only one player as that player can never be informed. Informed means knowing whether another player is on your faction and his role.
[LIST]
[*]Town is uninformed as the Town player doesn't know which players are on his faction and their roles.
[*]Mafias and Cults are informed as they know which players are on their faction and their roles.
[*]Partially informed applies to a faction where only one player knows the roles and which players are on his team. The remaining faction players are uninformed.
[*]Serials and Independents don't use the informed logic as he is the only player in his faction.[/SPOILER]
[/LIST]
[SPOILER="What is Alignment?"]
An Alignment represents the win condition a player has been assigned. Alignment is also normally indicative of which faction a player is part of. The alignment is always determined on the win condition of the player, not his/her play style in the game. The alignments in a mafia game are as follows :-
[LIST]
[*]Pro-Town Alignment- When the victory condition of a player or faction when fulfilled causes the victory of Town.
[*]Anti-Town Alignment- When the victory condition of a player or faction when fulfilled causes the loss of Town.
[*]Neutral Alignment- When the victory condition of a player or faction is not related to the victory or loss of Town.[/SPOILER]
[/LIST]
[SPOILER="The Factions in a Mafia Game"]
[B][COLOR=rgb(97, 189, 109)]Town[/COLOR][/B]
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. The Town is officially represented by the color Green.
[B][COLOR=rgb(226, 80, 65)]Mafia[/COLOR][/B]
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 there 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. The Mafia is officially represented by the color Red.
[B][COLOR=rgb(251, 160, 38)]Cult[/COLOR][/B]
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. 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. The Cult is officially represented by the color Orange.
[B][COLOR=rgb(147, 101, 184)]Serial[/COLOR][/B]
The Serial is a fairly popular Anti-Town faction. Unlike other factions, however, a Serial can only be one-strong. (one-strong here means that the 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). A Serial tends to have a Destructive action (usually Killing) as their main ability. 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. The Serial is officially represented by the color Purple.
[B][COLOR=rgb(44, 130, 201)]Independent[/COLOR][/B]
Independents are the most varied of this set, in that it is essentially a term for any faction that can win with either Pro-Town or Anti-Town or Neutral alignments. Independents 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"). Independents are officially represented by the color Blue.
[/SPOILER]
[SPOILER="Passive Abilities"]
A Passive ability is an ability which will work automatically without any input from the user. This means that the effects from any passive ability will automatically take place when valid.
[B]Actor[/B]
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).
[B]Aegis[/B]
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).
[B]Alternating[/B]
Type: Preventative/Passive
Ability: The ability that this applies to can only be used during either Odd or Even-numbered phases.
[B]Ascetic[/B]
Type: Protective/Passive
Ability: The user is immune to all types of effects, except destructive and protective.
[B]Backup[/B]
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".
[B]Bonded[/B]
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.
[B]Princess[/B]
Type: Preventative/Passive
Ability: If the user of this ability is removed from the game, excluding by modkill, the following Day Phase is skipped.
[B]Jezebel[/B]
Type: Preventative/Passive
Ability: If the user of this ability is removed from the game, excluding by modkill, the following Night Phase is skipped.
[B]Buckler[/B]
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.
[B]Burst[/B]
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).
[B]Cursed[/B]
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.
[B]Day[/B]
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.
[B]Deaf[/B]
Type: Manipulative/Passive
Ability: The user with this ability cannot unvote.
[B]Death Miller[/B]
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.
[B]Faith[/B]
Type: Preventative/Passive
Ability: The ability that this affects has a 50% of successfully working.
[B]Pessimistic[/B]
Type: Preventative/Passive
Ability: The ability that this affects has a 25% of successfully working.
[B]Optimistic[/B]
Type: Preventative/Passive
Ability: The ability that this affects has a 75% of successfully working.
[B]Unstable[/B]
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.
[B]Mental[/B]
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.
[B]Mentally Unstable[/B]
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.
[B]Completely Unstable[/B]
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.
[B]Full[/B]
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.
[B]X-Shot[/B]
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.
[B]Loved[/B]
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.
[B]Hated[/B]
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.
[B]Hero[/B]
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).
[B]Invisible[/B]
Type: Protective/Passive
Ability: The user is immune to investigative abilities.
[B]Iron[/B]
Type: Protective/Passive
Ability: This ability makes the user immune to destructive effects. This is sometimes referred to as "Bulletproof".
[B]King[/B]
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).
[B]Kingmaker[/B]
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).
[B]Lich[/B]
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.
[B]Phylactery[/B]
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.
[B]Lover[/B]
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.
[B]Masonic[/B]
Type: Conversive/Passive
Ability: The user can communicate with any player with Masonic linked to them (and the user) outside of the game thread.
[B]Long Lost[/B]
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.
[B]Lynchpin[/B]
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.
[B]Overeager[/B]
Type: Manipulative/Passive
Ability: if the user does not use the ability this is tied to, their target will be randomised.
[B]Miller/Ghost[/B]
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".
[B]Nexus[/B]
Type: Manipulative/Passive
Ability: Any ability targeting the user is randomly redirected to another player.
[B]Neighbourhood[/B]
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.
[B]Ninja[/B]
Type: Manipulative/Passive
Ability: This ability does not appear on investigation results related to the usage of an ability (i.e. Watcher, Tracker etc).
[B]Noble[/B]
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".
[B]Peasant[/B]
Type: Preventative/Passive
Ability: The users vote has a weighting of 0.
[B]Petty[/B]
Type: Preventative/Passive
Ability: The user's vote does not count, unless the player the user is voting for is currently voting them.
[B]Priest[/B]
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.
[B]Pitfall[/B]
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).
[B]Reckless[/B]
Type: Creative/Passive
Ability: If the user uses an active ability, they have a 50% chance of dying.
[B]Shield[/B]
Type: Protective/Passive
Ability: A specific player (predefined) is immune to destructive effects as long as the user is in the game.
[B]Shy[/B]
Type: Preventative/Passive
Ability: If the user is targeted with an active ability, the user's active abilities automatically fail during that phase.
[B]Strange[/B]
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.
[B]Suicidal[/B]
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.
[B]Territorial[/B]
Type: Destructive/Passive
Ability: Any time a player affects the user with an ability, that player is killed by the user.
[B]Bomb[/B]
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.
[B]Kamikaze[/B]
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.
[B]Cthulhu[/B]
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.
[B]Drunk[/B]
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.
[B]Unlynchable[/B]
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.
[B]Unstoppable[/B]
Type: Protective/Passive
Ability: The activie abilities this is tied to cannot fail. Unstoppable Kills are sometimes referred to as "Superkills".
[B]Untouchable[/B]
Type: Protective/Passive
Ability: The user is immune to all active and passive abilities.
[B]Useless[/B]
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".
[B]Vanilla[/B]
Type: Creative/Passive
Ability: The user has no other active or passive abilities.
[B]Vengeful[/B]
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.
[B]Weak[/B]
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.
[/SPOILER]
[SPOILER="Active Abilities "]
An Active ability is an ability which requires user input to work. In other words, an active ability requires the user to opt to use the ability for its effects to take place.
[B]Abductor[/B]
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.
[B]Addict[/B]
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.
[B]Assimilator[/B]
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.
[B]Assassin[/B]
Type: Destructive/Active
Ability: This is the Day-varient of Vigilante/Hitman/Killer.
[B]Assistant[/B]
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.
[B]Bartender[/B]
Type:Investigative/Creative/Active
Ability: See "Cop", except the Bartender's target gains "Reckless" for the Night Phase too.
[B]Body Changer[/B]
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.
[B]Bodyguard[/B]
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.
[B]Brain Surgeon[/B]
Type: Manipulative/Active
Ability: The Sanity of the target's investigative abilities, if any, are reversed for the Phase.
[B]Buck Passer[/B]
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.
[B]Bus Driver[/B]
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.
[B]Cab Driver[/B]
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.
[B]Commuter[/B]
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.
[B]Convertor/Recruitor[/B]
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".
[B]Cop[/B]
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.
[B]Corruptor[/B]
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.
[B]Delegator[/B]
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.
[B]Dentist[/B]
Type: Protective/Creative/Active
Ability: See Doctor, except the target will also gain Reckless for the Night Phase they are targeted.
[B]Deputy[/B]
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.
[B]Detective[/B]
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.
[B]Doberman[/B]
Type: Protective/Destructive/Creative
Ability: See Bodyguard, except the target will also gain Reckless for the Night Phase they are targeted.
[B]Doctor[/B]
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.
[B]Dominator[/B]
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.
[B]Eraser[/B]
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".
[B]Executioner[/B]
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.
[B]Executive[/B]
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.
[B]Flavour Cop[/B]
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.
[B]Forensic Investigator[/B]
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.
[B]Framer[/B]
Type: Manipulative/Active
Ability: The Sanity of any investigation made by the user's target is reversed for the Night Phase.
[B]Freeloader[/B]
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.
[B]Governor[/B]
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.
[B]Grave Robber[/B]
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.
[B]Guardian[/B]
Type: Protective/Active
Ability: Any otherwise-unprevented Destructive ability affecting the user's target will affect the user instead.
[B]Hider[/B]
Type: Protective/Manipulative
Ability: See Freeloader, except this only applies for Destructive abilities.
[B]Hostage Taker[/B]
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.
[B]Interrogator[/B]
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).
[B]Inventor[/B]
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.
[B]Isolator[/B]
Type: Protective/Preventative/Creative
Ability: See Jailer, except all actions will fail against the target, not just destructive effects.
[B]Jailer[/B]
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.
[B]Jack of All Trades[/B]
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.
[B]Jack of Anarchic Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Busdriver, Framer, Magnet and Redirector.
[B]Jack of Day Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Assassin, Journalist, Mayor and Politician.
[B]Jack of Deadly Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Assimilator, Executioner, Poisoner and Vigilante/Hitman/Killer.
[B]Jack of Deductive Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Cop, Thief, Tracker and Watcher.
[B]Jack of Epic Trades[/B]
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.
[B]Jack of Impeding Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Abductor, Isolator, Roleblocker/Prostitute and Vote Drainer.
[B]Jack of Medical Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Bodyguard, Doctor, hider and Vagabond.
[B]Jack of Mixed Trades[/B]
Type: Creative/Active
Ability: The user has 3 One-Shot abilities: Jailer, Interrogator and Paramedic.
[B]Jack of Other Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Bartender, Dentist, Rioter and Sadist.
[B]Jack of Passive-Agressive Trades[/B]
Type: Creative/Active
Ability: The user has 3 Two-Shot abilities: Mercy Angel, Mind Flayer and Stalker.
[B]Jack of Religious Trades[/B]
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Covertor, Corruptor, Mason Recruiter and Necromancer.
[B]Janitor[/B]
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.
[B]Journalist[/B]
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.
[B]Kleptomaniac[/B]
Type: Creative/Active
Ability: The user will gain a random passive or active ability from the target, while the target will lose that ability.
[B]Leader[/B]
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.
[B]Lie Detector[/B]
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.
[B]Lightning Rod[/B]
Type: Manipulative/Active
Ability: All actions occuring during the Night Phase target the Lightning Rod instead.
[B]Magent[/B]
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.
[B]Masochist[/B]
Type: Manipulative/Active
Ability: All actions made by the user's target will affect the user instead.
[B]Mason Recruiter[/B]
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.
[B]Master of All Trades[/B]
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.
[B]Master of Epic Trades[/B]
Type: Creative/Active
Ability: The user gains One-Shot actions for each defined ability, except Jack and Master abilities.
[B]Mayor[/B]
Type: Creative/Active
Ability: The user's target gains Unlynchable for the Day.
[B]Mercy Angel[/B]
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.
[B]Messenger[/B]
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.
[B]Mimic[/B]
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.
[B]Mind Flayer[/B]
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.
[B]Miracle Worker[/B]
Type: Creative/Active
Ability: A predefined change is applied to the user's target's alignment or role. This change varies game by game.
[B]Motivator[/B]
Type: Conversive/Active
Ability: The user's target may take an additional action during the phase they are targeted.
[B]Name Cop[/B]
Type: Investigative/Active
Ability: The user receives the name of the target's character, if any.
[B]Necromancer[/B]
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.
[B]News Anchor[/B]
Type: Manipulative/Active
Ability: All actions, except for those of the user and the target, will affect the target for the Phase.
[B]Nurse[/B]
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.
[B]Observer[/B]
Type: Investigative/Active
Ability: See Tracker and Watcher.
[B]Oracle[/B]
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.
[B]Paramedic[/B]
Type: Protective/Investigative/Active
Ability: See Doctor and Cop.
[B]Poisoner[/B]
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.
[B]Politician[/B]
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.
[B]Psychiatrist[/B]
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.
[B]Psychic[/B]
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.
[B]Punisher[/B]
Type: Destructive/Active
Ability: See Bodyguard, except the destructive effect targeting the user's target is not prevented.
[B]Quack[/B]
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.
[B]Redirector[/B]
Type: Manipulative/Active
Ability: The user may force their target to target another player of the user's choice with their abilities.
[B]Reviver[/B]
Type: Conversive/Active
Ability: The target is brought back into the game and is consdiered Alive.
[B]Rioter[/B]
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).
[B]Roleblocker/Prostitute[/B]
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.
[B]Role Cop[/B]
Type: Investigative/Active
Ability: The user receives the full role information of the target. Abilities are listed in their Town-aligned varients.
[B]Sadist[/B]
Type: Preventative/Creative/Active
Ability: See Roleblocker/Prostitute, except the target will also gain reckless for the Night this is used.
[B]Salesman[/B]
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.
[B]Schizophrenic[/B]
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).
[B]Searcher[/B]
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.
[B]Seraph[/B]
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.
[B]Shifter[/B]
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.
[B]Sidekick[/B]
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.
[B]Soothsayer[/B]
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.
[B]Spy[/B]
Type: Investigative/Active
Ability: The user will receive true if the target used an active ability during the Night Phase, and false otherwise.
[B]Stalker[/B]
Type: Investigative/Destructive/Active
Ability: See Observer, except if the same target was targeted the previous phase, the user will kill the target instead.
[B]Suicide Bomber[/B]
Type: Destructive/Creative/Active
Ability: See Vigilante, except the Suicide Bomber dies after use.
[B]Tagger[/B]
Type: Creative/Active
Ability: The user will give the target a predefined passive ability.
[B]Talker[/B]
Type: Conversive/Active
Ability: The user will be able to communicate with their target outside of the thread the following Day.
[B]Terrorist[/B]
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.
[B]Therapist[/B]
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.
[B]Thief[/B]
Type: Investigative/Active
Ability: The user will receive an item that hints towards the target's character, alignment or abilities.
[B]Turtle[/B]
Type: Protective/Preventative/Active
Ability: See Commuter, except the user is only immune to destructive abilities.
[B]Tracker[/B]
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.
[B]Vagabond[/B]
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.
[B]Vigilante/Hitman/Killer[/B]
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".
[B]Vote Drainer[/B]
Type: Preventative/Active
Ability: The target's vote counts for one less the following Day Phase.
[B]Vote Locker[/B]
Type: Manipulative/Active
Ability: The target is unable to unvote.
[B]Voyeur[/B]
Type: Investigative/Active
Ability: The user gains a list of abilities that affected the target during the phase it is used in.
[B]Watcher[/B]
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.
[B]Wingman[/B]
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.
[B]Witch Doctor[/B]
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.
[/SPOILER]
[SPOILER="Mafia Game Role Types"]
The following is a list of different types of roles, and what they mean. All roles fall into either "Active" or "Passive" classifications.
[B]Destructive-[/B] A destructive ability is an ability that kills a player (or players). For write up purposes, a player killed with a destructive effect should be displayed as having been "killed", whereas a player who died through a non-destructive effect should be displayed as "died".
[B]Investigative -[/B] This refers to any ability which provides information. This of course includes Cop, but there are a variety of investigative roles which can inform a player.
[B]Protective - [/B]This refers to any ability which provides some form of immunity.
[B]Manipulative - [/B]Also referred to as "Chaotic". This refers to any ability which aims to misinform or misdirect. This is used primarily as a counter to Investigative actions.
[B]Creative -[/B] This refers to abilities that alter or add to base roles. For example, a role that can Gift roles to other players (see: Inventor) is considered Creative because it can add to roles.
[B]Conversive - [/B]This refers to abilities that can convert the alignment of players, or otherwise provide a means of out-of-thread communication with them.
[B]Preventative -[/B] This refers to abilities which block or prevent the use of other abilities.
[/SPOILER]
[SPOILER="Night Action Resolution"]
The following is a guide on how to resolve Night Actions.
[B]Tier 1 - [/B]Conversive, Manipulative, Protective, Preventative
[B]Tier 2 -[/B] Investigative
[B]Tier 3 - [/B]Destructive, Creative
Tier 1 resolves before Tier 2.
Tier 2 resolves before Tier 3.
A Tier 1 action that targets itself will resolve before any other Night Action (including Tier 1 actions).
If a Tier 1 action targets another Tier 1 action, the latter action will resolve after the former action, unless the latter action is also affected the former action.
[/SPOILER]
[SPOILER="Independent Alignments "]
[INDENT]The following is a list of alignments that fall under the term "Independent".
[B]Survivor[/B] - 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.
[B]Lyncher[/B] - 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.
[B]Unlyncher[/B] - 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.
[B]Alien[/B] - 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.
[B]Savage[/B] - 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.
[B]Preserver[/B] - 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.
[/INDENT]
[/SPOILER]
[SPOILER="Mafia Game Types"]
Mafia games come in two types based on the time period of the phases in the game.
[I]Normal Mafia Games [/I]
[I]Normal Games[/I] are games where the Day and Night Phases last for 24 hours and above. This means that people from all timezones can play the game. These games can take a month to complete and as such are slow paced games.
[I]Turbo Mafia Games[/I]
[I]Turbo Games[/I] are mafia games where the Day and Night Phases last from 15 minutes to an hour. These games are restricted in nature as people from all timezones cannot play this game . These games get over in a few hours and are as such rapid paced games.
[/SPOILER]
[SPOILER="Mafia Game Thread Prefixes"]
In Mafia Games you can attach Prefixes to threads. Each of these Prefixes has a purpose :-
[LIST]
[*][I][Normal Sign-Ups][/I]- Threads having this prefix are sign up threads for Normal Mafia games.
[*][I][[I]Normal Game Thread[/I]][/I]- Threads having this prefix are game threads for Normal Mafia games.
[*][I][Turbo Sign-Ups][/I]- Threads having this prefix are sign up threads for Turbo Mafia games.
[*][I][Turbo[I] Game Thread[/I]][/I]- Threads having this prefix are game threads for Turbo Mafia games.
[*][I][Voting Thread][/I]- Threads having this prefix are voting threads used in Mafia Games.[/SPOILER]
[/LIST]
[I]
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