A factional ability can be used by all players in a faction. This is in contrast to an individual ability which can only be used by a certain player.
The Mafia factional kill ability can be potentially used by all mafia players so even if only one mafia player remains alive he can still use the factional kill to eliminate players. Generally, the game host would ask all mafia players to reach a consensus on a kill target and which mafia player will perform the kill. However, sometimes the game host might assign the factional kill to one mafia player (Usually the Godfather) and give it to other mafia players as the mafioso start getting eliminated.
If the Town has a factional ability, because of the uninformed nature of the Town, the user of the ability is generally first come, first serve. If the Town has a one-shot vengeful kill factional ability then the first town player lynched will be the one who will use the factional vengeful kill.
In the case of solo factions like the Serial and solo independents, the ability by default becomes individual because the faction has only one player.
In the case of a Cult, the recruit ability is generally individual and tied to the Cult Leader because it usually ends up being overpowered if it is factional. If the recruit is factional, then the game host lets the Cultists reach a consensus on which player should be recruited and which Cultist will perform the recruit. In such a case scenario, the death of the Cult Leader is not a big blow to the Cult as another Cultist will perform the recruit in his stead.
What result does a Cop get if he investigates an Indie?
If a Cop investigates an Indie, The Cop should not get a Guilty result as Guilty is mainly used for anti-town players and the Indie is not an anti-town player.
If a Cop investigates an Indie, The Cop should not get an Innocent result either as Innocent is mainly used for pro-town players and the Indie is not a pro-town player.
The Cop should get a "Neutral" result when investigating an Indie. This is because an Indie is not involved in the victory or loss of Town and as such is a neutral player.
Giving Guilty results on Indies to Cops is an outdated method and can affect game balance. An Indie can both help and hinder the Town depending upon his choice. Thus "Neutral" is the most appropriate result and should be used by the game host.
In this post, I will talk about how to write win conditions.
The win condition that you as a Game Host give to a player in the Role PM should be a direct and simple statement which should account for all possibilities in the game.
Pro-Town and Anti-Town win conditions
For Pro-Town and Anti-Town factions, it is best that you as a game host follow a set format for the win conditions. Let me call this "@Rohan's Win Condition format." lol The format is given below:-
You win when you eliminate all factions who oppose "Insert Faction Name".
For Town, it will be:-
"You win when you eliminate all factions who oppose the Town."
For Mafia, it will be:-
"You win when you eliminate all factions who oppose the Mafia."
For Cult, it will be:-
You win when you eliminate all factions who oppose the Cult.
For Serial it will be:-
"You win when you eliminate all factions who oppose You."
-In the case of Serial, the faction name is replaced with "You", because the Serial is one player.
-Alternatively, you can put the flavour name of the Serial faction there.
For custom factions and if you are using flavour in a game, you should put the flavour name of the faction in the win condition.
For example, in a Naruto Theme game, these should be the win conditions:-
"You win when you eliminate all factions who oppose Konoha." (Town)
"You win when you eliminate all factions who oppose Akatsuki." (Mafia)
"You win when you eliminate all factions who oppose Otogakure." (Cult)
Using this win condition format gives you, the game host many advantages:-
The win conditions are consistent for all players (Except Indies) which means players cannot figure out roles by nitpicking the wording of the win condition.
It takes into consideration both the "50 per cent rule" argument and "Consider all possibilities of a faction winning" argument. This gives the host flexibility on what option he would like to choose to end the game. You can read about these arguments "Here".
Neutral win conditions
For Indie players, the win condition that you provide should always be neutral and they cannot have a win condition similar to the ones shown above. If they have a win condition like that they cannot be called Indies and would be either a Pro-Town or Anti-Town player. The Indie has no factions which oppose him and as such, there is no need for the Indie to eliminate other factions.
What about other Serial win conditions?
A common win condition that game hosts use for Serial Players is this one:-
"You win when you are the last man standing."
This is a messed up win condition because it does not take into account the existence of Indie players in the game which can win with Serials. For example, take an endgame situation with one serial killer and one survivor. The last man standing win condition directly states that the serial killer excluding himself must kill the remaining players in the game in order to win. Thus, the serial will kill the survivor in order to win. This not only goes against how the neutral win condition works but is also extremely unfair for the survivor. This issue, however, does not happen if you use my win condition format.
Another common win condition that is used for Serials is:-
"You win when you eliminate all factions who oppose You. You also win if all players in the game die even if you are not alive".
The problem with this win condition is the second statement. First of all, you should never let the "All Players Dead- Scorched Earth" situation happen in your game in the first place. Adding that second statement borders on cheating by the host as the Serial been dead has no chances of winning because of his Anti-Town win condition. Using this win condition can cause issues in your game. It is far better to balance the Serial by making it powerful instead.
What about Kill-All win conditions?
A Kill-All win condition looks like this:-
"You win when you eliminate all players in the game."
This is a messed up win condition because of the words "All Players". The player with this win condition is also a player in the game and the usage of the word "All" means that the player must kill himself after he has killed the other players in the game in order to win. This ends up making no sense and again conflicts with how neutral win conditions work. lol All that this win condition does is create a mess in your game. (Pun not intended) Avoid using this win condition.
What about Serials and Savages?
The difference between both is that The Serial has a direct conflict over the number of votes with other pro-town and anti-town factions which makes the Serial an anti-town player. The Savage, on the other hand, is not involved in the conflict of votes and only needs to achieve a certain kill count in order to win. A Savage's win condition would look something like this:-
"You win when you kill three/x players in the game".
The above is a neutral win condition, not an anti-town win condition. Those three players could belong to any faction and after the Savage kills them he has won and does not care about the consequences of his actions on the ongoing conflict over the number of votes.
What about Multiple win conditions?
My personal opinion on this matter is that you should not give multiple win conditions to one player as it might end up causing issues in how you would resolve them. However, don't let my opinion stop you if you want to do it. You can get a guide on how to do it "Here".