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    OPB Mafia Terminology, Role and Alignment Guide

    This thread is a compilation of useful, common terminology, roles that can be used in the game and a list of alignments. There is also a section on Action Resolution to assist budding hosts in running their games. This will be updated and added to over time.

    Contents

    Section 1 - OPB Mafia Glossary

    Section 2 - OPB Mafia Role List
    2.1 - Common Roles
    2.2 - Uncommon Roles
    2.3 - OPB Mafia Community Roles

    Section 3 - Action Resolution & Alignments
    3.1 - Action Resolution
    3.2 - Alignments
    Last edited by Queen Cheese; Feb 20th '17 at 05:59 PM.

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  3. #2
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    Section 1: Mafia Glossary
    Provided by @Stein

    3X3 : A reads list containing your top 3 townies and top 3 scum

    84% certainty : A meme used when you are confident about something but your proof is weak sauce. Created when Nimura expressed 84% certainty that Yuki was scum because he had jailed her.

    Alignment : One of town/ scum / indie factions

    Angleshooting : The act of bending the rules to the point that you are only technically not breaking them.

    (doing the) AppleCider : Repeatedly promising to catch up with the thread and post comments but never actually doing so. Common practice of the player AppleCider.

    AtE - Appeal to Emotion: trying to sway others by appealing to their hearts and not their logic

    Bait vote : A vote made on someone to see how the rest of the player will react to it.

    Bandwagon : The act of "hopping on a wagon" or in other words placing your vote on a lynch candidate after other players have done so without stating your own reasons for doing so.

    BP : Bulletproof, a role that allows the player who has it to escape a kill if targeted by a killing ability.

    Breadcrumbing : leaving subtle clues behind to reinforce a later hint/claim

    Buddying : The tactic used to subconsciously become perceived as less of a threat by another player. This is typically accomplished by the buddying player acting unnaturally friendly to its target, either subtly or outright.

    Bussing : abbreviation of "throwing someone under the bus" meaning sacrificing your teammates as scum in order to improve your position among the townies

    (doing a) Basil : Throwing your whole team under the bus to be cleared by the town and eventually win the game and the MVP award for doing so.

    CFD - Chinese Fire Drill : the act of multiple players moving their votes from a leading lynch to another one in order to prevent the leading lynch from being lynched

    Claim : The act of revealing one's role or character openly, thus role claiming or character claiming respectively.

    Counterclaim : The act of claiming the role someone had previously claimed to have in order to disprove their claim.

    Deepwolf : Wolf is a synonym of mafioso since the Mafia Game was originally called Werewolf. A deep wolf is someone who has played in a way that has separated him/her from his/her scum-mates in order to reach the endgame and bring victory to them.

    Distancing : The act of a scum appearing to suspect or pressure on one of their teammates in order to not get connected with them.

    EOD : End of Day

    Fake claim : a claim of a role that is not actually true and is usually provided by the host as cover for the scum. Could also be the scum's own invention.

    Fearmongering: the act of trying to scare other players off of doing something because of how bad the potential consequences might be.

    Fingerpointing : The act of accusing someone of being scum but not backing it up with enough or any proof.

    Fishing for roles : The scum tactic of actively trying to identify who has a role and which role.

    Flip : The revelation of one's alignment by the host of the game after the player's death.

    Fluff : Posts that have little to do with the game or consist of roleplaying one's character. Usually at the start of the game there is the "fluff phase" until all players gather and start playing the game seriously.

    FoS : Finger of Suspicion - the act of suspecting someone usually without voting them or voting someone else.

    GOAT : No, you aren't being mocked, rather it means Greatest of All Time

    Halfway Rule : A controversial strategy that advocated letting very good players live for half of the game's expected duration to get their insight and then lynch them because they have to be scum to still not have been night killed.

    Hammer : A player is said to hammer when they place the last vote on the leading lynch, breaking a tie or reaching majority in this way

    Hint : The act of implicitly revealing one's role or character.

    ISO : The act of looking through a player's posts in isolation to get a better read on them.

    (getting) Koraznro'd : Getting lynched during the time you have gone offline to sleep, even though prior to that you had zero votes on you. A meme created after the player Koraznro had that done to him twice in succession.

    L-1 : The state where a player needs one more vote to get lynched.

    LaL - Lynch all Liars : the policy of lynching anyone who got caught lying no matter the reason because a townie shouldn't lie

    Lolcatting : the act of a scum starting to post memes or trolling after getting caught in order to avoid giving any more info.

    Lynch pool : The players that one is willing to lynch during a day phase.

    LYLO - Lynch or Lose : the situation of the game where the town needs to lynch correctly or the game ends in favor of the scum.

    LL - Leading Lynch aka Top Wagon : the player with the most votes that would be lynched if the day ended then and there.

    Maj - Majority : Used in games that follow the majority voting system to indicate when we are close to or want to reach it to end the day.

    Meta : Short for "Metagame". A term for the knowledge of how a player or moderator usually acts based on previous experience.

    Mislynch : When a townie is lynched rather than a scum.

    Modkill : When the host executes a player and removes them from the game due to them breaking the rules.

    MYLO - Mislynch and Lose : similar to LYLO, the difference being that in this case the town can decide to lynch No One and still not automatically lose.

    NL - No Lynch : When the town decides to lynch No One during a day phase. Not advocated unless under special circumstances because lynching No One normally doesn't work towards the town's win-con and gives the scum a free kill.

    OMGUS - Oh My God You Suck : Used to denote a vote on someone who voted you beforehand, which is considered a noob reaction regardless of alignment

    Pocketing : Getting on a townie's good side and getting them to trust you.

    PL - Policy Lynch : The act of lynching a player not because they are the most suspicious in the thread currently but because they are playing in a way that will make it difficult or impossible to identify their alignment later on. Usually these players are consistently playing like that so they become part of the town policy.

    POE - Process of Elimination : A strategy which attempts to identify townies instead of scum and conclude that the ones that remain should be scum.

    POV : Point of View

    Powerwolfing : The act of a mafioso being very active and actively trying to throw the town off track by being one of the players that direct the flow of the game.

    PR - Power Roles : Used to denote a non-vanilla townie but most commonly used to refer to the roles of Cop, Doctor and Vigilante

    Pressure vote : A vote a player places on someone not because they suspect them but to push them further or bring attention to them and force them to act.

    Progression : The way one has reached a certain current read on someone.

    Pussywolfing : The opposite of Powerwolfing, used when the mafia is letting the town call the shots and tries to react to them.

    QT - QuickTopic : a chat thread used mainly by the mafia

    Reaction test : Similar to bait, a post or series of posts intended to garner a reaction out of one or more players. Most often, their purpose is to establish, cement, or dispel a read.

    Scumhunting : The act of actively trying to identify the scum in the thread

    (doing the) ShichiDrewKai : The act of going offline after a rage fit to avoid getting caught as a scum. Originating from ShichiDrewKai's (unsuccessful) use of the tactic.

    Scummate : A teammate of a scum.

    Shadowing : The act of a scum following the opinions and stances of the most prominent townies to appear townie.

    Sheeping : Following one's opinions blindly. Similar to shadowing, the difference being that sheeping might not be ill intended.

    Shitposting : Posting fluff instead of actual game content

    Speedlynch : The act of one or multiple mafiosi quickly reaching majority to end the day phase with a mislynch after the townies had placed enough votes on a player to allow this to happen. Usually implemented in the endgame to end the game in the mafia's favour.

    Spew : Used to denote when a scum has inadvertently given information about who their teammates are or are not.

    SK : Refers to "Serial Killer", by far the most popular implementation of Serial. Not to be confused with SniperKing or SoulKiller, both members of the Mafia Community that are referred to as SK.

    Stein Vote : The act of voting someone stating that if you are wrong about them being scum, it's their fault and not yours. Commonly employed by the creator of this list.

    Tell : A term originating from poker where players will subconsciously or involuntarily reveal how good their hand is and the other players can act accordingly. Similarly in mafia a certain behavior coming from a particular person can be interpreted as evidence of their alignment. Usually based on Meta.

    Throwing shade : Getting someone under suspicion or drawing the attention onto them.

    Throwing mud : Accusing someone for unfair reasons by misrepresenting their activity.

    Tinfoil : A theory that is highly unlikely given the data one has at that point but still possible, but viewed more as a conspiracy theory.

    Tunneling : The act of focusing a single player and throwing everything you have at them while paying little to no attention to other possible suspects and showing no willingness to reevaluate.

    Too Scummy to be Scum : A controversial theory suggesting that someone is being too suspicious to actually be a scum, based on the assumption that the the scum usually make effort to be careful and not ask for trouble compared to a townie who can be more careless in their innocence.

    Town Leader : A player who through the content they are providing is directing the flow of the game by deciding who should be suspected, lynched etc. Be careful, the town leader is not always town!

    Twilight : The phase of the game after the Day Phase has ended but the Night Phase hasn't begun yet. Players can post in this phase but votes don't count anymore. May also be referred to as "Dusk".

    UTR - Under the Radar : Used to denote a player who is not participating much and has thus managed to avoid drawing attention.

    VCA - Vote Count Analysis : The analysis of the voting pattern of players throughout the game to try and identify the possible scum involvement in the lynches that have happened so far.

    Wagon : Every player with at least some votes on them is said to have a wagon on them.

    Wallie : A very large post that may or may not contain thorough analysis of the current game state or a player

    Wallie War : A back and forth between two players consisting of wallie posted as answer to a wallie and so on.

    WIFOM - Wine In Front Of Me : Used to denote when someone is trying to guess or reason what choice a person made, when that person knew in advance that his/her choices would be subject to scrutiny. This results in a circular logic and is thus considered not a valid proof or evidence about one's alignment.

    WOAT : Worst of All Time
    Last edited by Stein; Sep 28th '17 at 10:46 PM.

  4. #3
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    Section 2: OPB Mafia Role List


    Section 2.1: Common Roles
    These are roles that you will find on most Mafia communities. They are all fairly basic in nature, although their respective difficulty in using them varies. Newer hosts are recommended to stick primarily to these and Uncommon Roles due to the fact that they are easier to balance thanks to their familiarity.

    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.

    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".

    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.

    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.

    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.

    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.

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

    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".

    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.

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

    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.

    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".

    Section 2.2: Uncommon Roles
    These are roles either less-widely used or more niche in terminology. Newer hosts are recommended to excercise caution when using these roles, as many require a more in-depth understanding of mafia balance to properly implement.

    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".

    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.

    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.

    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.

    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.

    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).

    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".

    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.

    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.

    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".

    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.

    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.

    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).

    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.

    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.

    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.

    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.

    Section 2.3: OPB Mafia Roles
    These are roles created by the members of the OPB Mafia Community. Given that they are often fairly experimental in nature, it is recommended that only experienced hosts strive to create their own roles (unless assisted by an experienced host). To add a role here, start a PM or VM with me (or just mention me and whomever else is concerned in the Discussion thread) and we'll discuss how it works. I would also request that you hold off from naming a role until we've discussed it, and I'd like to keep this role list as thematically-consistant as possible. Please note that roles created will be listed here in their base form - so a role that uses flavour to determine targets, for instance, will be listed as a role that determines targets from a specific set that can vary by game, rather than the specific iteration of the role. This is to help other players use the role more easily.

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

    Created By: @Ratchet

    Discriminating
    Type: Preventative/Passive
    Ability: Any ability linked to this passive will automatically fail if it targets a player that shares an alignment with the user. If the user is Serial or Independent aligned, the ability will fail if targeting both Serial and Independent-aligned players.

    Created By: @Ratchet

    Conspiring
    Type: Creative/Passive
    Ability: If an ability linked to this passive is successfully used, a flavour event will occur. This flavour event must either impact roles to some degree, or be linked to a mechanic present in the game.

    Created By: @Ratchet

    Miracle Seeker
    Type: Preventative/Passive
    Ability: Must be linked to an ability. While Miracle Seeker is active, the user is unable to use their ability. If targeted by a Miracle Worker, the user will lose Miracle Seeker.

    Created By: @Ratchet

    Misguided
    Type: Manipulative/Passive
    Ability: If targeted by an other-wise sane investigation role, the user will return results that an Insane or Paranoid investigator would receive (determined at random or on a game to game basis).
    Notes: The user is not aware that they are misguided. This role is always Town-aligned.

    Created By: @Ratchet

    Exterminator
    Type: Protective/Destructive/Active
    Ability: The user may kill a player. If the target is part of a predefined set, the user will gain Unstoppable for the resolution of the kill. Otherwise, the user will gain Useless. Furthermore, all abilties made by players part of the aformentioned set targeting the user have a predefined chance of success (between and including 0-75%) when targeting the user.
    Notes: The user is usually aware of the set in question, but not which players are a part of it.

    Created By: @Ratchet

    Mad
    Type: Creative/Passive
    Ability: The user has one counter placed on them every time a predefined event or action or ability takes place. Counters provide increasingly negative events as more are placed on the user. The final counter results in the user's suicide (this is not treated as a destructive effect). The trigger that determines when counters should be placed, and the effect of the counters (bar the last one) is determined on a game-to-game basis.
    Notes: The user is not aware that they possess Mad.

    Created By: @Ratchet

    Partially Mad
    Type: Creative/Passive
    Ability: See Mad, except the final counter is not restricted to forcing the player to suicide and the negative effects are not as detrimental. The trigger for placing counters may vary between Mad and Partially Mad, but the effects should be similar (if 1 counter gives a player with Mad a 30% chance of failing their action, a player with Partially Mad and one counter should have a chance of failing their action between and including 1-29%).
    Notes: A player with Mad must be in the game at the start of the game for a player to have Partially Mad.

    Created By: @Ratchet
    Last edited by Queen Cheese; Feb 20th '17 at 05:55 PM.

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    Section 3: Action Resolution and Alignments


    Section 3.1: Night Action Resolution

    Tier 1 - Conversive, Manipulative, Protective, Preventative
    Tier 2 - Investigative
    Tier 3 - 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 is affecting another Tier 1 action, the former will resolve first. So for example, if Player A was to be Protecting Player B, and Player B was Blocking Player A, and Player C was Killing Player B, the resolution would start with Player B blocking Player A, Player A protecting Player B but failing due to being blocked, and Player C killing Player B successfully.


    Section 3.2: Alignments
    The following are a List of alignments, broken up into Pro-Town, Anti-Town and Independent. Independent Alignments created by members of the OPB Mafia Community are listed and credited at the bottom (same procedure applies as with Roles in terms of requesting a place on this list).

    Pro-Town
    This is a list of alignments that win when the Town achieves its win condition.

    Town
    This is the only Pro-Town alignment. The town is required in every game. You can have multiple towns that win exclusively of each other, however. The Town fundamentally should have a majority of players and be mostly uninformed (exceptions apply).

    Anti-Town
    This is a list of alignments that win when the Town and all other Anti-Town alignments can no longer win.

    Mafia
    Despite the name not every game requires a Mafia. The Mafia team primarily revolves around being able to kill players, with a small group that can discuss outside of the thread.

    Cult
    Cult are similar to Mafia, except instead of killing players, they can convert them to the Cult instead. Given that Cult take away and add to their own, they generally should start smaller and weaker than a Mafia group.

    Serial
    A Serial is an alignment that wins when every other alignment, bar Independent alignments, can no longer win. While that is fundamentally no different from any other Anti-Town group, the distinction is that the Serial is on its own. Because of this, Serial roles should be one of the most powerful roles in your game.

    Werepack
    Fundamentally, this is just another name for Mafia. However, in some cases, Doctors and Roleblockers cannot affect the Werepack, and instead a Seer and Sorceress can protect and block their kill instead. Given that there is no difference fundamentally, it is recommended that you only use Werepack when including another Mafia group as well as a Seer and Sorceress.

    Independent
    This is a list of alignments that can win with either Pro-Town or Anti-Town, and generally work on their own to achieve their own win conditions. Independent is fundamentally a catch-all term for those with a Neutral win condition.

    Survivor
    The survivor wins if it is alive at the end of the game.

    Jester
    The Jester wins if it is Lynched. As it is considered Bastard, and generally goes against the purpose of the game it's not recommended to use this alignment.

    Lyncher
    The Lyncher wins when a specific player is lynched. How much the Lyncher knows about their target varies by game, but generally it should be enough to be able to identify the player they need to have lynched.

    Unlyncher
    The Unlyncher wins if the game ends and a specific player is not lynched.

    Alien
    The Alien wins if it targets all the players that are alive at the end of the game. For the purpose of the win condition, in the event of a Town loss any members of the Town not currently dead when the game is called are considered dead.

    Savage
    The Savage can win in ways that vary depending on the game. Fundamentally, the Savage wins if it kills other players. This could be a specific number of players, or specific players/characters themselves. The Savage shouldn't be told which players they have to kill exactly, and they usually should have to kill more than one (but this is not an absolute rule).

    Preserver (created by @Ratchet)
    Similar in ways to Savage, the Preserver wins by protecting players from a kill. This could be simply protecting a specific player from a kill, or it could be having a specific number of players needing to be protected from a kill. Unlike the Savage, it's not uncommon for a Preserver to be told who they need to protect.
    Last edited by Queen Cheese; Feb 20th '17 at 05:53 PM.

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