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| Generic All-Purpose Random Mafia Role List; If you want to host a Random Mafia game but you're too lazy to make your own list | |
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| Tweet Topic Started: Oct 9 2016, 03:31 PM (566 Views) | |
| Zaazaa0 | Oct 9 2016, 03:31 PM Post #1 |
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Here is a list of roles that can be used if you wish to host a Random Mafia game, but don't want to create a role list from scratch. The list gets updated every time a new role is added to EpicMafia's official role list, with the exception of roles that don't work in a forum random mafia setting. Some roles are taken from resources other than EM, such as other mafia-related sites or from past games that had a particularly innovative or unique role that isn't too complicated. This thread can also be used by anyone to suggest changes to current role descriptions as well as to suggest roles to add or remove. To copy the list for your own game, just click "quote" at the bottom of this post and copy everything starting at the first spoiler. After that, check the information in the first spoiler of the second post in this thread and see if there are any roles you want to remove, add, or change. Village (74) Agent: At the start of the game, you learn which mafia and third party roles are in the game. You can PM the host during the day to send anonymous messages to any of those roles. Baker: Every night, you can visit two players to give them each some bread. The two targets can be the same player. If you die, a famine will begin. During a famine, players will eat one piece of bread at the end of every phase. If a player would eat bread but they have none, they will die. If you are in the game, players start the game with three bread, but won't be made aware of this. Blacksmith: Every night, you can visit a player to give them a bulletproof vest. If a player who has a vest is targeted for a kill other than a lynch, the vest will take the hit for that player. A player can only have one vest at a time. Bleeder: If you are killed by any means, you will survive until the end of the following day phase, at which point you will bleed out and die. This death cannot be prevented. While bleeding, you can't be killed. "The following day phase" refers to the day phase after you are attacked at night, or one full day later if you are killed during the day. Bodyguard: Every night, you can visit a player to protect them. If your target is going to be killed, you will fight with the attacker, with a 50% chance of you killing the attacker and a 50% chance of the attacker killing you. Either way, the player you are protecting will survive. If you are protecting a Celebrity, you will always kill the attacker. Bomb: If you are killed by any means aside from a lynch, the attacker will also die. Bride: Once during the game, during the day, you can propose to a player. The proposal is revealed in thread, along with the name of the player you proposed to. If the other player accepts your proposal, both of your roles will be revealed in thread and you will fall in love. If they decline, it will be revealed that they declined. If you propose to a player who is already in love with someone else, they will be unable to accept. Bulletproof: You start the game with a bulletproof vest. If you are targeted for a kill other than a lynch, the vest will take the hit for you. The vest can only block one kill. Butterfly: If you die, every living player will be converted to the role they were at the start of the game. Caroler: Every night, you can visit a player and sing to them. The song will reveal the names of three players, at least one of which is guaranteed to be mafia. Your action will fail if your target visits anyone on the same night. You can't visit the same player two nights in a row. Celebrity: Your role is revealed at the beginning of the game. If you become this role later in the game, your role is revealed immediately upon conversion. Chef: Every night, you can visit two players to invite them to a banquet. Each player will learn the role of the other player, but both players will also be hooked. Confused Cop: You think you are a regular Cop. Every night, you can investigate a player to determine their alignment, but you'll learn a random alignment instead. You will be revealed as a regular Cop when investigated, revealed, or killed. Cop: Every night, you can investigate a player to determine their alignment. Cutler: Every night, you can visit a player to give them a knife. Knives can be used during the day to stab a player, which will make that player start bleeding, meaning they'll die at the end of the following day, but will be immune to all killing actions until then. Using a knife will reveal the attacker. Deputy: You start the game with a gun. Once during the game, during the day, the gun can be fired to kill a player. Firing the gun will not reveal you. Detective: Every night, you can investigate a player to determine their role. Doctor: Every night, you can visit a player to protect them from death. Dreamer: Every night, you'll have a dream that tells you the names of three players. At least one of those players is definitely mafia. You will only have a dream if you aren't visited by anyone. Drunk: Every night, you can visit a player to prevent their action. If you visit a Driver, you will kill them. Enchantress: Once during the game, you can visit a player to give them a crystal ball. The player with the crystal ball can choose a player every night. When the player holding the crystal ball dies, the player they chose will have their role revealed. Gallis: You think you are a Villager. If you have a majority vote on you for a lynch, you won't die. However, if less than half (but more than none) of the players vote for you, you will die. Ghoul: You can choose a player every night. This is not a visiting action. If you are targeted for a kill on that night, the kill will instead be redirected to the person you chose that night. If you successfully redirect a kill, you will be informed that you were successful and will lose your ability to redirect. Glass Man: If you are visited by anyone, you will die, even if you are protected. Once during the game, you can visit a player to hide behind them. This action will fail if the player you visit also visits someone. While hiding, you are immune to all night actions, but if the player you are hiding behind dies, you will also die. You start the game with a crystal ball. Governor: Once during the game, during the day, you can redirect the lynch to a player of your choice. You cannot redirect a no lynch. Granny: If anyone attempts to visit you, their action will fail and you will kill them. Gunsmith: Every night, you can visit a player to give them a gun. A player with a gun can use it during the day phase to kill another player. Firing a gun has a 50% chance to reveal the shooter. Hunter: Choose a player every day. If you are lynched on that day, you will shoot the player you chose right before you die. Huntsman: You think you are a Hunter. Choose a player every day. If you are lynched on that day, you will shoot the player you chose right before you die. However, if you have a majority vote on you for a lynch, you won't die and your shot won't work. Instead, if less than half (but more than none) of the players vote for you, you will die. Insane Cop: You think you are a regular Cop. Every night, you can investigate a player to determine their alignment, but you'll learn the opposite alignment instead. You will be revealed as a regular Cop when investigated, revealed, or killed. Jailer: Every day, you can choose a player. If no one is lynched that day, you'll jail the player you chose. A jailed player is unable to perform any night actions and is immune to all night actions. The jailed player can't communicate with anyone, except anonymously with you. At the end of the night, you can choose whether or not to kill the player. Journalist: Every night, you can investigate a player to receive all PMs that player receives on the same night. Judge: Your vote counts as two votes instead of one. Justice: Every night, you can investigate two players. You'll be told whether or not they have the same alignment. You don't visit the people you investigate. Keymaker: Every night, you can visit a player to give them a key. A player with a key can use it at night to lock themselves in, making them unable to act but immune to all visiting night actions. Lazy Cop: You think you are a regular Cop. Every night, you can investigate a player to determine their alignment, but you'll get the results of your investigation one night later. When this happens, you'll be told that the player you investigated that night is the alignment of the player you investigated the night before. You will be revealed as a regular Cop when investigated, revealed, or killed. Leader: If you die, voting will be anonymous during the following day phase. Lightkeeper: If you die, discussion AND voting will be anonymous during the following day phase. Loudmouth: You think you are a Villager. If you are visited by anyone at night, the name of the player who visited you is revealed. You cannot be silenced. Mason: Every night, you can visit a player to convert them into a Mason. If there are multiple Masons, more than half of you need to vote for the same player to convert them. If you attempt to convert a mafia member, all Masons will die. If you attempt to convert a Cultist, the Cultist will die instead. Mayor: Once during the game, during the day, you can reveal your role in thread. If you do, your vote power will increase to three. After revealing yourself, all killing actions towards you will ignore protection. Mechanic: All sabotaged items you hold are automatically fixed and turned into the normal version of that item, and can't be sabotaged as long as you hold them. Miller: You think you are a Villager. You appear to be a random mafia role that is in the game when investigated, revealed, or killed. Mimic: Once during the game, you can visit a player to steal their role. The player whose role gets stolen will become a Villager. If you attempt to steal a role from a mafia member, it will fail and you will become a Villager. If you attempt to steal a role from a third party, it will fail and you will become an Amnesiac. Monkey: Every night, you can visit two players. If the first player uses a visiting night action that night, they'll be hooked, and YOU will use that night action on the second player. Nurse: Every night, you can visit a player to protect them from death. The player you protect will also be hooked. Oracle: You start the game with a crystal ball. You can use it by choosing a player at night. When you die, the player you chose will have their role revealed. You can change your choice as many times as you want as long as you have the crystal ball, and choosing a player does not cause you to visit them. Party Host: Once during the game, during the day, you turn the following night phase into a party phase. During the party phase, players can discuss in the thread even though it's a night phase. Pathologist: Every night, you can visit a dead player to receive all PMs sent from the host to that player during the game, aside from their role PM. Penguin: Every night, you can visit a player to give them information. The player will randomly receive information about a different player, chosen at random. The information, which is also chosen at random, can be the player's role, what items the player has, who the player visited that night, or who the player was visited by that night. Priest: You will automatically visit yourself every night to learn what roles visited you. If you are killed at night while visiting yourself, there is a 50% chance that the kill will be prevented and the killer will be converted into a Villager, Traitor, or Survivor, depending on the killer's alignment. Psychic: Every night, you can visit a player to learn their role. This will ignore all forms of investigation disruption. However, if you are visited by anyone, you will be hooked. Samurai: If anyone attempts to convert you, the conversion will fail and you will kill them. You can only prevent conversion twice. If a Ninja tries to kill you, you will kill the Ninja instead. Santa: Every night, you can visit a player to give them a gun, a bulletproof vest, a crystal ball, a loaf of bread, a key, a knife, or a snowball. You choose which item to give. Secretary: If you are killed at night, no one can be lynched during the following day. Sheriff: You start the game with a gun. Once during the game, during the day, the gun can be fired to kill a player. You will be revealed if you use your gun. Shrink: Every night, you can visit a player to protect them from conversion. If you visit a Killer, you will convert them into a Villager. Sleepwalker: You think you are a Villager. Every night, you will visit a player at random. This visit won't have any actual effects. Snoop: Every night, you can investigate a player to learn what items they have. Snowman: Every night, you can visit a player to give them a snowball. Snowballs can be thrown at another player during the day, and will cause the target to be hooked during the following night phase. Throwing a snowball will reveal the user. You are immune to snowballs. Surgeon: Every night, you can visit a player to protect them from death and conversion. If anyone else visits the protected player, one of the other visitors will die at random. Telepath: You can send anonymous messages to players during the day. Templar: If you are in the game, there will be at least one other Templar in the game. At the start of the game, you will learn the names of every other Templar. Tinkerer: Every night, if no one visits you, you will obtain a gun at the start of the following day. If you are killed at night, one player who visited you on the night of your death (chosen at random) will receive a gun. Town Crier: You can post anonymously during the day. Tracker: Every night, you can investigate a player to learn who they visited that night. Trapper: Every night, you can visit a player to set a trap near them. One other player who visits your target will die. If multiple players visit the target, the one with the more hostile action will be the one to die. The effects of the night action will still go through. Treestump: Once during the game, at night, you can turn into a tree. This will be announced in thread at the start of the following day. As a tree, you are constantly protected from normal kills, and can't be lynched or converted, but you also can't vote. Trickster: You think you are a Villager. Every night, you'll automatically visit a player at random and give them an item. The item will be a gun, vest, crystal ball, key, knife, or snowball, chosen at random. Turncoat: You think you are a Villager. If you are hit by the night kill, you will survive and instead be converted into a Traitor. Veteran: Three times during the game, at night, you can choose to become alert. If someone visits you while you are alert, you will kill them after their action takes place. While alert, you can't be hooked or killed. Vigilante: Every night, you can visit a player to kill them. Virgin: If you are lynched, nobody can die during the following night. If you are visited by a Hooker, you will be converted to a Villager. Watcher: Every night, you can watch a player to learn who visited that player. This is not a visiting action. Mafia (56) Actress: Every night, you can choose any role from the entire list. If you are investigated, revealed, or killed, you will appear as though you were the role you chose. Apprentice: On the night after a mafia member is lynched, you can choose to convert yourself to their role. This does not count as a night action. Arsonist: Every night, you can visit a player to pour gasoline on them. Once during the game, during the day, you can ignite a match to instantly kill all the players who have gasoline on them, regardless of protection. You don't know who the other mafia members are. Associate: Every night, you can visit a player to give them a gun. Guns given out by you will always fail to kill mafia members, and have a 50% chance to reveal the shooter. You can't give your guns to other mafia members. Blinder: Every night, you can visit a player to blind them. This will make their vote worth zero during the following day. Bruiser: Once during the game, you can visit a player to convert them into a Villager. This will fail if it targets a mafia member. Diabolist: Every night, you can visit one player and choose (not visit) another. If the first player votes for the second player during the following day, the first player will immediately die. Director: Every night, you can visit one player and choose (not visit) another player to force the first player to visit the second. This will fail if the player you visit doesn't use their action, or if they don't have one. You can't choose the same player for both actions, and you can't force a player to visit yourself. Disguiser: Once during the game, you can visit a player trade appearances with them and kill them. The target will be revealed as the Disguiser on death, and you will learn their actual role, and will appear as that role when investigated, revealed, or killed. If your kill is prevented, you will still trade appearances with them. Don: Once during the game, during the day, you can redirect the lynch to a player of your choice. You can only do this if there is a majority vote on a non-mafia player. Driver: Every night, you can choose two players to drive. If anyone tries to visit one of the two players, they will be redirected to the other. You can't redirect protection. Your action does not count as a visit. Enforcer: Every night, you can visit a player to protect them from conversion. If you visit a Killer, you will convert them to a Traitor. Fabricator: Every night, you can visit a player to give them a fake item. You can give them a fake gun, which will kill the shooter when fired, a fake bulletproof vest, which does nothing, a fake crystal ball, which reveals the target as a random role of the opposite alignment that is in the game, fake bread, which does nothing, a fake key, which protects the user from all actions except actions from mafia members, a fake knife, which causes the attacker to start bleeding, and a fake snowball, which hooks the thrower on the following night. Filibuster: You can only be lynched if at least two thirds of the players alive vote for you, instead of more than half. Framer: Every night, you can visit a player to attempt to frame them. If someone attempts to investigate a framed player's alignment, they will get a guilty report. If someone attempts to investigate a framed player's role, they will get a random mafia role that is in the game in their report. Godfather: If someone attempts to investigate your alignment, they will get an innocent report. If someone attempts to investigate your role, they will get a random village role that is in the game in their report. Grammar Nazi: Every night, you can visit a player to watch them. The player you visit will be informed of this visit. If the player makes a spelling or grammar mistake, and you PM the host pointing out their mistake before they fix it, they will die. Gramps: If anyone visits you, you will learn their role. You can only be killed by being lynched. Heartbreaker: Once during the game, you can visit a player to make them fall in love with you. If you die, your target will also die. If your target dies, you will NOT die. Hitman: Every night, you can visit a player to kill them. You don't know who the other mafia members are. Hooker: Every night, you can visit a player to prevent their action. Illusionist: Once during the game, at night, you can choose a player. This doesn't count as a visit. At the start of the following day phase, you will receive a gun. This gun will kill the target, and will always reveal the player you chose as the shooter. Informant: Every night, you can investigate a player to receive all PMs that player receives on the same night. Interceptor: Every night, you can visit a player to intercept visitors. One player who attempts to visit your target, chosen at random, will be intercepted and killed, preventing their action. Every other player who visits the target will learn your role. Interrogator: Every day, you can choose a player. If no one is lynched that day, you'll jail the player you chose. A jailed player is unable to perform any night actions and is immune to all night actions. The jailed player can't communicate with anyone, except anonymously with you. At the end of the night, you can choose whether or not to kill the player. You don't know who the other mafia members are. Janitor: Once during the game, you can visit a player. When that player dies, only the Janitor will learn their role. Lawyer: Every night, you can visit a player. If someone attempts to investigate your target's alignment, they will get an innocent report. If someone attempts to investigate your target's role, they will get a random village role that is in the game in their report. Librarian: Once during the game, you can turn the day phase into a library phase. During the library phase, all players will be unable to speak in the thread or in any chat that is not a private one-on-one conversation. Voting for the lynch can be done anonymously during the library phase. Lookout: Every night, you can watch a player to learn who visited that player. This is not a visiting action. Ninja: If you perform the night kill, it does not count as a visiting action. In addition, as long as you are alive, you automatically perform the night kill unless otherwise specified. Paparazzi: You start the game with a unique crystal ball. You can use it to choose a player at night. When you die, the person you chose will have their role revealed, but only to the mafia. You can change your choice as many times as you want as long as you have the crystal ball, and choosing a player does not cause you to visit them. Paralyzer: Once during the game, during the day, you can lock the votes. This action will be announced in thread, and for the rest of the day, players will be unable to unvote or change their vote. Plumber: Every night, you can visit a player to prevent them from talking about the game anywhere except in the thread during the following day. Poisoner: Every night, you can visit a player to poison them. If that player is not visited by a protection role on the night they are poisoned or the night after, they will die. Prosecutor: Your vote counts as two votes instead of one. Quack: Every night, you can visit a player to protect them from death. You don't know who the other mafia members are. Reverser: Every night, you can visit a player and force them to visit themselves. This will fail if they don't use their action, or if they don't have one. Saboteur: Every night, you can visit a player to sabotage all the items they are holding, except bread. Sabotaged items are identical to items given out by a Fabricator. Scout: Every night, you can investigate a player to learn who they visited that night. Shaman: Every night, you can visit a player. On the following day, if that player unvotes or changes their vote, that player will immediately die. Silencer: Every night, you can visit a player to silence them. Silenced players are unable to post in thread or PM anyone except the host during the following day phase. Slasher: Every night, if no one visits you, you will obtain a knife at the start of the following day. Knives obtained in this way won't reveal the attacker. You don't know who the other mafia members are. Sniper: You start the game with a gun. Once during the game, during the day, the gun can be fired to kill a player. Firing the gun will not reveal you. Spy: At the start of the game, you learn which roles are in the game. You can PM the host during the day to send anonymous messages to any of those roles. Stalker: Every night, you can investigate a player to determine their role. Strongman: Once during the game, you can strengthen the night kill, allowing it to ignore protection and hooking. Doing this requires you to be the one to perform the night kill. Tailor: Every night, you can visit a player and choose a role from the list to give them a suit of that role. Players holding a suit appear as the chosen role when investigated, revealed, or killed. Players are not informed when they receive a suit. Terrorist: Once during the game, during the day, you can explode near a player of your choice, killing yourself and that player. The kill on yourself will ignore protection. Thief: Every night, you can visit a player to steal all their items. Toreador: Every night, you can visit a player and force them to visit you. This will fail if they don't use their action, or if they don't have one. Ventriloquist: Every night, you can visit a player. The player will be silenced, and you will be able to force them to say things you want them to say through anonymous PM. Voodoo Lady: Every night, you can visit a player and choose a word. During the following day phase, if that player says that word, they will die. The word must be four letters or more and can't be a player's username or the word vote. Whisperer: You can send anonymous messages to players during the day. Witch: Every night, you can visit a player. If they are visited by anyone who is not mafia aligned on the same night, the player you visited will die unless protected. Yakuza: Once during the game, you can visit a player to kill yourself and convert that player into a Goon. Third Party (30) Admirer: If you are in the game, there will be a Killer in the game. At the start of the game, you learn who the Killer is. If someone attempts to investigate your alignment, they will get an innocent report. If someone attempts to investigate your role, they will get a random village role that is in the game in their report. If the Killer dies, you will be converted into a Killer. You win if the Killer and Admirer(s) make up half of all living players.
Alien: Every night, you can visit a player to probe them. You win and leave the game if every living player aside from yourself has been probed. Amnesiac: Every night, you can visit a dead player to convert yourself to their role. Angel: At the start of the game, you will be told the name of a player. You win if that player is alive at the end of the game. Once during the game, you can visit that player to protect them from death for that night and the following day. Autocrat: You win if village wins while you are alive. If this happens, village loses. Clockmaker: Every night, you can visit a player to kill them. If you kill a village player, the clock goes forward one hour. If you kill a mafia member, the clock goes forward two hours. If you kill a third party, the clock goes back three hours. The clock starts at 6. If the clock strikes 9, you gain a bulletproof vest. If the clock strikes 3, you die, ignoring protection. You win and leave the game if the clock strikes 12. You win and end the game if you are one of the last two players. Creepy Girl: You start the game with the Doll item. Every night, the player holding the doll can visit a player to give it to them. You win and end the game if the player holding the doll dies while you are alive. Cultist: Every night, you can visit a player to convert them to a Cultist. If there are multiple Cultists, more than half of you need to vote for the same player to convert them. If the original Cultist dies, all the other Cultists also die. If the original Cultist is converted, a random Cultist becomes the new original Cultist. You win and end the game if half the players alive are Cultists. Cupid: On the first night, visit two players. Those two players will fall in love with each other. Both players will know the name of the player they've fallen in love with. If either of those players dies, the other will also die. You win if those two players are alive at the end of the game. Cyborg: You start the game with three charges. Every night, you can spend a charge to convert a player into a Cyborg, who will also start with three charges. Every Cyborg chooses who to convert together, and every Cyborg spends a charge to convert. If you are targeted for any type of kill aside from a lynch, you will lose a charge instead of dying. You also lose a charge at the end of every night. If you run out of charges, you die. You win and end the game if half the players alive are Cyborgs. Fool: Every night, you can visit a player to do nothing to them. You win and end the game if you are lynched. Gambler: Every night, you can visit a player. During the following day, you and your target will play rock, paper, scissors. If you win, your target immediately dies. If your target wins, nothing happens. You win and leave the game if you kill two players in this way. Killer: Every night, you can visit a player to kill them. You win and end the game if you are one of the last two players alive. Lover: On the first night, visit a player to fall in love with them. If either of you die, the other will also die. You win if both of you are alive at the end of the game. Lyncher: At the start of the game, you will be told the name of a player. That player is definitely not a mafia member. You win and end the game if that player is lynched while you are alive. Mastermind: If you are in the game, you will be seen as a mafia member, but none of the mafia members' roles are revealed to the rest of the mafia. While you are alive, the night kill can intentionally target mafia members. You win if mafia wins while you are alive. If this happens, mafia loses. Mistletoe: Every night, you can visit two players to make them fall in love with each other. You win and leave the game if all living players except you are in love with at least one other player. If you are visited by a Hooker, you will be converted into a Goon. Monk: Every night, you can visit a player to protect them from death for that night and the following day. You win and leave the game if you successfully prevent two players from dying. You also win and leave the game if no players die for two night phases and two day phases consecutively. Nomad: Your vote counts as zero votes instead of one. Every night, you can visit a player to change your alignment to match theirs. Becoming aligned with the mafia does not let you learn who the mafia members are. You win if the side that you are aligned with at the end of the game wins. Old Maid: Every night, you can visit a player to trade roles with them. You lose if you are this role at the end of the game. Politician: Your vote counts as two votes instead of one. At the start of the game, you will randomly be aligned with either the village or the mafia. Every three phases (N-D-N or D-N-D), you will switch to the opposite alignment. Being aligned with the mafia does not let you learn who the mafia members are. You win if the side that you are aligned with at the end of the game wins. Prophet: Once during the game, at any time while you are alive, you can predict the phase that the game will end at. You win if the game ends on that phase, even if you are dead. Rival: If you are in the game, there will be at least one other Rival in the game. At the start of the game, you will learn the names of every other Rival. You win and leave the game if you are the only Rival alive. Sidekick: At the beginning of the game, you are assigned to a random third party, and will learn their name and role. You win if that player wins. Siren: Every night, you can visit a player. If that player visits you on the same night, you will kill them. You win and leave the game if you kill two players in this way. Survivor: Every night, you can visit a player to hide behind them. This action will fail if the player you visit also visits someone. While hiding, you are immune to all night actions. If the player you are hiding behind dies, you will also die. You win if you are alive at the end of the game. Traitor: You have no special abilities. You win the game if the mafia wins. Viral: At the start of the game, you will be told the name of a role that is in the game. Every night, you can investigate a player to determine their role. Once during the game, you can kill a player, ignoring protection. You win and leave the game if you kill the player that is that role. If that role dies by other means, you lose and leave the game. You are invincible. Warlock: Every night, you can predict a player's death by lynch. If that player is lynched during the following day, you predicted correctly. You win and leave the game if you predict correctly two times. Predicting a lynch is not a visiting action. Werewolf: At the start of the game, you learn which roles are in the game. Every night, you can visit a player and name a role. If that player is that role, you will kill them, and you will be protected from death during the following day. If that player is NOT that role, your role will be revealed. You win and leave the game if you kill three players by guessing their roles. Edited by Zaazaa0, Jan 30 2018, 07:05 AM.
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| Zaazaa0 | Dec 9 2016, 04:25 AM Post #2 |
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Generic rule list if you need that too Section 1: How to play the game 1. At the start of the game, every player will receive a role PM telling them what their role is, and mafia members will be told who the other mafia members are. 2. The game will consist of alternating night and day phases, starting at Night One. Night phases last 24 hours, and day phases last 48 hours. 3. During the night, players can send night actions by responding to their role PM with their action. In addition to night actions listed in each role description, the mafia can collectively choose one player to kill every night. 4. During the day, all living players can discuss in the thread to determine their next course of action. Anyone can post "Vote: PlayerName" to cast a vote to lynch that player. At the end of the day, if more than 50% of the living players are voting for the same player, that player will be lynched. 5. When voting for who to kill at night, the mafia member that actually performs the night kill is decided by the mafia. This is done by having the visitor of their choice include that they will be the visitor in their night action PM. If none do so, the last mafia member to vote will visit. 6. When a player dies, their role will be revealed in the thread. 7. The village wins when all mafia members are dead. The mafia wins when the number of mafia members is equal to half of the living players. All third parties have unique win conditions explained in their role description. Section 2: What not to do 8. If you have a night action, and you don't post or send any actions for three consecutive phases, you will be inactive killed. If you don't have a night action, you'll be inactive killed after missing two consecutive day phases. Players killed by inactivity do not win, even if their win condition is met. 9. Don't do metagaming. That's when you use info like "Oh, that guy is using the PM system shortly after the night began! He must have some sort of night action!" Metagaming has many forms, so if you think something might be metagaming, check with the host first and I'll let you know. 10. Play for your side. If your actions are obviously aiming to sabotage your own chances of winning, that is bad. If you think something might count as playing against your side, ask the host if it is. 11. Don't post in the thread at night. 12. Don't post anything that could influence the game after you're dead. Once you're dead, you're out of the game. This also applies if you aren't in the game at all. 13. Don't copy and paste or screencap anything sent to you by the host as a form of evidence. This is to make your information not super easy to confirm. Some notes on roles Here are some minor changes you can make depending on the game and on your personal preferences: -If you're hosting a game on any other forum, or if you don't want anonymous accounts in your game, remove Lightkeeper, as it does not work without anonymous accounts. Also consider removing Jailer and Interrogator for the same reason, though those two can at least kind of work. -If you don't want to do too much policing, consider removing Librarian and Plumber. -If your game has only one third party, remove Admirer, Rival, and Sidekick. -If you don't want your game to have roles that require other specific roles to be in the game, remove Templar, Admirer, and Rival. -If you're hosting a large game, consider increasing the amount of bread Baker can give each night. The following roles are part of EM's official role list but are not on the random mafia list, some of which can be added to your game if you want: -Villager: wew -Civilian: Designed for a specific type of game that has Civilians instead of Villagers. -Invisible Man: Doesn't work in forum mafia. Sometimes when a role doesn't work, I come up with a change to make it work, but I still don't have one for this role. -Mortician: Not included because there aren't enough means of obscuring roles (Actress, Janitor, Tailor, and nothing else). -Naive Cop: Not included due to the game having plenty of Cop issues with the four that are already in the game anyway. -Paranoid Cop: Not included due to the game having plenty of Cop issues with the four that are already in the game anyway. -President: Far too much volatility to include in any forum mafia game, let alone random mafia. -Suspect: It's literally just worse Miller. Not unique enough to include both. -Goon: wew -Consigliere: Designed for a specific type of game, usually one with Villagers. In most setups, including random mafia, this role has no reason not to use its ability immediately on Night One, making it just a worse Goon. There are other absolutely useless roles that are in the game, but those at least have some minor purpose. -Fiddler: Doesn't work in forum mafia. Sometimes when a role doesn't work, I come up with a change to make it work, but I still don't have one for this role. -Forger: Most forum mafia games don't have wills, so this role is not in the role list. See the Wills spoiler if you want to put wills in your game. -Anarchist: Doesn't work in forum mafia. Sometimes when a role doesn't work, I come up with a change to make it work, but I still don't have one for this role. -Cthulhu: Doesn't work in forum mafia. Sometimes when a role doesn't work, I come up with a change to make it work, but I still don't have one for this role. -Zombie: A bit oppressive for random mafia, since a game with zero protection roles is a very real possibility. The following roles are taken from places other than EM's official role list, and may be removed if you want your game to have a more "official" feel to it: -Glass Man: A role from Sandbox Unleashed that people liked enough for it to become common. -Mayor: Taken from Town of Salem. -Veteran: Taken from Town of Salem. -Bruiser: A role from Sandbox Unleashed that never became common, but I liked it enough to add it to the list. -Director: Everyone kept calling this role Driver so many times that I got mad and gave it a role name of its own. Then I decided it was nice and simple enough to include here. -Grammar Nazi: A role from Sandbox Unleashed that people liked enough for it to become common. -Reverser: A role from Creativity Mafia II that I thought was nice and simple enough to include here. -Shaman: This role used to be EM's Diabolist for, like, one week before it was changed to the current Diabolist. A lot of us liked the old Diabolist better than the new one since the old one works better for forum mafia, so the old Diabolist was renamed to Shaman. -Viral: A role from Tengen Toppa Mafia that people liked enough for it to become common. Some roles were modified or overhauled for the purpose of this list. Here's a list of things that are true of the standard EM roles but are not true of the ones on the random mafia list. If you see a change on this list that you want to make to a role, feel free to do so. Change List -Bleeder: Players who start bleeding during the day are normally killed at the end of that day instead of the following day. -Bride: The Bride and the player they propose to do not fall in love, but I added that since it makes sense both for flavor and for balance. -Cutler: Players who start bleeding during the day are normally killed at the end of that day instead of the following day. -Dreamer: Has a 50% chance of getting the standard dream, and a 50% chance of getting a dream with one name which is definitely not mafia. -Granny: Normally immune to all kills aside from lynch. This is already a ridiculously overpowered role, and doesn't need even more. -Keymaker: Keys are used during the day instead of at night, but for forum mafia it makes more sense to use them at night. -Lazy Cop: Gets investigation results at the end of the day instead of the end of the following night, and does not get the reports mixed up, but due to the ability to send PMs at night on forum mafia, this is trivial and makes Lazy Cop better than regular Cop due to being able to figure out his sanity. -Loudmouth: All whispers (PMs) sent to the Loudmouth are leaked in thread. This is impossible in forum mafia. -Oracle: Action is normally not an item. -Santa: Also able to investigate for alignment, but fails to do so if visited. EM's Santa was designed for specific games, not Random Mafia, and Santa is powerful enough without that addition. -Treestump: Normally immune to kills that ignore protection, making it only able to die from heartbreak, starvation, and arson. -Trickster: Capable of giving sabotaged items, I think. I'm not sure. Also capable of giving Anarchist bombs, but Anarchist is not a role on the list. -Actress: Normally visits a player to both learn the target's role and disguise itself as that role, rather than choosing a role to disguise itself as from the entire list. Only shows the wrong role when revealed or killed, not when investigated. -Blinder: Completely overhauled. Normally, blinded players are able to vote, but can't see who is voting for whom. This is impossible in forum mafia. Also normally does not know who the other mafia members are. -Disguiser: Trades names, not appearances, with the target, meaning on the night the Disguiser does his thing, he will die and be revealed as the Disguiser, but the player will assume the identity of the target and post under their name. This is impossible in forum mafia. -Fabricator: Normally, every fake item except fake guns do nothing. Fake knives and snowballs reveal that they failed, but that's it. This rule in forum mafia would result in the Fabricator never having reason to give out anything except guns. -Filibuster: Complete overhaul. Normally immune to lynch unless every village-aligned player votes for them. This would have the effect of revealing every mafia who didn't vote if the Filibuster died, which would be funny but would ruin games. -Interceptor: Cannot intercept the night kill. -Librarian: Normally, Librarian forces players to speak in whispers (PMs) only. I expanded the role such that it prevents all discussion about the game anywhere except in one-on-one conversations, to prevent discussion in public Discord servers and such. Allowed anonymous voting during the library phase, though voting is not anonymous during the library phase on EM (because voting does not require speaking). -Paparazzi: Action is normally not an item. Chooses when lynched instead of picking a target every night. Only activates when lynched. -Plumber: Complete overhaul. Normally has three different actions involving whispers and leaks, none of which work in forum mafia. -Saboteur: Can only sabotage guns, I think. -Silencer: Does not know who the other mafia members are. -Tailor: Normally knows which roles are in the game, but can only make suits of those roles. Players with suits only show the wrong role when revealed or killed, not when investigated. It affects investigations in forum mafia only because that was what we thought it did long ago and never changed, even though it would give Tailor the nerf it needs. -Thief: Steals one random item instead of all items, can't steal role-specific items like Sheriff's gun, and doesn't know who the other mafia members are. -Ventriloquist: Complete overhaul. Normally able to simply speak under the identity of whatever player they want during the day. This would be stupid in forum mafia. -Voodoo Lady: The word can be a player's name and the word Vote. -Yakuza: Normally immune to protection when converting. This has historically been ignored by Scumhunt because the idea of a Yakuza converting and not dying is funny. -Alien: Probes count as items. -Angel: Protection causes the Angel to redirect all kills and lynches on the target to the Angel, instead of just blocking them. -Clockmaker: Victory normally ends the game, because there are no roles in EM that can win and leave partway through the game. -Cyborg: I still don't fully understand how this role works but the forum version is probably different from the EM version in numerous ways. -Fool: Also wins if village wins, but gets less points. There are not points in forum mafia. -Gambler: The competition happens on the same night that the Gambler chooses their target, not the day after. This isn't very good in forum mafia because of time zones and set phase lengths. Victory normally ends the game, because there are no roles in EM that can win and leave partway through the game. -Killer: Required to kill every night. This is largely inconsequential, because EM's system kills players after even one phase of inactivity, since games generally take 10-15 minutes. Due to more lenient inactivity rules in forum mafia, the Killer's action is not mandatory. -Lyncher: Target cannot be third party. Also wins if village wins, but gets less points. There are not points in forum mafia. -Mastermind: Mafia members don't even know the names of the other mafia members and discussion between them is anonymous if the Mastermind is in the game. This is infeasible in forum mafia. -Mistletoe: Only able to make people of the same alignment fall in love. I removed this because that sounds bad outside of tiny games. Victory normally ends the game, because there are no roles in EM that can win and leave partway through the game. -Monk: Victory normally ends the game, because there are no roles in EM that can win and leave partway through the game. -Nomad: Normally cannot copy the win condition of a third party. -Old Maid: Not a visiting action. -Prophet: Can only guess at night. -Rival: Normally needs to wait for the game to end in order to win. This is not easy in large games. -Siren: Victory normally ends the game, because there are no roles in EM that can win and leave partway through the game. -Warlock: Victory normally ends the game, because there are no roles in EM that can win and leave partway through the game. -Werewolf: Normally wins by being one of the last two players alive instead of getting three kills. This is a horrible win condition in random mafia. Note that the list intentionally leaves out important questions, such as whether guns expire at the end of the day. This is to allow the host to make those decisions themselves, so when a player asks a question that isn't answered in the role list, they can answer it on their own. Item List Gun Gun: Can be fired during the day to kill one player. Has a 50% chance to reveal the shooter. Happens instantly when fired, not at the end of the day. Still triggers death effects such as Bomb causing the shooter to be killed with it, but not things that require visiting the target at night, like Granny. Given out by Gunsmith, Santa, and Trickster. Can be created by Tinkerer. Can be picked up by visiting a Tinkerer on the night the Tinkerer is killed. Sniper Gun: Exactly the same as a regular gun, but the chance to reveal is 0%. Deputy and Sniper start the game with this. Sheriff Gun: Exactly the same as a regular gun, but the chance to reveal is 100%. Sheriff starts the game with this. Rigged Gun: When fired, this gun will kill the shooter instead of the target. Otherwise identical to a regular gun. Appears to be a regular gun to the player who obtains it. Given out by Fabricator. Other guns can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into a regular gun. Associate Gun: Exactly the same as a regular gun, but will fail to kill if the target is a mafia member. Appears to be a regular gun to the player who obtains it. Given out by Associate. If obtained by a Mechanic, it will turn into a regular gun. Illusionist Gun: Like a Sheriff's gun, but a player chosen by the Illusionist is revealed as the shooter instead of the actual shooter. Can be obtained by the Illusionist. Bulletproof Vest Bulletproof Vest: A player holding this will be protected from one kill of any type except lynch. After blocking one kill, the item disappears. The player is informed when they lose their vest. Does not block kills that ignore protection, such as Strongman or heartbreak. Bulletproof starts the game with this. Given out by Blacksmith, Santa, and Trickster. Can be obtained by Clockmaker. Fake Vest: Does absolutely nothing. Appears to be a regular vest to the player who obtains it. Given out by Fabricator. Other vests can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into a regular vest. Crystal Ball Crystal Ball: This item can be aimed at a player at night. Aiming does not visit and can't be hooked. When a player holding this dies for any reason, the crystal ball will automatically reveal the role of the player it is aimed at. Oracle starts the game with this. Given out by Enchantress, Santa, and Trickster. Fake Crystal Ball: Like a regular crystal ball, but reveals a random role of the opposite alignment that is in the game instead of the target's actual role. Appears to be a regular crystal ball to the player who obtains it. Given out by Fabricator. Other crystal balls can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into a regular crystal ball. Paparazzi Crystal Ball: Like a regular crystal ball, but only reveals the role to mafia members. Paparazzi starts the game with this. Bread Bread: During a famine, players eat bread at the end of every phase. If a player would eat bread but they have none, they will die. Given out by Baker and Santa. If a Baker is in the game, all players start with three bread, but aren't told that they have them. Fake Bread: Does absolutely nothing. Appears to be regular bread to the player who obtains it. Given out by Fabricator. Other bread can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into regular bread. Key Key: Can be used at night to lock yourself in. While locked in, a player is hooked, but immune to all night actions of any type, aside from a Thief's stealing action or a night kill performed by a Ninja. If jailed while holding a key, the jailing action fails and the key disappears. Given out by Keymaker, Santa, and Trickster. Fake Key: Like a regular key, but does not block any actions performed by mafia members. Appears to be a regular key to the player who obtains it. Given out by Fabricator. Other keys can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into a regular key. Knife Knife: Can be used during the day to stab a player. Players stabbed by a knife start bleeding. Using a knife reveals the user. Given out by Cutler, Santa, and Trickster. Rigged Knife: When used, this knife will stab the user instead of the target. Otherwise identical to a regular knife. Appears to be a regular knife to the player who obtains it. Given out by Fabricator. Other knives can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into a regular knife. Slasher Knife: Exactly the same as a regular knife, but the user is not revealed. Can be obtained by Slasher. Snowball Snowball: Can be thrown at a player during the day. A player hit by a snowball will be hooked during the following night. Throwing a snowball will reveal the user. Given out by Snowman, Santa, and Trickster. Rigged Snowball: When thrown, this snowball will hit the user instead of the target. Otherwise identical to a regular snowball. Appears to be a regular snowball to the player who obtains it. Given out by Fabricator. Other snowballs can be turned into this by Saboteur. If obtained by a Mechanic, it will turn into a regular snowball. Misc Suit: When a player holding a suit is investigated, revealed, or killed, they will appear to be the role chosen by the Tailor when the suit was given out. Players are not informed when they obtain a suit. Given out by Tailor. Doll: Can be used at night to visit another player and give them the doll. Given out by Creepy Girl. Status effect list Silence: A silenced player cannot talk about the game with anyone except the host. This includes posting in thread, sending PMs, talking about the game in a Skype/Discord chat, or anything else. Caused by Silencer and Ventriloquist. Lasts one day phase. Poison: If a player is poisoned at the end of any night phase, not counting the phase in which they became poisoned, they will die. Death by poison ignores all forms of protection that can't cure poison. Caused by Poisoner. Cured by Doctor, Nurse, Surgeon, Quack, and Monk. Bleeding: If a player is bleeding at the end of any night phase, they will die at the end of the following day phase. Bleeding players are immune to all kills until they die from this status. Anything that can cause bleeding can be blocked by protection. Bleeder enters this status instead of dying. Caused by being stabbed by a knife. Cannot be cured. Love: When a player falls in love, they will learn the name of the player they are in love with. Any time a player dies, all players in love with that player will also die. Caused by Lover, Cupid, Mistletoe, Bride, and Heartbreaker. Cannot be cured. Jailed: When a player becomes jailed, they will be unable to act or message anyone at night, but can talk to the player who jailed them anonymously. Caused by Jailer and Interrogator. Lasts one night phase. Infected: If a player is infected at the end of any night phase, not counting the phase in which they became infected, they will be converted into a Zombie. Caused by Zombie. Cured by Doctor, Nurse, Surgeon, Quack, and Monk. Doused in Gasoline: If an Arsonist lights a match, all players who are doused in gasoline will immediately die, regardless of protection. Players are not informed when they get this status effect. Caused by Arsonist. Cannot be cured. Stone: If Medusa crumbles stone, all Stone players will die. Players are not informed when they get this status effect. Caused by Medusa. Lasts one day phase. Anonymous Account Information If your game is being hosted on Scumhunt, you have access to A. Nonymous and B. Nonymous, Scumhunt's two anonymous accounts. A. Nonymous is used for posting anonymously, while B. Nonymous is used for anonymous PMs. A. Nonymous can be used for Town Crier and Lightkeeper, while B. Nonymous can be used for all of Telepath, Jailer, Interrogator, Ventriloquist, and Whisperer. In order to use them, message an admin requesting access to the anonymous accounts while your game is in signups. Then just send players the password for the anonymous account they need when they gain access to it. If you need to change the account's password mid-game for any reason, message an admin who is not in the game about it. For the sake of fairness, if your game has multiple B. Nonymous-compatible roles, it is advised that you don't allow any of them to use B. Nonymous, since multiple being allowed causes a lot of problems involving players being able to view the PM threads made by other anonymous roles. A. Nonymous can handle both roles just fine. All of these roles can theoretically work without the anonymous roles, and most of them can work just fine. If you want/need to use the roles manually, just have players send you messages by PM, and then you can relay those messages wherever you want. However, due to intense amounts of host-strain, you'll almost definitely not want to do this with Lightkeeper, and should consider removing Jailer and Interrogator if your activity will be too infrequent. Finally, there is some amount of trust that goes into making these anonymous accounts work, so there are some things players should make note of while using one: -Thanks to the Admins, A. Nonymous is unable to send or receive PMs, and B. Nonymous is unable to post at all. -During a Lightkeeper phase, the check-box to prevent auto-merging of posts can be useful to prevent giant posts with tons of line breaks. -Don't edit A. Nonymous posts made by other players. -Don't change the board theme while using an anonymous account, since that changes it for everyone else who uses it. -Don't use an anonymous account when you aren't supposed to (anonymous deadposting is still deadposting).
Wills If you decide to include Wills in your game, here's how they work.
Wills are messages written by players to be revealed when they die. Players can make a Will by simply sending you a PM containing the Will. Generally, you'll want to allow players to update their wills only at night, for the sake of making the Forger at least somewhat relevant. Keep in mind that Wills aren't a common feature in games, so make sure players are aware that Wills are active if you include them. If you do include wills, you can add in this mafia role: Forger: Every night, you can visit a player and write a message to replace that player's will with that message. At the end of the night, you will learn what your target's will was before you replaced it. If the player attempts to change their will at any time before the following night, they will fail. Edited by Zaazaa0, Jan 30 2018, 07:05 AM.
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7:35 AM Jul 11