Live Action Mafia

A game of sneakiness and paranoia
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 Post subject: List of Classical Roles
PostPosted: Sun Feb 05, 2017 9:57 am 
The following is a complete list of possible classical roles. Special roles are not public.

Note: Investigation manipulation powers that make a player look innocent (see e.g. investigator, priest, desperado…) take precedence over those that make a player look guilty (e.g. Group Investigator, having actually made the kill), regardless of the order the powers were used.

Conspiracy Theorist:
For each day, choose a list of people containing up to 10% of game (rounded up). If any of them tries to kill you with “bang”, you do not die. (If you’re not sure who tried to kill you or if you can’t remember your list, say “I do not know if I die,” and check with Mods ASAP.) Your list defaults to empty. You may submit your list to Mods in advance of the day, or at any time during the day, but not retroactively; it will become active 5 minutes after you submit it.

Cynic:
For each day, choose a list of people containing up to 10% of game (rounded up). If any of them dies that day, you will be immune to bang the next day. (You will be immune to bang even if you no longer have the cynic role the next day, as long as you had the cynic role at the time the person died.) Your list defaults to empty. You may submit your list to Mods in advance of the day, or at any time during the day, but not retroactively; it will become active 5 minutes after you submit it.

Desperado:
At any time you may choose to activate; you will become active 5 minutes after messaging Mods so. You may also submit a conditional future activation to Mods. Once active, for the rest of that day and the next, you will then be immune to bang, survive any executions against you, get an investigation each day, look innocent for other people's investigations about whether you made kills (including kills prior to your activation), and be immune to classical role-changing effects. You die at the end of the next day.

Gay Knight:
You have a gay knight partner. If one of you two dies, the other gains immunity to bang and immunity to classical role-changing effects and has two infallible investigations on their partner's death; if they get one correct, they may kaboom their partner's killer. They die at the end of the day after their partner dies. If at any time your gay knight partner changes roles, the bureaucracy will attempt to assign you a new partner when possible.

Gravedigger:
Each day, you may choose a dead player. You will learn the classical role, special role (and its description), and alignment (town, mafia, neither) of that player. Once per game, you may plant evidence on any player you have gravedug as a different set of roles/alignment (you may specify all 3, or just change some subset of them and elect to keep the rest as they were).

Group Investigator:
At most once every two days, starting the first day you have this role, choose a set of four people to investigate for a death. You will be told a random three of them who did not make the kill. (Or if more than one of the targets would show up guilty for the kill, one of the guilty players will randomly be left out and the other three returned.) You may choose to frame the fourth for the kill, causing future non-infallible investigative abilities to treat them as guilty, either when you submit the investigation or after you hear the result.

Innocent Child:
In person only, you may use the incant "I'm an innocent child and I trust you." Only innocent children can use this. Innocent children can be trapped more easily.

Investigator:
Each day, you may make one investigation. If the next person to (non-infallibly) investigate or group-investigate the same death includes you as one of their suspects, Mods will return you, making you look more innocent for the kill (with 100% probability, whether you are guilty for the kill or not). If it was a group investigation, the other two of three players returned will be chosen as before.

Politician:
If you are executed, the person you voted to execute is also executed. Also, each day you may set a trap on some living player X. If successful and if you vote for player X for execution, your vote against them counts as 2, or as 4 if they are an innocent child. You may choose to instead apply this voting bonus to any vote-casting item you hold. This effect stacks additively (+1 or +3) with other vote-changing effects, not multiplicatively.

Priest:
For each day, choose up to n sinners and up to n saints, where n=10% of game rounded up. These lists may not overlap. You may choose yourself as one. Your list defaults to empty. You may submit your list to Mods in advance of the day, or at any time during the day, but not retroactively; it will become active 5 minutes after you submit it. If any sinner kills a saint, you are notified immediately that this happened for this kill. If any saint kills a sinner, investigations on them will behave as if they are not guilty, you are notified, and you lose all priestly powers for the rest of game.

Prophet:
Once per game you may incant "smite" on someone. If they have the town goal, you die immediately. Otherwise, they die. You must decide to smite someone at least five minutes in advance of doing so.

Serial Killer:
You may set a trap each day. If successful, you may bang the target that day or the next. (You may make the kill even if you no longer have the serial killer role.) You get only one bang attempt on them. You may not set a trap if you set a trap correctly yesterday on anything other than an innocent child.

Stalker:
For each day, choose a living player to stalk whom you have not stalked before. They will be told that someone is stalking them. You will be told immediately if they use any incant (even if the incant fails) and what the incant was. You may choose to stalk no one. You must submit your target for the day to Mods before day start or else they will randomly choose an eligible target for you.

Superhero:
You start with 2 charges. Each day you can choose one from: {Gain 1 charge, spend 1 charge to investigate, spend 2 charges to be bang immune, spend 3 charges to use "bang", spend 4 charges to use "kaboom"}. You may choose at any point during the day, and the ability will be usable 5 minutes later. (If you get swapped out of this ability and later swapped back into it, you have the same charge count when you resume being a superhero as you did when you stopped being one. If you get swapped into it for the first time, you start with 2 charges.)


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