exact action is definitely the version I would consider non standard
Mafiascum (maybe the oldest mafia site?) has it as lissa describes.
Most times I’ve seen a voyeur it’s been that way as well.
No mentions kf "type" amrock/darkness
It literally does though
Our own wiki suggest the categories variant is a weaker variant to the normal one...but then states its the most common
It also splits tracker/investigative into two different results in its example
"The Voyeur is an informative role that can target a player at night and learn what was done to them that night (protection, investigation, etc), but not who did it."
After seeing it in action I actually kind of like the way that it works in this setup. It fits with the theme of gaining information which is useful but a little bit ambiguous.
Change of plans: Instead of using changes #1 and #2 from my proposal, we'll be using #2 and #3. Updated setup info and FAQ coming soon.
Of the following 18 roles, 1 will randomly be discarded and the other 17 will be assigned at random to one player in the game without regard for the player's alignment. Each role is restricted to using its action only on the nights listed on the chart. The Mafia will be told which role is not present in the game.
Role Acts On Modifier Watcher n1 Only Macho Watcher n2 Only Alignment Cop n2 Only 1x Ninja Alignment Cop n3 Only 1x Ninja Vigilante n2 Only Vigilante n3 Only Doctor n1, n3 Doctor n2, n4 Tracker n1, n3 1x Strongman Tracker n2, n4 1x Strongman Jailkeeper n1, n3 Jailkeeper n2, n4 Roleblocker n1, n3 Roleblocker n2, n4 Role Cop n1, n2, n3 1x Strongman Jack of All Trades
(Role Cop, Tracker, Roleblocker)
n1, n2, n3 Jack of All Trades
(Doctor, Jailkeeper, Voyeur)
n1, n2, n3 Voyeur n1, n2, n3, n4 1x Strongman
Watcher: Learns who visited the target, but not what actions they did
Alignment Cop: Learns whether the target is town or mafia, but not their role
Vigilante: Kills the target
Doctor: Protects the target from kills on that night only (cannot self-protect)
Tracker: Learns who the target visited, but not what actions they did
Roleblocker: Prevents the target from using their action on that night only
Jailkeeper: Performs both a Doctor and Roleblocker action on the target
Role Cop: Learns the role of the target, but not whether they are town or mafia
Jack of All Trades: Can use one of their abilities per night without repeats
Voyeur: Learns what type of actions were performed on the target, but not who did them
Macho: The player cannot be protected from kills
Strongman: Kills performed with Strongman cannot be stopped in any way (serves no purpose if the player is town)
Ninja: Night actions performed on the night that Ninja is used are invisible to investigative roles (Trackers, Watchers, and Voyeurs)
- Role reveals at death are alignment only. You will not learn a player's exact role when they die.
- Usage of night actions is optional, but unused actions will be lost.
- Majority is not in effect.
- Town wins when all threats to Town have been eliminated.
- Mafia factions win when they achieve Parity and all other evil factions have been eliminated at any time.
- Votes are automatically locked in at LYLO.
- No Lynching is enabled. Vote for No Lynch to forgo a lynch that Day.
- Mafia factional kills are optional. Mafia may submit a factional kill each night, but are not required to. However, starting night 5, the factional kill will be mandatory.
- Mafia factional kills are assigned. They can be tracked, watched, or roleblocked.
- Mafia share a factional Night Kill, which is a single standard shot for their faction.
- Mafia members may perform the faction kill in addition to their regular action at the same time.
- Mafia may communicate at any time.
- Tied votes will result in a player being lynched at random from among the tied players.
Q: What changes to the setup have been made since the practice games?
A: The Roleblocker role has been split into two roles, creating 18 total. One role will randomly be excluded from the setup, and the Mafia will be told which one it is. Also, both Tracker roles have gained Strongman modifiers.
Q: What does Cycle mean?
A: Cycle is Modbot terminology for the night(s) on which a role can act. This is an example of how some roles might appear in Role PMs and Role Cop investigations:
Jack of All Trades (x1 Doctor, x1 Jailkeeper, x1 Voyeur) | Cycle 1, 2, 3
Doctor | Cycle 2, 4
Alignment Cop | x1 Ninja | Cycle 2
Macho Watcher | Cycle 1
Q: What do the Voyeur results look like?
A: The Voyeur sees the type of action performed on the target, but not the exact action. Modbot groups the actions into four categories: Protection (Doctor), Manipulative (Roleblocker, Jailkeeper), Killing (Vigilante, Mafia Faction Kill), and Investigative (all others). The Voyeur does not see their own action in their results. This is a sample results PM: "theknightsofneeee had Manipulative, Investigative, Killing done to them."
Q: What is the order of operations? What happens if a roleblocker targets a roleblocker?
A: The automated post at the start of each game contains a FAQ (in a spoiler tag) which answers these questions and more. However, there is one important clarification: the order of operations lists Strongman Kills first because they are immune to blocks, and regular kills are listed ahead of investigative actions because investigative roles can witness killing actions, but this only means that the target is marked for death before other actions are processed. No deaths actually occur until after all actions have been processed. In other words, dying at night never stops a player's action from happening.
The other important pieces of information are that Roleblockers act before Jailkeepers and that those roles are capable of blocking another player who attempts to use the same action. For more detailed information, please consult the aforementioned FAQ.
Q: Can Mafia players target their teammates with night actions?
A: Yes. The Mafia's faction kill cannot be used on a member of their own team, but all other actions (including Vigilante kills) may be used on members of their own team.
Q: Can Doctors and Jailkeepers self-target in order to protect themselves?
Q: Are the Strongman and Ninja actions limited only to the nights listed on the chart?
A: No. If a player is Mafia, they may use their Strongman or Ninja ability on any night.
Q: Can players be investigated while they are jailkept?
A: Yes. Jailkeep is a combination of roleblock and doctor, neither of which prevent investigations on the target.
Updated setup info, since I can't edit my post. (Added the text "cannot self-protect" to the Jailkeeper description since previously it was only present for Doctors.)
What an overwhelming advantage to mafia
To Town, this will just be a big bowl of lies. misdirection, and chaos
AND $#@!ing batman is in my game so it's going to be FPS $#@! soup city
Seriously, whose idea was this?
"I'm the cop"
"No, I'm the cop"
[no flips, mafia laughs maniacally]
nice setup. would be interesting if the modifiers could also be randomized. rolemadness without roleflips doesn't sound very in-the-spirit-of-rolemadness tho.
1. maybe switch the alignment/role cops - 2 role cops + 1 alignment cop - since flips give alignments anyway. a semi with 2 role cops would balance out better, especially if the only role cop dies early. could also make for interesting interaction if both role cops end up on different alignments. value of role cop in a semi is really high.
2. ninja being locked to a cop doesn't look like it'll help much.. unless the players are into claimaggedon.
don't see much issues aside from those. tho maybe the role cop. ppl rely on alignment cops in a full reveal, to avoid unnecessary outing/lynching, but role cops are more useful when dealing with a semi setup.