Notes about the setup.
-Goal here is to adopt the ToS2 Setup to a longform game of Mafia. Yes, it’s going to be rolemadness but roles are going to be severely nerfed across the board, you have been warned.
-Setup will be x1 Jailor, x13 Random Town, x4 Random Coven, x1~2 Neutral Evil, x0~1 Neutral Killing. So basically 30% of the game will be antitown, with 20% being groupscum.
-Originally wanted to split the Coven into x1 Coven Killing/x1 Coven Deception/x1 Coven Utility but this sort of structuring could basically result in stuff like clearing Deputies if a Ritualist was elim’d and so on. I’ll use discretion to prevent extremely one-sided Coven Teams from rolling but my goal is to make it irrelevant for solving. Needless to say each Coven role is Unique.
-Similar thing to the above will go when it comes to deciding town rands. I’ll re-rand if I get a setup with multiple overlapping roles such as full of Vigilantes and Veterans but having multiple Vigs will still be possible. I won’t talk about how I’ll rand this in order to prevent solving around claims.
-Protective roles have been nerfed. ToS protectives tend to be very strong as they punish evils too hard for having their kills stopped. I removed the killing effect from Crusaders, BGs, and Trappers and the first role turned into a rolestopper rather than PGO-izer. I want the game to be true to the source material but in long-form mafia getting your deepwolf killed because of these mechanics sucks hard, so yeah.
-Wills are going to be a thing. Originally I decided against it but it shouldn’t give town too much of an advantage here especially due to the amount of anticlaim that exists in ToS2.
-Jailors are still the main PR of the setup. The amount of potential strongman/anticlaim in the game should make openclaiming this role an extremely risky strategy. We had a setup similar to this on FoL and the Jailor-equivalent was not that overbearing so since this setup is larger then I don’t think this will be much of an issue.
-Minimal feedback. Players aren’t going to be informed of stuff such as successful protections, or redirections and roleblocks unless they’re investigative, and the like. In addition in order to help evils fakeclaim all of them will be notified if they are roleblocked or not, regardless if their action gives feedback or not.
-Night Kills will not out the faction of the killer and guilt was changed to vanillization rather than death. There will be less swing if a Vigilante misfires but at the same time there’s still a penalty for doing so and it will not grant automatic mechanical confirmation. Veterans have been rebalanced and they can only kill one player per night, cannot bypass immunities, and do not get protection when on alert. I did this so there’s less of a “PoE commits suicide on claimed Vet” strategy and they don’t completely swing a game due to good or poor use of their actions.
-Psychics got nerfed due to the game being 20p rather than 15p. In addition the larger odd-night pool should make it so there’s more likely than not more than one evil thus it shouldn’t be that much of an issue to deepwolves.
-Neutral Evil roles are the ones that were reworked the most. Pirates are less “open-claim and play Rock-Paper-Scissors” and now have a more antitown function, Executioners should be focused on pushing miseliminations rather than their ToS2 counterpart, Doomsayers are here as anticlaim, and whatnot. Somewhat undecided on what to do with Jesters as while the role’s a huge pain in the $%#! that the amount of town-sided kills means that they have to thread carefully rather than just act as blatant/antitown as possible.
-Only confirmable roles in this setup will be the Prosecutor, the Monarch, the Jailor, and the Mayor. Realistically due to sheer amount of roles in ToS2 I don’t think that all of the three non-Jailor role are likely to roll at the same time and even then this still means that 10/14 of the villagers are ML’able.
-Sheriff shouldn’t be as strong as they normally are in vanilla setups, being that the Necronomicon GF effect and potential Illusionists and Enchanters exist, so it’s not like they can lock a game with green checks. Plus, they can’t detect the NK, so yeah.
-Necronomicon mechanics will be changed. The Coven will decide on who will have the Necro during each cycle rather than it being cycled amongst the Coven themselves.
-Amnesiacs can’t remember unique roles. Since this game will have far less randomness involved in kills then important PRs dying should be less attributed to chance and more to skill. If the Town pushed their Jailor to out which caused them to be sniped by a Ritualist, it’s their loss.
-Seers are nerfed into normal parity cops. And frankly I’m pretty sure that BMG is going to do the same thing before ToS2 gets out of Early Access as the current incarnation’s a bit too strong.
-Retributionists have been nerfed as well since they cannot use corpses more than once. This is to prevent them from going wild the moment that a Vig flips, so yeah.
-Admirers were significantly changed as their current incarnation makes them way too mechanically confirmable and the version for this longform game adds a level of counterplay to the wolves. Plus, the iteration for this longform game will allow wolves to fake it.
-The Enchanter was changed from two uses to one use as since the Coven will have the entire night to plan out actions then I feel like this role may prove to be way too strong.
-The Jinx was changed from an Ambusher to a Vet. The former would basically make this role a bit too strong as it could basically net a kill roughly every night if played correctly.
-The Ritualist’s drawback was removed as it’d basically make this role unusable in longform due to the fact that FPS’ing is far more common here then in the game itself. The Ritualist and Doomsayer can also anticlaim Investigative roles as unlike in ToS they aren’t necessary for gamesolving.
-The Witch doesn’t force players to use their night action. I don’t want them to hard-counter Vigilantes this badly.
-The Potion Master is more like its ToS1 rather than ToS2 incarnation mostly to keep it on par with the other Coven Roles.
-Vote-manipulation properties of the Voodoo Master and Dreamweaver were removed simply because of how critical votes are for longform.
-Wildling was changed to a Watcher+Tracker mixture. Like with the Seer role I feel like this is way too strong of an information gathering role and I’m pretty sure that BMG’s eventually going to nerf it to something more reasonable.
Town
Investigator
Each night you may check a player and you will be notified if they have blood on their hands or not. Players who have successfully killed another player in the current or previous night will be shown with blood on their hands.
Sheriff
Each night you may check a player and you will be notified if they are suspicious or not. Players who are members of the Coven show as suspicious if they do not have the Necronomicon, and so do Jesters, Executioners, Pirates, and Doomsayers.
Tracker
Each night you may check a player and you will learn who they have visited, if they have visited at all.
Lookout
Each night you may check a player and you will learn who visited them, if they have been visited at all. This action does not count as a visit.
Spy
Each night you may bug a player’s house and you will learn if they were saved from an attack, roleblocked, silenced, Dreamweaved, or redirected.
You will also learn if they are under either of the persistent effects:
Hex
Douse
Insanity
Enchant
Illusion
Seer
Each night you will learn if a player is in the same faction or not as your previous target. You begin with a random target on the first night.
Psychic
Each night select a player and you will have a vision. On odd nights you will get the names of four players and at least one of them will not be a member of the Town Faction. On even nights you will get the names of three players and at least one of them will be a member of the Town Faction. The player you selected at night will be part of your vision.
Coroner
Select a dead player and a living player and you will learn if the living player killed the deceased one. You will only be seen as visiting the living player.
Trapper
Each even night you may trap a player. If your target is attacked then the attack will always be stopped, even if it’s strongman. If a trapped target is targeted by a non-attacking action then the trap will spring. The trap prioritizes killing over non-killing actions.
Crusader
You may defend a player, roleblocking all players that visit them during the night.
Bodyguard
Each night you may select a player and you will redirect any attacks that target them onto you.
Cleric
Each night you may select a player and protect them against dying provided the attack isn’t strongmanned. In addition you will also cure them if they are poisoned. This action cannot be used on the same player multiple times consecutively.
Vigilante
Each night you may select one player to kill. If you hit a member of the town then you will lose the remainder of your shots. You have three shots of this action.
Veteran
Each night you may choose to alert, killing a random player that visits you. You have three shots of this action.
Trickster
Each night you may redirect any attacks that target you onto a player of your choice. You have three shots of this action.
Deputy
You have a strongman kill that can be used during the day. You have only one use of this action. You may not use this action on the first day.
Tavern Keeper
You will roleblock a player during the night. This action is non-consecutive and the Witch’s redirection will always take precedence over it.
Retributionist
You will use the night action of a dead member of the Town. Each player’s corpse can only be used once per game. You may not use cleaned corpses, if you use an Enchanted corpse then you will use their actual rather than perceived role, and you will be seen visiting the deceased player rather than your actual target if targeted by a Tracker.
Admirer
At night you may propose to a player. If they are a member of the town then you two will become lover-masons. If not then you will die. In addition if you or your target die during the night in which you are using this action then it will fail. You may only use this action once.
Amnesiac
You will remember and backup the first Town-aligned role to die. if multiple Town-aligned roles died at the same time then it will be randed between them. You cannot backup the Jailor, the Mayor, the Monarch, or the Prosecutor.
Jailor
During the day you may select a target to jail. While jailing a target you may anonymously speak with them and you will both roleblock them and prevent all actions from working on them. You may also choose to execute them through a strongman kill but if you execute a member of the Town then you will not be able to execute for the remainder of the game. You cannot jail the same target consecutively This role cannot be randed by more than one player per match.
Mayor
During the day you may reveal yourself as a Mayor. By doing so your role will be publicly revealed and your vote will count for three. This role cannot be randed by more than one player per match.
Monarch
Each night you may knight a player. By doing so their vote will count for two and while a knighted player is alive you are put under protection. If a player is knighted then it will be publicly announced at the start of the day. This role cannot be randed by more than one player per match.
Prosecutor
Each day you may anonymously prosecute a player. If they are prosecuted then they will be eliminated and the day will automatically end. You may only use this action once per game. This role cannot be randed by more than one player per match.
Coven
Coven Leader
You cannot be killed by normal killing actions and once per game you may empower the factional kill with a strongman effect.
Dreamweaver
Each night you may Dreamweave a player. If your target does not get visited by another player on the next night then they will become insane. Insane players will have their day actions disabled and their night actions will be randed. Insane players will return to normal when you die.
Enchanter
Each night select a role and write a will and your target will have those as flips if they die overnight. Coven members will know the Enchanted player’s true flip. In addition Seers, Coroners, Sheriffs, and Investigators all get Coven results for Enchanted players. Only usable once per game.
Illusionist
Each night select a target and they will appear as Town to investigations for Seers and Sheriffs, innocent to investigations for Coroners and Investigators, and will have their visits undetected by Lookouts and Trackers.
Medusa
Each night select a player and if they die overnight then their role and their will will be cleaned.
Conjurer
You have a strongman kill that can be used during the day. You have only one use of this action. You may not use this action on the first day.
Jinx
Each night you may choose to kill a random player that visits you. This action will never kill members of the Coven.
Ritualist
Each night you can try to guess a target’s exact role. If you succeed then your target will die and no form of protection can save them. This action does not count as a visit.
Hex Master
Each night you may Hex a player. Hexed players appear as member of the Coven to Seers and Sheriffs. When all non-Coven living players are hexed, the Coven will automatically win.
Witch
Each night you may select a player and you will both redirect them to a second player of your choice and rolecop them.
Necromancer
You will use the night action of a dead player. Each player’s corpse can only be used once per game. You may not use cleaned corpses, if you use an Enchanted corpse then you will use their actual rather than perceived role, and you will be seen visiting the deceased player rather than your actual target if targeted by a Tracker.
Poisoner
You will roleblock a player during the night. This action is nonconsecutive. In addition, once per game you may also choose to poison the roleblocked player. Only the poisoned player will be notified that they get poisoned.
Potion Master
You may choose to either heal a player, rolecop a player, or kill a player per night. You are required to use all potions before having the choice to re-use a potion again.
Voodoo Master
You may choose to silence a player per night. When a player is silenced, their posts can only be composed of votes and unvotes. Quoting is also not allowed. This action is nonconsecutive.
Wildling
Each night you may check a player and you will learn who they have visited and who has visited them. This action does not count as a visit.
Neutral Evils
Jester
If you are eliminated then you will kill one of your voters at random after the EoD. If the number of players on your wagon is higher than the number of living non-Town then this kill will always be randed on a member of the Town. If you are eliminated by a prosecution then you will kill the Prosecutor instead. You win if you are eliminated.
Executioner
Each night, including n0, you may select a player to eliminate. If that player is town and eliminated then you will leave the game victorious. This action does not count as a visit thus cannot be stopped.
Pirate
Each night you may roleblock a target and attempt to guess their role. If you correctly guess them and if they are a member of the town then you will successfully have pirated them and will perform a strongman kill on them. Once you have successfully pirated two players then you will leave the game victorious.
Doomsayer
Each night you may attempt to guess the roles of three players. If you have successfully guessed all three of them then you will perform a strongman kill on them and leave the game victorious.
Neutral Killers
Serial Killer
Each night you may kill a player. You are immune to roleblocking effects except the Jailor and you have a 1-shot strongman kill. In addition you cannot die to normal kills. You win if you are among the last three players standing.
Arsonist
Each night you may douse a player or ignite. If a player visits you then they will be doused and you will be notified of it. You will know which players are doused and which are not. Upon ignition all doused players will die bypassing all forms of protection. In addition you cannot die to normal kills. You win if you are among the last three players standing.
Werewolf
Each even-numbered night you may choose to rampage on a player, performing a strongman kill on them and killing everyone who visits them. After the fourth night you may perform this action on odd-numbered nights as well. In addition you cannot die to normal kills. You win if you are among the last three players standing.
Shroud
Each night you may choose to either directly attack a player or to shroud them. Shrouded players will attack whichever player they visit. In addition you cannot die to normal kills. You win if you are among the last three players standing.