Manti's Game Repair Station

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  • iggymatrixcounter
    FFR Veteran
    • Nov 2003
    • 1924

    #16
    Re: Manti's Game Repair Station

    I think ruritsu's game is good. But the way it's setup, you pretty much make it a huge risk to use the vigi power. (the humans lose a day to find a wolf if he uses it.)

    You can fix this one of two ways imo. 1) add another player to your roster. That will make the player count odd during the day and having 1 phantom will not be as big a deal for insta lynch purposes. 2) have the seer become a psychic after he uses his power so that he will be more inclined to vigi kill and at least have some good come out of it in case he misses.

    But out of a lot of games I've seen, this looks pretty good to me.
    lastfm
    PANDORA

    Comment

    • Viccica
      FFR Player
      • Mar 2009
      • 702

      #17
      Re: Manti's Game Repair Station

      Topsy Turvy

      One day the TWG gang decides to go to the Carnival. Everything starts to go wrong in the random.org house of fun...




      20 players

      5 wolves



      Ringleader- He's at the head of his little gang. Not big or brawny, but clearly the brains of the operation. Is always seered green. Sends in the wolf pm for the night.
      Clown - It's like 'It' all over again. He's a psychotic mass-murderer who came to the carnival as a cover. Under that painted-on crimson smile lay the tales of a psychopath. Can choose to kill one person at any given point in the game. This will be real time. As soon as I read the PM, I will post that player x has died and they will be out of the game. He's deathly afraid of mirrors, hating the way he is forced to paint his face for the sake of this carnival, however. So if the House of Mirrors Carnies targets him he will have a meltdown and kill himself, along with one other non-wolf player.
      Crystal Ball Psychic - Be careful coming near this guy. He's dangerous and a little crazy. Can seer one person per night phase with their real color. His sworn enemy and rival is the opposing team's seer and wants to put that mofo outta business.
      Mime - No one likes mimes. They're just annoying copycats. He can choose to copy one player's role at the cost of his vote the following day. He will still need to put in a vote to avoid a phantom, it just won't be counted. If he targets the seer, he can choose his seering target the following night phase.
      The Tattooed Man - His body is a needle-induced work of art. If the seer seers him, the seer will be stunned and recieve a faulty report for the next two night phases. The seer will be unaware of this detriment. He has a soft spot for the Bearded Lady, however and will not permit the wolves to attack her during the night.



      The House of Mirrors Carnie- Once she's got you in her maze of mirrors, she can darn near see into your soul. Her pristine house of mirrors makes even the cruelest minds cave. She can pull one person a night into her house, and she'll know your color as it appears on the surface, but cannot tell if it's a lie or not.
      Friendly Psychic - A kindly old Jamaican woman trying to scrounge by from night to night as a carnie. Is given the number of wolves left in the game at the beginning of every day phase.
      The Bearded Lady - She's big. She's buff. She's hairy. She's not someone you want to mess with. She has a very close relationship with the Tattooed Man. Cannot be killed at night.
      The Juggling Man - He never wanted to be a juggler for the carnival, but they didn't like him throwing his balls around an operating table much. At the cost of any activity in the thread including his vote for the day he may choose four targets to return to their true seer color. Will still need to vote to avoid a phantom, but it will not be counted.

      The Fat Stubby Carnie - Is given three items at the start of the game which he cannot use and has a chance to get another item equal to the ratio of wolves to humans every night phase (4 wolves to 12 humans 4/12 chance). This carnie is generally a self-serving jerk trying to con you out of your money, so be careful of what his motives may be behind it all. He cannot use the items and if he hoards them for more than two phases they will turn into something bad and be given to a random person.

      Food Stand Man - Is given 3 items at the beginning of the game which he cannot use and has a chance to get another item equal to the ratio of wolves to humans (4 wolves to 12 humans 4/12 chance) every day phase. Depicted as a friendly old man, but be careful. He raised the fat stubbie carnie who gave you your ticket when you came in. He's bound to be a trickster. He cannot use the items and if he hoards them for more than two phases they will turn into something bad and be given to a random person.

      9 normal humans
      Note: At the beginning of the game, every person who is a non-wolf will be given a number from 1-4. This will represent the color they will be when they are seered. Wolves and blues are not aware of the colors they have recieved, normal humans, however, are told their own color.
      1- Red
      2- Blue
      3- Purple
      4- Green



      Items:
      The Fat Stubby Carnie:
      Entrance Ticket - No one questions who the Fat Stubby Carnie lets into his fair. Gives you a one-time guard you can use at any point in the game. Effective against a lynch. If this is held too long by the carnie it will null the reciever's vote for the day. They will still need to vote to avoid a phantom, it just won't count.
      Stuffed Animal Prize - It's cute, cuddly and.. what? It's got fleas! You lose your night activity while you scrub yourself raw all night.
      Kissing booth stub - When you redeem your kiss from the foxy young woman manning the booth, you feel untouchable and on top of the world. You get a one-time vigi. Don't wait too long to redeem your kiss, the next woman in line is called 'Large Marge' for a reason. If this item is held too long by the Carnie, it will become rotten and your big, disgusting wet kiss from Large Marge will roleblock the user for the next night phase.
      Carnie's whip - Can only be recieved if The Fat Stubby Carnie dies. In rejoice of his death, you decide to remodel. Can be used once to completely take the role of another person and switch it with your own. Can be used at any time.

      The Food Stand Man:
      Candy Apple - You will feel hyper and exhuberant after eating this apple. It makes your vote for the next day phase count for double. It goes bad after two phases and will become a Slimy Taffy.
      Slimy Taffy - It's almost like it's already been in someone's mouth... Is that a piece of hair?! You have no choice in activating this item. One random player dies. Can only be recieved if the Carnie lets the apple go bad.
      Cotton Candy - This carnival has made you feel like a kid again. You've gotten in touch with your inner self and reverted back to the color you should be.
      Rat on a stick - If you are given this, you've been severely, severely pranked. Your seer color changes to red automatically and you have no choice in the matter.
      Black licorice - Oh, come on! No one likes black licorice. You lose your night activity due to excessive vomitting.



      Changed a couple things, as per your request. Editted the purple roles a bit along with the items and added a wolf and a few normal humans.


      To explain the Bearded Lady - Tattooed man relationship, if the tattooed man dies, the wolvesbane effect wears off, since the person holding the wolves back from attacking them is gone.
      Last edited by Viccica; 10-13-2009, 09:51 AM.
      Dear sirs,
      One of my checks was returned marked "insufficient funds".

      In view of current events in the banking market, does that refer to me or to you?

      Sincerely,

      Your Client
      Eco Friendly
      ~Chu

      Comment

      • iggymatrixcounter
        FFR Veteran
        • Nov 2003
        • 1924

        #18
        Re: Manti's Game Repair Station

        vic, I think your game has a lot of potential, but you have to make it more concise. It has a lot of unique ideas, but it has things in it that aren't necessary.

        For instance: Clown - It's like 'It' all over again. He's a psychotic mass-murderer who came to the carnival as a cover. Under that painted-on crimson smile lay the tales of a psychopath. Can choose to kill one person at any given point in the game. This will be real time. As soon as I read the PM, I will post that player x has died and they will be out of the game. He's deathly afraid of mirrors, hating the way he is forced to paint his face for the sake of this carnival, however. So if the House of Mirrors Carnies targets him he will have a meltdown and kill himself, along with one other non-wolf player.

        It should just say CLOWN: Once during the game he can instantly kill someone, if he's seer'd he will die along with another non-wolf player.

        All that other information is not needed. I can tell you put a lot of thought into it, but for reading purposes, it's much easier to just put what's needed for the role and maybe type up your story in a separate area. It will make others more interested in your game.

        Also, I hope this game gets run, it still needs work but there's a good basis here. I won't step on manti's thread and give my two cents about the game but I just had to say this.
        lastfm
        PANDORA

        Comment

        • Viccica
          FFR Player
          • Mar 2009
          • 702

          #19
          Re: Manti's Game Repair Station

          Well I did that for the sake of showing there will be stories in my game. And in the instance of the Bearded Lady and Tattooed Man, it's neccesary to show.



          Where's the fun in saying it's a vigi char when there's more to it? =p It's still understandable. I like it how it is. And I'm worried more about the functionality than whether or not it's easy to read so...
          Dear sirs,
          One of my checks was returned marked "insufficient funds".

          In view of current events in the banking market, does that refer to me or to you?

          Sincerely,

          Your Client
          Eco Friendly
          ~Chu

          Comment

          • DaBackpack
            ~ お ま ん こ ~
            • Mar 2014
            • 918

            #20
            Re: Manti's Game Repair Station

            Werewolf no Naku Koro ni

            A Game of Truth and Fiction





            Welcome to Rokkenjima----------

            A lone island off the coast of Japan lay host to the infamous 1986 Rokkenjima Disaster, wherein 18 members of the wealthy Ushiromiya family were slaughtered by some mysterious, merciless force. While the incident had no survivors, some direct testimony emerged from a letter in a bottle from one Ushiromiya Maria. Maria's testimony was consistent with forensic evidence at the various crime scenes, but the details described defied logic: she had ascribed all of the murders to magic and a certain spectral perpetrator: "The Golden Witch, Beatrice."

            Despite the efforts of police investigators, occult specialists, and hobby theorists, there emerged no canonical account of the events of the massacre. Indeed, numerous explanations rose from the deepest cracks of the Japanese psyche but all of them were determined to be either fabricated, baseless, or otherwise fallacious. Ultimately, no comprehensive rational explanation surfaced, leaving the public to treat the events as some kind of disturbing occult phenomenon. After all, if humans could not have committed the crime, then it must have been magic, right?

            "It's useless. It's all useless."

            DaBackpack checked his itinerary. The ship to Rokkenjima was scheduled to depart momentarily. He, along with 17 other brilliant minds, planned to put the case to rest by visiting the disaster site directly. "There's no such thing as magic," DaBackpack told the crowd. "Surely we can find a rational, grounded explanation for what happened." Everyone nodded in agreement.

            In a few hours, the party would dive headfirst into the center of a controversy spanning 3 decades ------ an uninhabited island gating the entrance to metaphysical realms of truth, fiction, and magic...

            When the werewolves cry, none shall be left alive.



            Setup:
            Completely original! Open setup. 12 players: 8 town-aligned, 3 wolf-aligned, 1 third party (counted as "town" in regards to parity):

            6 Rokkenjima tourist
            1 Territory Lord, Ushiromiya Battler
            1 Broken Survivor, Ushiromiya Ange
            1 Malign Detective, Furudo Erika
            1 Golden Witch, Beatrice
            1 Endless Witch, Virgilia
            1 Voyager Witch, Bernkastel



            Rules:

            This games functions differently from regular TWG: all abilities in this game (excluding the wolf nightkill) involve the dissemination and suppression of information about the game state. The game is centered around two core mechanics:

            Red Truth: This is delivered exclusively from the game host. Any statement in red is true with absolute authority! No explanation or elaboration is required! Red truths are true statements as of the time they are delivered.

            Blue Truth: This is an ability allowed to all players in the game in limited quantities. The blue truth is essentially a hypothesis that a game player makes about a specific nightkill. What is valuable is that the host must PUBLICLY respond to all blue truths given to him. (Host responses given below.)

            Blue truth must take the following format: roundbox killed DaBackpack! Players may join these statements into a single blue truth via conjunction: roundbox killed DaBackpack and sunfan killed DarkManticore! Please note that you may NOT use a blue truth about yourself --- your blue truths may only contain the names of other players. Who would ever admit to murder, anyway?

            If a validly constructed blue truth is submitted by a player as a night action or is posted in the game thread, the host is compelled to reply in one of exactly two ways, publicly, in the game thread:

            [*]Blue truth failure: If the blue truth is false and has not been meddled with by the wolves, the host MUST reply with a red truth discrediting the statement. (For example, if a player suggests A and B! and A is true but B is false, the host replies with It is not the case that "A and B!")
            [*]Blue truth success: If the blue truth is completely valid, the host will publicly refuse to respond. (The host will never directly confirm that a wolf has killed a player.) However, certain wolf characters can perform actions that force blue truths to succeed even if they would normally fail, so be careful!


            Role PMs:

            Each role PM, as well as each night-action ability, is described below. Every character can use any/all/none of their abilities whenever desired, including a nightkill.


            Welcome to Rokkenjima, <player>! You are a Rokkenjima tourist! Each phase you get a single vote. Additionally, once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths unless you are gifted one by Ushiromiya Ange in a night phase.

            You win once all the wolves have been lynched.



            Welcome to Rokkenjima, <player>! You are Ushiromiya Battler! Once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths in the game thread unless you are gifted one by Ushiromiya Ange in a night phase.

            This isn't your first rodeo when it comes to fighting witches, so you have a few tricks to help you reach the truth:

            Meta Declaration: Every night, you may submit a blue truth as a night action. The blue truth and the host response will be displayed publicly at the start of the next day phase. This action occurs AFTER kills and AFTER blocking/tampering actions.

            Gold Truth: Your vote secretly counts as 1.1 votes. At the end of each day phase, if your vote is on a player in a knife-in-the-box, the host will declare that the Gold Truth has been used and your vote target will be lynched. This does not affect parity.

            You win once all the wolves have been lynched.



            Welcome to Rokkenjima, <player>! You are Ushiromiya Ange! Once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths in the duration of the game.

            You might have spent the night at the hamburger factory, but you're back and stronger than ever. Seeking justice, you bring the following ability to the table:

            Inspiring Tenacity: Every night, you may target a player. This player will be given an extra blue truth for the next day phase. This blue truth must be used in that day phase or else it will expire. The player will be told that they received an extra blue truth but will not be told your player name. You may not target the same player twice in a row and you may not target yourself.

            You win once all the wolves have been lynched.



            Welcome to Rokkenjima, <player>! You are Furudo Erika! Once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths in the duration of the game unless you receive one from Ushiromiya Ange.

            To you, the pursuit of truth is paramount: the detective has no obligation to serve justice or whatever. Solving the game before everyone else is literally the only thing you care about. You are not aligned with town or with wolves: specifically, you only win if your Cruel Denouement ability succeeds. Of course, this only matters if your beloved master, Lady Bernkastel, is there to see it!

            You are not bound by human morality, since you, well, barely qualify as human. Your lack of decency and unscrupulous nature give you the following abilities:

            Cruel Denouement: Once every night phase, you can try to guess the entire wolf team. If you successfully name all three wolves, you win and your slot is ejected from the game and the game thread is informed of your superior intellect. This action takes place BEFORE nightkills. This is your only win condition.

            Last Chance: This ability triggers if Lady Bernkastel is lynched. In the night phase following that lynch, you get one last chance to try to deliver a successful Cruel Denouement: if you succeed, you win; if you fail, you instantly lose once day starts and your slot is ejected from the game.

            Detective's Proclamation: Once per game, in the night phase, you may request permission to use the detective's proclamation. Once activated, the host will announce, in the red truth, that you are Furudo Erika.

            Duct Tape!: Once per night phase, you may place duct tape on a player's door to see if they are up to no good. If that player performs a nightkill that night, you will be told that the duct tape seal has been broken. Otherwise, you will be told that the seal is intact.



            Welcome to Rokkenjima, <player>! You are Beatrice, the Golden Witch! Your partners are <player> and <player>. Once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths in the duration of the game unless you receive one from Ushiromiya Ange.

            Some worthless humans have visited Rokkenjima in order to deny the existence of witches. You take a lot of pride in orchestrating the Ushiromiya Family Massacre and the fact that humans still haven't accepted you is tantamount to denying your entire legacy. In order to maintain the Illusion of the Witch, you have the following abilities:

            Malicious Cackle: Every night, you may target a player. Any blue truths this player uses will automatically register as "successes". This includes any blue truths that Ushiromiya Battler activates in the same night phase. The effects of this ability wear off at the start of the following night phase.

            You are incompetent!: Once per game, in the night, you may activate this ability. During the following day phase, following a host announcement of the activation of this ability, Ushiromiya Battler may not use any blue truths. This nullifies any blue truth he uses in the same night phase (the host will ignore it). This wears off at the beginning of the next night phase.

            Your faction also may perform a nightkill every night phase. You win when you achieve parity with town.



            Welcome to Rokkenjima, <player>! You are Virgilia, the Endless Witch! Your partners are <blank> and <blank>. Once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths in the duration of the game unless you receive one from Ushiromiya Ange.

            The existence of your precious disciple, Beatrice, is again being threatened. Your advice might be just what she needs to subjugate the disbelievers. In order to maintain the Illusion of the Witch, you have the following abilities:

            North Wind and the Sun: Once per game, in the night, you may activate this ability. All blue truths used in the following day phase will register as successes. This includes any blue truths that Ushiromiya Battler activates in the same night phase. The effects of this ability wear off at the start of the following night phase.

            Your faction also may perform a nightkill every night phase. You win when you achieve parity with town.



            Welcome to Rokkenjima, <player>! You are Bernkastel, the Voyager Witch! Your partners are <blank> and <blank>. Once per game, you may use the blue truth in the day phase (in the game thread). After you use it, you may not use any more blue truths in the duration of the game unless you receive one from Ushiromiya Ange.

            You're bored. Bullying some humans seems like fun. In order to maintain the Illusion of the Witch, you have the following abilities:

            Eva's Diary: Once per night phase, you may target a player. If this ability targets Ushiromiya Ange, her Inspiring Tenacity ability will be permanently disabled and she will be alerted of this (but you won't). This has higher priority than Inspiring Tenacity so if she uses it, it will fail. If you target anybody else, nothing will happen.

            Useless Furniture: If you die, Furudo Erika will be ejected from the game at the start of the following day phase.

            Your faction also may perform a nightkill every night phase. You win when you achieve parity with town.


            SEND ME ALL NIGHT ACTIONS VIA DISCORD @DaBackpack#5775

            Phase Lengths: 48/24hr days/nights
            No lynch/No kill: ON
            Cardflips: Full
            OOTC: Off (Except for wolfchat)
            Nighttalk: Off
            Wolfchat is Day/Night 24 hours communication.
            Phantoms: Off

            Phases will start/end at 10PM server time.
            Last edited by DaBackpack; 04-15-2019, 11:17 PM.


            Originally posted by Moogy
            no one cares
            Originally posted by TWG Dan Hedgehog
            there are 743 matches for hedgehog suicide on deviantart
            that's kind of a sad statistic

            Comment

            • DaBackpack
              ~ お ま ん こ ~
              • Mar 2014
              • 918

              #21
              Re: Manti's Game Repair Station

              The above can be expanded to 16 players, I think, if a raw vanilla wolf and 3 VTs are added? Let me know what you think


              Originally posted by Moogy
              no one cares
              Originally posted by TWG Dan Hedgehog
              there are 743 matches for hedgehog suicide on deviantart
              that's kind of a sad statistic

              Comment

              • roundbox
                fhqwhgads
                • Feb 2005
                • 2085

                #22
                Re: Manti's Game Repair Station

                Keeping this at 12 is good for two reasons:
                Recruitment is hard (even though we're cool at MU games )
                Experimental setup rewrites some fundamental rules, so testing this idea would probably work better in a smaller setting
                Originally posted by the sun fan
                I'd be too tiny to be a bouncer



                Comment

                • inDheart
                  Picker @ JAX2
                  FFR Simfile Author
                  • Aug 2011
                  • 505

                  #23
                  Re: Manti's Game Repair Station

                  yes, the upscale is nontrivial because it adds 3 more town-controlled blue truths across the game rather than just 3 players, and hopes that isn't too many

                  i guess if this thread is for anyone to work in now i'll look at a not-dead time

                  Comment

                  • roundbox
                    fhqwhgads
                    • Feb 2005
                    • 2085

                    #24
                    Re: Manti's Game Repair Station


                    ~~~PICTURE COMING SOON~~~
                    The Nonary Werewolf Games

                    Hello? I know you can hear me now. I know you don’t know me, but I need to tell you about this universe. Well, that’s not quite right. Universes would be more accurate.

                    I know the many Nonary Games have left you with a shock, and you may not know what I mean now, but I really must emphasize that any reality can occur. Even though you may be familiar with a few universes, we will never know which one we are in until you open the box. Who will be alive or dead? Do we exist in an infinite state of both? It’s time to take a look inside.

                    ---

                    The Nonary Werewolf Games is a semi-open setup. 9 players can join this game.


                    General Mechanics
                    Day Start
                    36/12 Phases
                    Cardflips:
                    FULL
                    OOTC: OFF (Minus factional wolf chat)
                    Night talk: OFF
                    Post minimum: 5 per phase

                    Voting Mechanics
                    Knife in the Box: ON
                    No Lynch/No Kill: ON

                    ---

                    Setup Information
                    The Nonary Werewolf Games is a semi-open setup for 9 players. Unlike most semi-open setups, The Nonary Werewolf Games has an incredibly high number of iterations.



                    Here is how The Nonary Werewolf Games is rolled:
                    -First, a row or column is determined. The host will roll a number 1-6 to determine if the setup is comprised of one of the three games (rolls 1-3) or one of the three states of Dimensional Flux (4-6).
                    -Dimensional Fluxes occur when universes collide and personalities from each game are misplaced. There are no duplicate participants in Dimensional Fluxes.
                    -After a row or column has been determined, the host rolls each player a character.
                    -After characters have been determined, the host rolls alignment. Here is the alignment distribution:
                    -2 Town Power Roles
                    -2 Wolf Power Roles
                    -5 Vanilla Town

                    -One town power role and one wolf power role will be permanent abilities. Permanent abilities can be used every night with the exception of the wolf permanent ability. The permanent ability wolf cannot use the ability AND kill in the same night under any circumstances.
                    -One town power role and one wolf power role will be one-shot abilities. Unlike the permanent ability wolf, the one-shot wolf power can be used at any time.
                    -All abilities are based off of which character has been rolled. Refer to the charts to see each characters’ abilities for either alignment.
                    -The four players rolled as power roles will be informed of their character and their ability (permanent or one-shot).
                    -The five players rolled as Vanilla Town will only be told that they are Vanilla Town and not which character they are.
                    -Any character that has been rolled as Vanilla Town will be name flipped upon death.


                    Character lists for each setup
                    Nine Hours, Nine Persons, Nine Doors
                    1. Ace
                    2. Snake
                    3. Santa
                    4. Clover (999)
                    5. Junpei (999)
                    6. June
                    7. Seven
                    8. Lotus
                    9. Ninth Man

                    Virtue’s Last Reward
                    1. Dio
                    2. Phi (VLR)
                    3. Tenmyouij
                    4. Clover (VLR)
                    5. Sigma (VLR)
                    6. Luna
                    7. K
                    8. Alice
                    9. Quark

                    Zero Time Dilemma
                    1. Mira
                    2. Sigma (ZTD)
                    3. Junpei (ZTD)
                    4. Akane
                    5. Carlos
                    6. Diana
                    7. Q
                    8. Phi (ZTD)
                    9. Eric

                    Dimensional Flux 1:
                    1. Santa
                    2. June
                    3. Junpei (999)
                    4. Phi (VLR)
                    5. Luna
                    6. Alice
                    7. Q
                    8. Mira
                    9. Eric

                    Dimensional Flux 2:
                    1. Ace
                    2. Snake
                    3. Seven
                    4. Quark
                    5. Clover (VLR)
                    6. Tenmyouji
                    7. Phi (ZTD)
                    8. Diana
                    9. Sigma (ZTD)

                    Dimensional Flux 3:
                    1. Lotus
                    2. Clover (999)
                    3. Ninth Man
                    4. Sigma (VLR)
                    5. Dio
                    6. K
                    7. Carlos
                    8. Akane
                    9. Junpei (ZTD)



                    Power Roles
                    With only a few exceptions, powers can be rolled as either alignment within this setup. Below are the power roles in convenient alphabetical order.

                    Accuser: At night, a target of your choice will show up to the night kill and show up as red if checked by the Colour Cop.

                    Brainshocker: At night, a target of your choice will have any abilities they use carried out on themselves (i.e. a Cop will instead check themself).

                    Bus Driver: At night, select two targets. Any action placed on one target will instead be applied to the other and vice-verse.

                    Colour Cop: At night, select a target. You will receive a report in the morning with the colour of your target. Reports will be in this format:
                    Code:
                    In the night, you discover [Target] is [green/blue/red].
                    Coverup: At night, select a target. Target player will be untrackable/unwatchable and show up as green to the colour cop.

                    Doctor: At night, select a target to prevent a single kill attempt during the night.

                    Friendly Neighbour: At night, select a target. In the morning, they will receive the following report:
                    Code:
                    [User] is a [b]Friendly Neighbour[/b]. Howdy!
                    Gunsmith: At night, select a target to give them a gun. The recipient of the gun can use it to kill another player at any time during the next day phase by sending a message to the host with their target.
                    These guns are brittle and will disintegrate if not used by the end of the day phase.
                    The recipient will get the following report:
                    Code:
                    You have received a gun! You may fire the gun at any player of your choice once during this day phase, killing them. Message the host your target.
                    You find a small inscription on the barrel of the gun: Will disintegrate if not used by the end of the day phase. You’ve been warned!
                    Interceptor: At night, select a target to receive any reports sent to them.
                    Reports will be in the following format:
                    Code:
                    [Target] received the following report: [Report]
                    
                    OR
                    
                    [Target] did not receive any reports.
                    Note: This role cannot exist in a setup without reports.

                    Jailkeeper: At night, select a target to roleblock (prevent from doing a night action) and rolestop (prevent night actions being used on them).
                    Any investigative actions carried out on the target will receive [No result].

                    Light Sleeper: At night, any actions carried out on you will be revealed to you, but not the user of the power. Reports will be in the following format:
                    Code:
                    In the night, you have been:
                    [Bus driven/Colour checked/Doctored/Friendly Neighboured/Gunned/Name checked/Tracked/Watched].
                    Note: You will not be notified of jailkeeping actions.

                    Name Cop: At night, pick a target to learn the name of their character. Reports will be in the following format:
                    Code:
                    In the night, you discover [Target] is [Name].
                    Name Strongman: At night, select a target and declare a name. If your guess is correct, any killing action on that target will pierce any protective abilities.

                    Role Cop: At night, select a target. In the morning, you will receive a report on the role they possess, but not how many charges of that ability. Reports will be in the following format:
                    Code:
                    In the night, you discover [Target] is a/an [Bus Driver/Colour Cop/Doctor/Friendly Neighbour/Gunsmith/Jailkeeper/Name Cop/Tracker/Vanilla Town/Vigilante/Watcher].
                    Tracker: At night, select a target. In the morning, you will receive a report telling you any and all players your target visited in the night. Reports will be in the following format:
                    Code:
                    In the night, you discover that [Target] visited [Player/nobody].
                    Vigilante: At night, select a target to kill. Bang!

                    Watcher: At night, select a target. In the morning, you will receive a report telling you any and all players that visited your target. Reports will be in the following format:
                    Code:
                    In the night, you discover that [Player(s)/nobody] visited [Target].

                    Power FAQ and Notes
                    -Powers follow Natural Action Resolution.
                    -Any role that receives a report from the host as a part of their action will be informed of any role blocking that occurs. The report will show up as:
                    Code:
                    You have been roleblocked!
                    -The Interceptor role cannot exist in a setup that does not generate any reports.
                    -The Light Sleeper role will not be informed if they are jailkept.
                    -A player can visit multiple targets in one night. A player under the affect of the Accuser power will carry out their normal action (if any) and visit the night kill.
                    -Once again, for emphasis, the wolf permanent power cannot be used in addition to the wolf kill. The one-shot power, however, can.
                    -Any investigative action that is redirected will be informed on the redirected player. (i.e. Colour Cop C checks Wolf W, but they are redirected. Colour Cop C will receive the report "Colour Cop C is [Blue]").
                    -There is a guide to follow when a bus driver drives another bus driver, but hopefully we won’t get into that situation. sunfan made a post breaking this down, I believe.


                    Role PMs

                    Welcome, [Player].

                    The world spins.

                    You are here, but “here” isn’t exactly anywhere you’re familiar with. You don’t even know your own name. You are Vanilla Town.

                    You will win when all threats to town have been eliminated and there is at least one town aligned player alive.


                    Welcome, [Player].

                    The world spins.

                    Yes, that’s it. You remember exactly who you are and why you are here.
                    You are [Character], the Town (Permanent/One-shot) [Role].

                    Your ability is: [Verbatim from the Power Roles section].

                    You win when all threats to town have been eliminated and there is at least one town aligned player alive.


                    Welcome, [Player].

                    The world spins.

                    Yes, you are fully aware of where you are. In fact, you wanted them all to be here. You are [Character], the Wolf Permanent [Role].

                    Your ability is: [Verbatim from the Power Roles section].

                    You also possess the ability to make a factional wolf kill every night.
                    You may not use your ability AND perform the factional wolf kill in the same night.

                    Your partner is [Character], assumed in this universe by [Partner].
                    Your factional wolf chat is here: [link].

                    You win when the wolves achieve parity or nothing can prevent it from happening.


                    Welcome, [Player].

                    The world spins.

                    Yes, you are fully aware of where you are. In fact, you wanted them all to be here. You are [Character], the Wolf One-shot [Role].

                    Your ability is: [Verbatim from the Power Roles section].
                    You may only use this ability once.

                    You also possess the ability to make a factional wolf kill every night.

                    Your partner is [Character], assumed in this universe by [Partner].
                    Your factional wolf chat is here: [link].

                    You win when the wolves achieve parity or nothing can prevent it from happening.



                    Example Rolls and Setups

                    Base roll: 4
                    Santa, June, Junpei (999), Phi (VLR), Luna, Alice, Q, Mira, Eric

                    Player 1: Q
                    Player 2: Santa
                    Player 3: Luna
                    Player 4: June
                    Player 5: Alice
                    Player 6: Mira
                    Player 7: Eric
                    Player 8: Phi (VLR)
                    Player 9: Junpei (999)

                    Town Permanent: Player 9 (Junpei [999])
                    Town One-shot: Player 5 (Alice)
                    Wolf Permanent: Player 3 (Luna)
                    Wolf One-shot: Player 4 (June)

                    Roles: Town Permanent Jailkeeper
                    Town One-shot Tracker

                    Wolf Coverup
                    Wolf One-shot Bus Driver
                    Base roll: 3
                    Q, Mira, Eric, Phi (ZTD), Diana, Sigma (ZTD), Carlos, Akane, Junpei (ZTD)

                    Player 1: Phi (ZTD)
                    Player 2: Eric
                    Player 3: Diana
                    Player 4: Akane
                    Player 5: Mira
                    Player 6: Carlos
                    Player 7: Q
                    Player 8: Sigma (ZTD)
                    Player 9: Junpei (ZTD)

                    Town Permanent: Player 4 (Akane)
                    Town One-shot: Player 3 (Diana)
                    Wolf Permanent: Player 1 (Phi [ZTD])
                    Wolf One-shot: Player 5 (Mira)

                    Roles: Town Permanent Watcher
                    Town One-shot Doctor

                    Wolf Accuser
                    Wolf One-shot Brainshocker
                    Base roll: 5
                    Ace, Snake, Seven, Quark, Clover (VLR), Tenmyouji, Phi (ZTD), Diana, Sigma (ZTD)

                    Player 1: Clover (VLR)
                    Player 2: Snake
                    Player 3: Quark
                    Player 4: Ace
                    Player 5: Phi (ZTD)
                    Player 6: Sigma (ZTD)
                    Player 7: Tenmyouji
                    Player 8: Seven
                    Player 9: Diana

                    Town Permanent: Player 5 (Phi [ZTD])
                    Town One-shot: Player 3 (Quark)
                    Wolf Permanent: Player 2 (Snake)
                    Wolf One-shot: Player 8 (Seven)

                    Roles: Town Permanent Roleblocker
                    Town One-shot Friendly Neighbour

                    Wolf Role Cop
                    Wolf One-shot Name Cop
                    Originally posted by the sun fan
                    I'd be too tiny to be a bouncer



                    Comment

                    • mellonxcollie
                      Sectional Moderator
                      Sectional Moderator
                      • Dec 2006
                      • 1302

                      #25
                      Re: Manti's Game Repair Station

                      Follow my dog on Twitter: https://twitter.com/Riles_puppy

                      Comment

                      • the sun fan
                        FFR Player
                        • Mar 2017
                        • 658

                        #26
                        Re: Manti's Game Repair Station

                        this is too complicated for me to say definitely balanced or not balanced


                        I would hesitate to put a gunsmith in a small setup like this because the games really do revolve around the gunsmith because its just so, so strong

                        I don't see what the point of the interceptor is

                        I don't think the strongman needs to name their target; if anything, just make it a 1-shot ability. Why do you have it the way it is?

                        Ahh, ok, I remember the light sleeper now. That's a good role I am happy with that one. It should only be wolf-aligned imo. Why are they not informed if they are jailkept?

                        Friendly neighbor shouldn't exist imo; its a worse innocent child.
                        TWG Stats: https://docs.google.com/spreadsheets...it?usp=sharing

                        FFR is a pretty good place somehow.

                        Comment

                        • inDheart
                          Picker @ JAX2
                          FFR Simfile Author
                          • Aug 2011
                          • 505

                          #27
                          Re: Manti's Game Repair Station

                          name strongman can force through town kp as well if town rolls the kp roles

                          jailkeeping roleblocks the light sleeper

                          balance probably involves looking at indiv setups more than like, the whole, but yeah a potential unlimited gunsmith seems like a lot

                          is telling the PRs their character a little too much info? if everyone gets name flipped on death then the setup seems like it locks in fairly quickly for town. maybe that's the idea
                          Last edited by inDheart; 07-25-2019, 11:53 AM.

                          Comment

                          • the sun fan
                            FFR Player
                            • Mar 2017
                            • 658

                            #28
                            Re: Manti's Game Repair Station

                            Originally posted by inDheart
                            jailkeeping roleblocks the light sleeper
                            that's not my interpretation based on the wording

                            my interpretation is that, if the light sleeper is jailed and name cop checked, they simply learn that they are name cop checked
                            TWG Stats: https://docs.google.com/spreadsheets...it?usp=sharing

                            FFR is a pretty good place somehow.

                            Comment

                            • roundbox
                              fhqwhgads
                              • Feb 2005
                              • 2085

                              #29
                              Re: Manti's Game Repair Station

                              We just ran a turbo where gunsmith was in a 9p game. Wolves had roleblocker and one shot bulletproof, so I thought it might not be that terrible. Wolves can be gunned too.

                              I wanted to make roles be able to be single or multi-use, so that's why I made strongman name based. Having a strongman with no conditions and unlimited use is too strong

                              Not opposed to changing out the friendly neighbours or the jailkeeper exception
                              Originally posted by the sun fan
                              I'd be too tiny to be a bouncer



                              Comment

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