I think I might be the Goblin - (6/9) - Night 3

I think I might be the Goblin


Storytold by @Zugzwang and @Magnus, with the help of @Zugbot

Mechanics

Town Composition

There will be between 7 and 15 players. Those players will be assigned to one of four character types. Players will either be on the Good team, which, besides potential exceptions, will be Townsfolk or Outsiders, while players that are Minions or the Demon are on the Evil team.

The number of players to the amount of character types in play is:

Total Players Townsfolk Outsiders Minions Demon
7 5 0 1 1
8 5 1 1 1
9 5 2 1 1
10 7 0 2 1
11 7 1 2 1
12 7 2 2 1
13 9 0 3 1
14 9 1 3 1
15 9 2 3 1

No two players will have the same ability at the start of the game, with the possible exception of the Village Idiot. The ability that each player starts with is randomly chosen from a number of abilities a non-player decides to put in the game, elaborated on in the “Storyteller” section.

On this script, Amnesiac is the only potential cause of alignment changes.

Starting Evils start knowing each other’s usernames and character types (whether they are a Minion or a Demon).

The abilities of certain characters modify the game setup, by adding or subtracting certain characters or character types. These are denoted in [square brackets], and only have an effect if the character is present at the beginning of the game.

Characters

Night* (with an asterisk) in all contexts means “Night, except the first.”

Possible Townsfolk Characters
Steward You start knowing 1 good player.
Noble You start knowing 3 players, one and only one of which is evil.
Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Empath Each night, you learn how many of your 2 alive neighbors are evil.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Village Idiot Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Fortune Teller Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Flowergirl Each night*, you learn if a Demon voted today.
Town Crier Each night*, you learn if a Minion nominated today.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Possible Outsider Characters
Sweetheart When you die, 1 player is drunk from now on.
Plague Doctor When you die, the Storyteller gains a Minion ability.
Mutant If you are “mad” about being an Outsider, you might be executed.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Possible Minion Characters
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Xaan On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Goblin If you publicly claim to be the Goblin when nominated & are executed that day, your team wins. (See note below)
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count)
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

The Goblin must make their claim in the first 36 hours of the day.

Possible Demon Characters
No Dashii Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Nominations and Voting (Important!)

Nominations will be open for the first 24 hours of the day.

To nominate a player, say “/nominate [playername]”, and ping Zugbot. For example, to nominate Zugzwang, you can say “/nominate Zugzwang @Zugbot”.

Votes do not lock. Votes are cast using the standard voting system.

The person with the most votes on them (also known as Plurality voting) will be considered “about to die”. The player who is “about to die” will be executed. If there is a tie between two or more players for the highest count of votes, the day will end with no execution. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination, or in deeply specific circumstances that would benefit the players to have the game end sooner rather than later.

You may also vote to Sleep (meaning execute no-one). Sleep does not need to be nominated. If this has the most votes (or is tied for the most votes), the day will end with no execution.

To request a votecount from Zugbot, post “/votecount” in your role PM.

Votes at XX:59:59 are valid. Votes at or after XX:00:00 are not.

If Evil are able to win immediately by switching their votes at the last moment of day, and they can know this with mechanical certainty (ignoring the potential for Amnesiac abilities), their votes are automatically switched.

Phase Lengths
  • Each day phase will last for 48 hours. Whispers and discussion can happen during the whole day.
  • During the first 24 hours of day, nominations are open.
  • During the first 36 hours of day, Goblin claims are open.
  • Each night phase will last for 24 hours. During this phase, no discussion takes place, and players submit their actions.

The Day-Night Cycle lasts for 72 hours, before repeating. The game begins during night one.
Night actions are locked 2 hours before the start of each day.

Night Action Resolution

All actions are processed in a specific order each night. This is that order.

First Night Other Nights
Dusk Dusk
Kazali Xaan
Boffin Cerenovus
Minion Info Scarlet Woman
Demon Info Imp
Xaan No Dashii
Cerenovus Kazali
Pixie Sweetheart
Huntsman Huntsman
Damsel Damsel
Amnesiac Amnesiac
Empath Empath
Fortune Teller Fortune Teller
Dreamer Dreamer
Steward Flowergirl
Noble Town Crier
Shugenja Village Idiot
Village Idiot General
General Dawn
Dawn

Storyteller

The Storyteller is the key moderator for the game; All ability uses at night must be sent to the Storyteller via private message, and Storyteller will have the final say on any open-ended ability behaviors. The Storyteller is also the person who decides what characters can be randed from, but can not directly rand a person a character, as that is decided by chance. The Storyteller’s goal is to keep the game both fun and balanced, and they’ll often be trying to make it last as long as possible, however, the Storyteller may not alter any existing rules to accomplish this.

If your ability requires you to privately speak to the storyteller during the day, you must declare it publicly by saying /whisper Storyteller. You may choose to declare this even if you do not have one of these abilities. The ability that requires this to function is the Amnesiac.

Whispers

Players may whisper each other in-game through private messages (including both the host account and forum accounts @Zugzwang and @Magnus). Whispers must be publicly announced, by requesting permission to whisper using the format /whisper [Player]. Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper.

You may whisper several players at the same time, announcing all the players in the whisper individually. Doing so will result in it counting for one whisper per player besides yourself in that whisper.

The number of whispers allowed per day is equal to the number of starting players, divided by three, always rounded up if it includes a decimal.

Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread.

The Fabled

The Fabled are special modifiers that the Storyteller can put in play to tweak the game. Fabled will always be announced when they are in play, along with their effect upon the gamestate. The fabled that the Storytellers may put in play are the Hell’s Librarian to prevent night talking, the Fiddler if both the demon and the town refuse to kill, and the Djinn to indicate there are characters jinxed with each other. The Djinn is in-play.

Fiddler Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game.
Hell’s Librarian Something bad might happen to whomever speaks when the Storyteller calls for silence.
Djinn Use the Djinn’s special rule. All players know what it is.
Djinn's Special Rule
Djinn’s Jinxes
Plague Doctor + Goblin If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
Plague Doctor + Scarlet Woman If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
Goblin + Cerenovus The Cerenovus may choose to make a player mad that they are the Goblin.
Boffin + Village Idiot If there is a spare token, the Boffin can give the Demon the Village Idiot ability.
Kazali + Huntsman If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.

The Djinn’s special rule are Jinxes. It determines what happens when two specific characters interact, usually due to them having an unfavourable interaction otherwise.

Travellers

This game will have no travelers.


Death

When a player dies, their identity and alignment aren’t revealed, but they continue to be allowed to speak in thread. They can’t nominate and have only one “vote token”, which they may expend on a nomination to cast a vote, losing it afterwards. When player dies, unless otherwise specified, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability, which is shown in Night Action Resolution.

Drunkeness / Poisoning

Drunkenness and poisoning are the main source of interference with abilities. A drunk or poisoned character is not directly told that they are drunk/poisoned and cannot affect the game state in any way using their ability, including killing. If a drunk/poisoned character would receive information, then the information they receive is arbitrary, which means the host can decide whether or not to give true information. The drunk/poisoning status lasts indefinitely unless stated otherwise.

Five characters on this script may cause malfunctioning. Those are the Village Idiot, the Amnesiac, the Sweetheart, the Xaan, and the No Dashii.

'Mad'ness

A player who is ‘mad’ about something is trying to convince the group that said something is true. If you are made ‘mad’, to not incur the potential penalty of not following it, you must do a reasonably good job at attempting to convince the Town that what you are made ‘mad’ about is true. On this script, this Pixie, Mutant, Cerenovus, and possibly Amnesiac involve madness.

Victory

Good wins if all Demons are dead.
Evil wins if only 2 players live.

The win conditions will be phrased as above in your rolecards. In the event of a tie, the Good team wins.

Alternate routes to victory or defeat may exist within this game. The characters on this script that can provide alternate win conditions are Damsel, Goblin, and Amnesiac.


Zugbot (Important!)

This game will be partially automated by @Zugbot. Zugbot will be handling nominations and votecounts. To nominate a player, say “/nominate [playername] @Zugbot”, as discussed in the nominations section. To request a votecount, type “/votecount” in your PM.

This game is only partially automated - opening/closing the thread, posting phase changes and deaths, and so on will be done manually.

If there are issues with the bot that cannot be fixed, the hosts will return to manually tracking nominations.

Taking Your Place on the Clocktower

Sign up by stating /in, seat [X] and pinging this account.

There is a maximum of 15 standard players and 0 Travellers.

Players:

  1. BetterMittens (May + Litten)
  2. Chariot
  3. Hippopablompoyeetus
  4. Jarek
  5. Chomps
  6. Kiiruma
  7. Carbonated
  8. Zone_Q11
  9. Ash

Spectators

Game will be randed soon. Please do not resist.

Ping

@BetterMittens
@Chariot
@Hippopablompoyeetus
@Jarek
@Chomps
@Kiiruma
@carbonated
@Zone_Q11
@Ash

9 Likes

About Zugbot

Zugbot is a bot made to host mafia games on FoL. It is currently experimental; if there are any bugs, report them to @Zugzwang and the game hosts.

Voting

Votes are placed with the same syntax that is usually used by the VC plugin on FoL. Voting is plurality only.

If the Votes Match VC Plugin parameter (at the bottom) is set to True, votes are resolved nearly the same way the VC plugin resolves them. The exceptions to this are:

  • Votes that match no players will be removed.
  • Characters that can’t be in Discourse usernames are removed from votes before processing.

If the Votes Match VC Plugin parameter is set to False, then in addition to the above ways Zugbot differs from the VC plugin, Zugbot will also remove votes that are substrings of multiple playernames (and not an exact match for any of them). For example, a vote for ‘g’ when both “wrongboy” and “Zugzwang” are living players would be removed.

Action Submission & The Factional
  • Actions are submitted on the forum, with the exception of the mafia factional kill.
  • All publicly submitted actions need a ping to Zugbot.
  • Privately submitted actions do not need a ping to Zugbot.
  • If multiple different actions are submitted in the same post, they will all be processed, but may end up out of order.
    • This is an issue only if multiple of those actions have instant effects.
    • If multiple actions for the same ability are submitted, exactly one will go through. It is not guaranteed which this is (so do not do this).
  • If you have an action, the syntax needed to use it is explained in your rolecard.
  • Instant actions should be processed in under a minute (likely within 10 seconds). Even if an action is not instant, it will provide immediate acknowledgement, to show it has been seen.
    • This applies even if the action has been roleblocked.
    • If an action does not do this:
      • You may have mistyped the syntax or mispelled a username
      • There may be a bug in the bot (during testing, this is the most likely outcome)
      • Zugbot may have went offline
  • The mafia factional kill is submitted in wolfchat on Discord, through the Discord bot there.
    • The command to submit the nightkill is “$nightkill [player]”.
  • The factional is mandatory and not assigned.
Health and Protection
  • All players have a health value, which is initially set to 1.
  • When a player’s health goes to 0 or below, they die.
  • All kills, unless otherwise specified, deal 1 damage.
  • All protections, unless otherwise specified, protect from 1 damage.
  • Protection acts like a shield that is depleted before health is damaged.
  • Unless roles change this, everyone’s protection is reset to 0 at day start.
Willpower and Roleblocking
  • All players have a willpower value, which is by default set to 0 (and can be negative).
  • Some actions have a minimum required willpower to use - if your willpower is below the required amount, your action will fail.
    • Some actions do not have a minimum, and will work regardless of willpower.
  • Unless otherwise specified, you the minimum willpower to use an action is 0.
  • Roleblocks subtract an amount of willpower - if not specified, they subtract 1.
  • Unless roles change this, everyone’s willpower is reset to 0 at day start.
Focus and Redirection
  • Every ability (not player!) has a focus value.
  • Every instance of redirection from one player to another has:
    • the player who’s being redirected to
    • a redirection strength
    • a value to increase the focus by, if the action is redirected (will be greater than 0)
  • A target is repeatedly changed by redirections until there are no more redirects, or the focus exceeds or equals the redirection strength. In more detail: For each target of an action,
    • If the target has no redirection effects on them, stop. The target is not changed.
    • If the ability’s focus is greater than or equal to the redirection strength, stop. The target is not changed.
    • If the target has a redirection and the ability’s focus is less than the redirection strength, increase* the focus by the specified value, and change the target. Now, repeat the process with the new target.

*The focus is increased only for the purposes of this target’s resolution. The focus will not have increased for the resolution of other targets, nor will it have permanently increased.

Further Details

If an action has both an instant part, and a phase-end part, redirections are processed independently both times*, and each part has a seperate focus value.

*This means, if I target Zugbot, and:

  • During the day, there’s a redirection from Zugbot to Maybot, which is stronger than my instant focus value
  • At day end, there’s a redirection from Zugbot to Wrongboy, which is stronger than my phase-end focus value
  • There are no redirection effects of sufficient strength on Maybot or Wrongboy, at the relevant times

Then, my instant action targets Maybot, and my phase-end action targets Wrongboy.

Bot Commands
  • All players have access to “/votecount”. This can be submitted in your PM to request a votecount, which is posted in the main thread.
    • The player who requested the votecount is not stated.
    • Of course, do not spam this.
  • The host has access to:
    • /modkill [player] - This modkills the target player.
    • /sub [current_player] [player_to_be_added] - This replaces current_player with player_to_be_added.

Parameters for this game

Day length: 8760 hours, 0 minutes
Night length: 48 hours, 0 minutes
Action Deadline: 2 minutes before phase change
Multivoting allowed: True
No-Exe allowed: True
No-Exe wins ties: True
Votes Match VC Plugin: True
Minimum Delay Between Votecounts: 120 minutes
Minimum Postcount Between Votecounts: 10 posts
Hosts: Zugzwang, Magnus

Game has randed! Night 1 has begun, and will end at 2024-04-18T00:30:00Z.

Ping

@BetterMittens
@Chariot
@Hippopablompoyeetus
@Jarek
@Chomps
@Kiiruma
@carbonated
@Zone_Q11
@Ash

1 Like

Note the above!

1 Like

Actions locked.

2 Likes

Day 1 has begun.

Ping

Who up might being they Goblin?

GOOD MORNING MAFIA

1 Like

image

2 Likes

wait shoot this is not a mafia game. GOOD MORNING EVILS.

1 Like

Meow meow meow meow meow

1 Like

Who up here gobling

1 Like

Meow meow meow meow nya nya

1 Like

One of those was me and the other one was Litten

2 Likes

1 Like

I arrive on a chariot of dead mafia

1 Like

Reminder of this:

1 Like