Post-Apocalyptic Empire
Crisis Nuker
Nuke’em! (Night) - Kill target player. - 2 uses
Doomsday Empire
Galactic Community Commuter
Migrate Capital (Night) - Migrate your capital to another planet, roleblocking all who visit you tonight. Also prevent all abilities that do not count as a visit that target you from working tonight. This ability processes directly after strongmanned kills. - 1 use
Unused
Tree of Life Hive Mind
Crisis X
Plant Seed (Night) - Target a player. If they are Galactic Community-aligned, they become Seeded. Gain benefits based on how many Seeded players remain alive.
One - Gain +1% chance of killing a player in any war scenario for every alive Seeded player, including yourself.
Two - .
Three - You cannot die in wars in which you are an Attacker.
Unused
Lord of War Empire
Crisis War Specialist
Lord of War (Day) - Hire a mercenary enclave to attack target player. The mercenary enclave will declare war on the target in the next or current war window. This is treated as a normal war declaration from you for all purposes, except in that it is only announced that a Mercenary Enclave is attacking the target, and that the chance of you dying cannot go below 10%. If you would die due to this ability, disable it instead. - Infinite uses
Clone Army Empire
Crisis Doctor
Clone Armies (Night) - Target a Crisis member. They cannot die in wars in which they are an Attacker tommorow. They also cannot kill players in wars in which they are an Aggressor tommorow, and gain a Mercenary Enclave that day. - Infinite uses
thoughts regarding war declarations
I initially stole this mechanic from Daeron’s Star Wars Mash, because i thought it would be flavorful for a Stellaris mash
indeed, through the many variations of a Stellaris mash it is the only thing that has remained the same; the formulas have changed many times, but the general idea of ganging up and fighting back has remained
but now im not so sure if its an actually good mechanic
see, the mechanic encourages cooperation between town (at least with the current formulas), but i also really do not like the idea of randomly dying because you used your ITAs. but this is a core part of the mechanic! if it wasn’t there it’d just be ITAs but better
so idk
bump
Colossus Project Empire
Crisis Dayvig
World Cracker (Night) - When target player declares war tommorow, at the end of the war window they die. If they do not declare war, they die at at the end of the day. This is publicly announced at the start of War Window 1. - Infinite uses
ANNOUNCEMENT
The Colossus is charging… If @X declares war today, they die at the end of the window!
If they do not, they die at the end of the day!
Memorialist Empire
Galactic Community Universal Backup
Memorial Rites (Night) - Inherit all of target dead player’s abilities. You will not inherit abilities that can kill. You cannot target Crisis members. - 1 use
Synthetic Dawn Empire
Galactic Community Optimizer
Synthetic Ascencion (Night) - Sub target player out for KILLIZA for a cycle. KILLIZA is controlled by the hosts, cannot speak (outside of throwing insults at other players) and will make decisions according to what the hosts think is optimal. Any killpower or straight alignment checks will still be controlled by the target, including War Declarations. At the end of the cycle, target player subs back in. - 1 use
Mind over Matter Empire
Galactic Community Shroud-talker
Speak with Shroud (Night) - Target a player. Learn who visits them tonight - Infinite uses
Cyborg Empire
Galactic Community Warshield
War Machines (Passive) - The chance of you dying in any war scenario is reduced by 5%. The chance of the Defender dying in a war where you are an Attacker is reduced by 5%.
Donate War Machines (Night) - Reduce the chance of target player dying or killing someone in any war scenario by 5% tommorow. - Infinite uses
Sage advice compendium
It’s okay. Ignoring ITAs, the village and wolves should have the same KP per cycle at rand (including the vote out for town, and factional for wolves). 2.5 KP/c might be the upper bound for a game this size (that could translate to a vigi and odd night vigi on each side for example). For X-shots, assume there are 5 days i.e. 2-shot kill is 0.4 KP/c. Don’t do day vigis because they suck.
So the rest of the design doesn’t super matter. The most important things are keeping KP balanced, and giving the village some explicit power i.e. a cop.
The real reason for the cop is… weird. In my games cops averaged like 0.3 to 0.5 peeks per game per cop. If there are 3 cops in a 120 player game, the village is extremely lucky if 2 peeks make it into the thread. We had 3 cops in a 120 player and I’m pretty sure 0 made it into the thread in that game just as an example.
ITAs generally can be safely ignored for KP calculations, but ITA specialists can make things weird. If a role can get a kill 50% of the time, that needs to be taken into consideration, but 30% I don’t sweat. 40% I think about and probably count. It’s really weird, but it tends to work out for me.
Uh. Wolf doctors are super trash. The village can probably have 2 doctor equivalent roles, but wolves might bitch if they actually walk into them more than once. Or rather 1 doctor should definitely be in the game, but a second increases potential salt score. Role blockers and protection occupies similar design space. Both side wants at least 1, but neither should have 2 in 30p game.
A watcher might be the play instead of a cop in a 30 player game? Wolves need a way to hunt PRs, but a role cop is super boring. X-shot (1-2) RC is fine with like a tracker/watcher. A full tracker and watcher is also fine.(this is for wolves)
Wolves. Village can have the Cop-like and a tracker for sure. Could do another invest even as long as it’s like around a tracker give or take. It’s a good spot for a creative role.
This is really something I started calling “potential salt score” during the last FAM design, but you have to think about extreme cases for weird roles or combinations of roles. Like I said earlier with 2 villa doctors, it’s like borderline but probably okay in 30p. If wolves don’t find one early or they walk into multiple saves, especially if they think there’s definitely only 1 doctor, they’re going to be upset and demoralized.
But yeah idk that’s it. Bodyguard doesn’t really count as protection if it doesn’t have vests because it doesn’t actually reduce KP. It’s more like a really specific redirector in practice, but with vests it becomes like an x-shot doctor. The vest has other utility though too so it’s a swingy variant and gets dangerously swingy when you go above 1 vest. But also BG without vest feels kinda bad! BG + vest is my starting point unless I’m super desperate lol
Anyway, redirectors and bus drivers are both kinda crappy. Bus drivers I’ve all but sworn off, and redirectors just mostly feel bad. Do 1 (one) in the game at most. (This doesn’t include bodyguard.)
Custodian Empire
Galactic Community Vigilante
Declare Crisis (Night) - Kill target player. You must wait a night before killing again. - 2 uses
Unusued
Galactic Wonders Empire
Galactic Community Thief
Dyson Sphere (Night) - Remove 1 use from target player’s limited use abilities. If they have any unused items or Mercenary Enclaves, you will instead steal those. - 2 uses
Matter Decompressor (Night) - Use the ability you have removed a use of. If it is a targeted ability, it will be used on a random player. If it gives feedback, you will not receive it. If you have removed a use of two abilities, it is randomized. - 1 use
required roles:
11 town
2 (3?) mafia
Eternal Vigilance Empire
Galactic Community Bodyguard
Construct Allied Starbase (Night) - Guard target player. If they die you will die in their stead. - Infinite uses
Construct Defense Platform (Night) - Guard yourself. You are immune to kills tonight. - 1 use
Detox Empire
Galactic Community Strongwiller
Detoxify (Night) - Target player’s actions are guranteed to succeed tonight. - Infinite uses
Defender of the Galaxy Empire
Galactic Community Vigilante
Destroy Crisis (Night) - Kill target player. - Infinite uses