A Lonely Voyage
12 players (3 Mafia, 4 Utility, 5 Townies)
Cardflip
Role Usage is optional, Traitor killing is optional.
If the amount of living Innocent members equals the amount of living Traitor members, the Traitors win.
All lynch vote targets must be designated in
red, and if they are not, they will not count towards the lynching of that target.
It is time to take a lonely voyage... ACROSS SPACE!
-Traitors-
Traitor Leader: Decides with the other Traitors on who to kill each night, and is the only one that can send the kill confirmation PM to the host. He is immune to being night killed.
Cloaker: Decides with the other Traitors on who to kill each night. Can change his color only once throughout the entire game.
Traitor: Decides with the other Traitors on who to kill each night.
-Innocents-
Captain: Can choose to either host a second lynching during the day where a second player gets lynched, or can inspect any player each night, that player's color will be revealed to the Captain only. Can't activate both abilities in the same day/night cycle.
Doctor: Can choose a player each day, that player is immune to Traitor kills for the night, if the Bodyguard is targeted with this ability, it has no effect. Can bring a dead player back to life once throughout the entire game.
Bounty Hunter: Can choose to kill any player at night. If he kills an innocent, he loses his ability for one night.
Bodyguard: Can choose a player each day, if that player would be killed that night, the Bodyguard dies instead.
Passenger (x5): A normal player with no special abilities. They vote each day to get someone lynched.
The Traitors win if the amount of living Innocent members equals the amount of living Traitor members.
The Innocents win if they kill off all of the Traitors.
If the Captain wishes to hold a second lynching, they must PM the host during the night with that request, and when the day starts an announcement will be made that a second lynching is being held, allowing players to vote for two targets to be lynched instead of one.
If a player is inactive, they will be turned into a
Phantom. If a player returns from inactivity after becoming a
Phantom, they will be given back their role. However, if a player does not return from inactivity after a day/night cycle completes, a substitute will be found for their role and they will be kicked out of the game. A
Phantom player may not be targeted by abilities, lynch votes, or night kills.
FallingSnow wrote:Looks good I think.
Pseudo-dino wrote:
The mafia seems a bit strong cardflip-wise. The blues aren't really all that powerful, and only one of the mafia cardflips red all the time. I would change the Cloaker to either a regular Traitor or a different role, perhaps a consort or janitor. You could also leave the Cloaker and make the Traitor Leader red and give him a special ability (like night immunity or something). The mafia is definitely too powerful as it is though.
Otherwise looks good though. Fix this and I approve.
Pseudo-dino 2 wrote:Approved.