Town:webadict:
Hot Dog Vendor (town)
(Auto) Get One Free: If you are visited by a player, they receive a hot dog.
(Auto) Greasesniffer: At the start of each Day other than Day 1, choose one: learn how many players received hot dogs the previous Night, or choose a specific player and learn whether or not they received a hot dog the previous Night.
(Night) Set Up Shop [target]: Your target and every player other than yourself who visits your target tonight receive one hot dog each.
Webadict's role was an attempt to blend a fruit-vendor with a watcher role. It ended up being weaker than I anticipated - a little more Greasesniffer flexibility would have made it more viable. The point was to fuel process of elimination and make claims more confirmable - or disprovable. Notably, juicebox's Ninja-kill would
not have bypassed this role's effects.
Toaster:
Vengeful Follower Mason (town)
(Auto) Masonry: You are aware of the existence and identity of a second player with the same base role and alignment as you. You can also communicate with them in a private quicktopic while you are alive. (You may continue to read this private chat while dead, but not post in it)
(Unusable, 2-Shot, Night) Follow [target]: You may only use this ability while you are dead. You follow your target and learn what category of action they perform, from investigative / protective / action-preventing / other. (If an action belongs in more than one category, or they perform multiple actions, all relevant categories are returned as results.) The results from this action are given to your Mason partner instead of you.
SHAD0Wdump:
Vengeful Gunsmith Mason (town)
(Auto) Masonry: You are aware of the existence and identity of a second player with the same base role and alignment as you. You can also communicate with them in a private quicktopic while you are alive. (You may continue to read this private chat while dead, but not post in it)
(Unusable, 2-Shot, Night) Background Check [target]: You may only use this ability while you are dead. You learn whether your target possesses a gun or not. Cops, Vigilantes, Paranoiacs, FBI Agents, and mafia members possess guns by default. The results from this action are given to your Mason partner instead of you.
The vengeful mason pair. My thought process here was 'it sucks that the only utility masons have is confirmation of each other and private communication'. They don't normally get to
act. My original plan for the setup assumed 13 or 14 players and had a 3-player non-arsonist mason group, where in addition to their own abilities they received a
group anti-prime, which could be used much like the mafiakill. That wasn't viable here - the arsonist would have been too lethal for this setup's player count, I think, and a 3-player group is a full fourth of the player count, practically a mafia unto themselves, even if one of them was mafia.
So the idea here was to make the masons more fun to play with by giving them some minor investigative utility - they could support their partner after death. Of course, the town protective roles all got picked off early on, so nobody was around to save the remaining mason, in this scenario, but in another one it could have created some good value. The Follow effect could confirm someone as having not performed the mafiakill, for example, and the Gunsmith effect could have confirmed someone as being town if they didn't come up as having a gun. (In another setup it would be possible to have a mafia player without a gun due to their role characteristics, but that wasn't the case here.)
Additionally, while there was no medium, a little creativity could produce some
highly limited post-death communication. If Tric inspected someone and then died, for example, the first shot of the vengeful action could indicate who it was, and the second could be used to indicate what Tric's result was by setting up a code by having the living mason talk in the chat.
Vector:
Jack of All Trades (town)
(1-Shot, Night) Traffic Analyst [target]: You learn whether your target has the ability to communicate with other living players in a quicktopic or not.
(1-Shot, Night) Track [target]: You learn who, if any, your target visited this Night.
(1-Shot, Night) Jailkeep [target]: You lock your target in jail, both blocking their action tonight and protecting them from standard kill actions performed tonight.
(1-Shot, Night) Protect [target]: You protect your target from standard kill actions performed tonight.
Vector's role was simple, but potent. The Traffic Analyst was because I didn't want to give out more direct alignment inspection abilities, so the Traffic Analyst could confirm whether or not someone was in a chat. The information that gives is
different than a strict alignment inspect, but it could be applied for much the same purpose. Using it on Tric would show that he was town due to being unable to chat in private, for example, but it wouldn't show Secretdorf up as an SK because SKs generally don't get private chats, do they.
Oh, and two kill-prevention abilities.
In retrospect, this town
was weighted more heavily towards direct inspection as opposed to indirect inspection, action interference, and other effects. This was proved when losing Vector, hector, and Caz left the town without ways of stopping kills.
TricMagic:
Miller Vindictive Cop (town)
(Auto) Miller: Alignment-inspection results on you come up as if you were mafia.
(Auto) Vindictive: Your Night actions only succeed if used on a player who was either voting for you or being voted by you at the end of the previous Day.
(Night) Inspect [target]: You learn whether your target is town, mafia, or other.
Yeah, Tric was a miller
again. (He was a miller in the first Mostly Vanilla Mafia, too) But it's the role he rolled, so I gave it to him.
A
pure alignment inspect is such a potent ability that it must be hampered in some way. In last game, that was RGU's odd night modifier. Funnily enough, since the only other cop was Secretdorf, the miller aspect of this was almost a benefit - messing with Secretdorf's inspects would keep him from getting closer to his poison abilities. Vindictive was a more direct interference. I did modify it slightly from the version of Vindictive shown in the OP - if Tric is voting for someone, it still disables the auto's anti-action effect, so he's not
just reliant on being voted.
Unfortunately, Tric got screwed over this game. Redirected night 1, didn't vote in the super-fast day 2 so his inspect didn't work night 2, targeted an ascetic night 3, and night 4 he finally found Toony as mafia, and promptly got shot.
hector13:
Non-Consecutive Joint-Commuter (town)
(Night) Commute [target/null]: You and, if you choose to target someone, your target, become completely immune to Night actions for the duration of this Night, and additionally cannot use Night actions (other than this one!) during this Night. This ability cannot be used two Nights in a row.
The town's strongest direct action interference role. Balanced by the fact that he can't use it two nights in a row - turning an unstoppable role into one that's potent but not all-powerful. Except he got lynched, so...
If used more effectively, the mafiakill could have been foiled many times. And the protection stops Secret's poisoning too.
Caz:
3-Shot Doctor (town)
(3-Shot, Night) Protect [target]: You protect your target from standard kill actions performed tonight.
Probably the simplest town role, but still a valuable one. I didn't have enough backup for kill prevention actions, though, so losing Caz was costly. The first draft for Caz's role replaced the shots with a Contract modifier - Caz could mark targets during the day, only have up to two marks at once, and only able to protect marked targets - and marks would be public. I replaced it with the shots modifier for reasons I'll explain soon.
Luckyowl:
FBI Agent (town)
(Auto) Taskforce: You have access to a private quicktopic with a second player who also has an FBI Agent type role. While you are alive you may chat with them in it, but only during the Night. It is confirmed to the both of you that nobody in that quicktopic has the serial killer alignment.
(Night) FBI Inspect [target]: You learn whether your target is aligned as a serial killer or not.
I rolled for who got what role, so it surprised me as well when I learned that Toony and Lucky got stuck in a chat together. The original draft for this role had a 'paintbomb' that would mark anyone who targeted them during the night - but only during the night the role holder was killed. I ditched it in the final roles draft.
Mafia:juicebox:
Versatile Goon (mafia)
(Auto) Price of Power: You are a JOAT with 10 abilities. This is too much power. Every time you use a 1-Shot ability, you must pick two unexpended 1-Shot abilities from your role and make them Unusable.
(1-Shot, Night) Tailor [target]: Choose an alignment (town, mafia, or other). Your chosen player alignment inspects as that alignment tonight.
(1-Shot, Night) Jailkeep [target]: You both protect your target from standard kill actions performed tonight and roleblock them.
(1-Shot, Night) Bus Driver [target1] [target2]: You switch the position of your two targets, causing actions aimed at the first to hit the second and vice versa.
(1-Shot, Night) Ninja [target]: Modified mafiakill. Trackers see you as having visited nobody and watch-type actions aimed at your target do not detect you. Oh and you kill your target.
(1-Shot, Night) Strongman [target]: Modified mafiakill. You kill your target, trumping basic protective abilities and kill resistance. (If you’re wondering 'how exactly does this work when you’re still shooting them’, well, you use your strength to carry over a machine gun.)
(1-Shot, Night) Poison [target]: Modified mafiakill. You poison your target, causing them to die at the end of the following Day, after the lynch. A poisoned player is informed that they are poisoned.
(1-Shot, Night) Hot Dog…? [target]: You give your target a hot dog.
(1-Shot, Day) Antidote [target/self]: You cure your target of poison, if they are poisoned. This may be self-targeted.
(1-Shot, Day) Taunt: Give the mod a message. It will be anonymously posted to the thread by the mod, who will confirm that the sender of the message is mafia.
(1-Shot, Any) Reload: Can only be used once all your other abilities are either used up or Unusable, and does not trigger Price of Power. Choose three of your abilities, restore their shot if they are used up and remove the Unusable tag from them if it is present.
JOAT bloat incarnate. A lot of the mafia's power was concentrated in this role - but Price of Power made it more balanced and choice-based. Any power used would make Juicebox have to sacrifice some of their other abilities in order to use it. Late game, Reload would give Juicebox the opportunity to re-use one ability, but only one.
On the subject of Taunt specifically: I figured it would be less about taunting and more about making a 'hey, we think there's an SK, want to get him together?' kind of announcement.
On the subject of Bus Driver: That ability made the horrifyingly hilarious scenario of the SK poisoning
himself possible.
Of course, removing juicebox would hurt the mafia, which is part of why I designed notquitethere's role.
ToonyMan:
Redirector FBI Agent (mafia)
(Auto) Taskforce: You have access to a private quicktopic with a second player who also has an FBI Agent type role. While you are alive you may chat with them in it, but only during the Night. It is confirmed to the both of you that nobody in that quicktopic has the serial killer alignment.
(Night) Redirecting FBI Inspect [target1] [target2]: You change your first target’s action target to their second target if they are performing one single target action only. Additionally you learn whether your second target is serial killer aligned or not.
The other half of the FBI pair. The
existence of this role was intended to make sure the mafia wouldn't be blindsided by the SK when he started killing. The secondary utility is the redirect - simple but effective. I think that's part of what confused web into thinking Toony was town, since he could accomplish his mafia utility while looking like a town FBI agent at the same time.
Neither Toony nor Lucky actually had a pure alignment inspection.
notquitethere:
Ascetic Backup (mafia)
(Auto) Ascetic: You are completely immune to all non-kill Night or Day actions used directly upon you.
(Auto) Backup: Once per Cycle, you may choose a player. If that player dies at any point after you do this, your role is replaced with a copy of their role. (Lethal actions that role possesses count as using the mafiakill, shotted actions they had are not refilled, and you cannot copy roles that only a town player can possibly possess)
And yet notquitethere didn't actually decide to copy juicebox's role. NQT's role was designed to give the mafia a bit more flexibility by potentially stealing a town role - or even the SK's, though the poison would have counted as using the mafiakill... and notquitethere couldn't unlock the third blood ability due to needing his whole team to die first, heh.
I don't think not backing up juicebox was a bad idea though, since being Ascetic provided a lot of utility - and in a different endgame, it would have won mafia the game. Since poison doesn't bypass it...
Serial Killer:Secretdorf:
Alchemist Cop (serial killer)
(Night) Inspect [target]: You learn whether your target is not useful for your alchemy (town), nearly useful for your alchemy (other), or very useful for your alchemy (mafia). Additionally, you learn whether or not they have an FBI Agent type role.
(Auto) Blood Alchemy: After mafia-aligned players die, you use their blood in secret rituals to gain new capabilities. After one mafia-aligned player has died, you gain Blood Vest. After two mafia-aligned players have died, you gain Poison. If three mafia-aligned players die, you gain Smog.
Information:
(1-Shot, Auto) Blood Vest: You survive one standard kill action automatically.
(Night) Poison [target]: Your target is poisoned, and will die at the end of the following Day (after the lynch). A poisoned player is informed that they are poisoned.
(Auto) Smog: If you do not use Poison during a given Night, you automatically use it on a random player who visits you during that Night, without visiting them.
The most complex role in the game, but I think that's okay since it was the SK and the third parties are meant to be a little stronger so they have a fair shot at winning.
Secretdorf was an experiment in making a role with a different
role - if Secretdorf had played differently, he could easily have become a town core cop and slowly rotted his way through everyone from the inside. Once the whole mafia was wiped out, he would get Smog, which didn't happen this game - but would allow him to kill without any real way of tracing him. He could laugh as the town fell apart.
Except he claimed survivor and nearly got away with it, too. I'm baffled by how well that fakeclaim worked.
(He was given the ability to detect FBI agents as a way to stop the FBI inspects from blindsiding him, but it wouldn't stop them flat out.)