For those who are tired of dying in this game. Starring Zombies, Aliens, Cults, and more!
This game will be a bit complex, with custom roles, however the set-up will be open. So no bastard-modding. There will be alignment-changing roles like cults and recruiting masons. In fact, getting players to join your group is the main way to win, since no one can die. Instead of lynching, players vote to turn someone into a vanilla townie, making them town but also making them lose their power.
This game is for exactly 7 players. Be prepared to play longer than usual, since you won't die!
I will also post the set-up here, since it will be open, so you can start asking questions if anything is unclear. And you can check if I overlooked something.
Some special rules (will write all rules in the game thread):
Night phases will last 0 minutes since there is no mafia. You have to post actions during the day, with a back-up action, and I will resolve them after the lynch.
You are not allowed to use your role ability on the player that is going to get lynched. This is why you need a back-up action.
You are allowed to reveal information you had in a previous role.
What happens when you do an action depends on your role and the target's role. I've made a table of all interactions, see Interaction Table.
You can have multiple roles, for example a doc that becomes a cultist will be a cultist doc. Example: the doc can cure people, but he can also be part of the mason or cultist group, he can be infected by a Zombie, and he can be probed by the Alien. See role pms and Interaction Table.
A human is defined to be a non-zombie, non-alien.
Mason role wrote:You are a Mason, aligned with the town. You can recruit one player every night: if succesful, that player becomes a mason the following day and you will be able to communicate. Only the oldest mason gets to recruit new masons. You win when there are no zombies or cultists left.
Cultist role wrote:You are a Cultist, aligned with the Cult. You can recruit one player every night: if succesful, that player becomes a cultist the following day and you will be able to communicate. Only the oldest cultist gets to recruit new cultists. You win when all humans have become cultists.
Zombie role wrote:You are a Zombie, aligned with the Zombies. You can't be recruited or probed. You can infect one player every night: if succesful, that player becomes infected the following day, and a Zombie the day after. You cannot communicate with anyone else. All zombies can infect one player, and players won't notice if they are infected, only if they become a Zombie. You win when all humans are infected.
Alien role wrote:You are an Alien, independent. You have come to Earth to investigate the human race, which you do by probing humans. You can probe one player every night. You will fail to probe if anyone targets you, and when someone becomes a zombie or gets lynched they lose their probe. You will always know who is probed and who isn't, and you can choose one of the probed players and change their ability target or choose to let them target no one. If you are lynched, you won't become a vanilla townie but you will be revealed as Alien. You win when all humans have been probed and there is at least 1 human.
Shrink role wrote:You are a Shrink, aligned with the town. You can target one player every night: if they were part of the cult or mason group, they will leave that group the following day. If a mason or cultist tries to recruit your target they will fail. You win when there are no zombies or cultists left.
Doc role wrote:You are a Doc, aligned with the town. You can target one player every night and cure their infection or Zombie disease. If your target is bitten by a Zombie, they won't become infected. Unlike other humans, you will notice when a Zombie bites you, and you are able to cure yourself if you choose so. You win when there are no zombies or cultists left.
Cop role wrote:You are a Cop, aligned with the town. You can target one player every night to find out which group they belong to. You will see the role of the person, whether they are part of the mason or cultist group, whether they are infected or not, and whether they are probed or not. This action will be resolved after all other actions. You win when there are no zombies or cultists left.