6767th poster gets a cookie (cookie thread (Part 7)) (Part 11)

Random monologue about Zone's view of FM Ability Classification as of late January 2026
  • Kill
  • Block (subclass Protect, Immunize / Permanent Negate)
  • Redirect
  • Inspect
  • Observe
  • Vote
  • Communicate
  • Role-Change (subclass Power-Gain, Copy)
  • Support / Bestow (subclass Curse / Debuff)
  • “Inform” (subclass Deceive)
  • “Mechanic” (subclass “Rule Change”, Event)

Hm… Yeah, I guess I don’t have Bus Drivers anymore in my list of common typing. I don’t like “indirect” abilities. (E.g., you target X, but affect anyone else targeting X.) Even more so when my memory has been failing me as of late.

Investigative got divided into Inspection and Observation for further distinction. (Former checks the target; latter checks the target’s actions / visits.)

You’d think that the two still falls under Informative, but… I feel like I should separate these classes. Because Informative could be some sort of superclass above any class.

Examples:

  • You get killed? You are informed about your death.
  • Your action got blocked? You are sometimes informed about your failure.
  • You actively double your vote weight? It gets informed in public. (If not, then it should be.)
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i just remembered wazza’s kill on mistyx

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that was so good

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interesting

my (meaning Zugbot’s) current categories are

  • Investigative
  • Communicative
  • Killing
  • Manipulative
  • Protective
  • Other

(and any combinations of these)

maybe I should split Other to include some of the categories here

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wolf informs scum team about conditional vig kill
bus driver redirects bad town target that’s dying that day to ita to a townleader, shooting them
someone else takes the fall and when everyone else involved flips town the wolf gets away with it

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Yeah… I want more of this as well…
Mechanics, huh… I also want more of those…

Sadly my “Many Systems Setup” became so overwhelming, that I never made any progress on it… In the end, it all just… became nothing.

Gibberish
  1. Deck of Cards,
  2. Corrupted Votes,
  3. Chute,
  4. Kakegurui,
  5. [N/A],
  6. The Cyberiad Overhaul,
  7. Twilight’s Kingdom,
  8. Ever Changing Seasons,
  9. April Showers the Third - Alternative : Quantum,
  10. [N/A] (though inspired by Undertale Overhaul),
  11. True Majority,
  12. Paradox Hazard,
  13. [N/A],
  14. Encroaching Darkness,
  15. Names Redacted,
  16. Darling in the Franxx,
  17. Blood on the Forum,
  18. Purgatory,
  19. [N/A]

Technically there’s a 20th, but that one is not placed anywhere and regarded as common sense. It only got mentioned by the 15th.

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If you think really hard about it, then Protective is just Kill-Only Block. But nbowie once said the distinction was necessary because Protective resolves the Kill action whereas Block doesn’t.

E.g., Doctor and Vigilante target [Victim]. If a Tracker tracks Vigilante, then they see the vig visiting [Victim].
Meanwhile, if Rolestopper and Vigilante target [Victim], then Tracker wouldn’t see any visits coming from the vig.

It sounds like a pain to separate them though, so I don’t. The nature of the classes (i.e., failing actions) is close enough, and only the details differ. That sounds like a subclass to me.

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Inspection and Observation are subclasses of Investigation. Block and Redirection (and Deception) are subclasses of Manipulation.

IYAM you’re only missing Voting, Communication, and Role-Changing.

I’m not sure if this is worth splitting your Other for.

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In my view (and my implementation) protective is not kill-only block, even if you ignore whether or not the action is resolved

Protective actions add to a player’s protection amount for that night, and killing actions subtract from their protection amount (and subtract from their health if there is no remaining protection)

It is distinct both in that the actions aren’t resolved like roleblocking, and that protection can do things beyond binary “is this kill blocked” - eg a doctor that protects for 50% health and a kill for 100% health will together cause the target to lose 50% health.

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Mooooost likely whether I end up splitting it will be based on whether it’s helpful for my (eventual…) implementation of NAR
so /shrug for now

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reading people’s discussion questions for class makes me so curious/annoyed.

do people not learn things such as:
Don’t ask hypotheticals/questions that you just cannot answer with the materials provided
Format your questions well (make them open-ended perhaps)
Make the questions good? possibly engaging with the text? and maybe even not unecessarily long?

in high school these days

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seven should be allowed to reach apotheosis. as a treat.

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image

:fearful:

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You only told me about your grandpa who was swearing in Romanian

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Guess who didn’t adopt the euro :neutral_face:

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weren’t some people writing the old currency conversion factor on the euros

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Harry Potter: Hogwarts in 2020
Even magical castles weren’t spared from the ruinous effects of COVID.

I dont understand

For currencies who were tied to the euro, the conversion rate was decided by some people yeah. For bulgaria it was 1:1.95583

I won’t say I understand what you have in mind, but as long as it works for you, then it’s good for me.

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*re-reads your post*
That is… an interesting implementation. From what I see, you essentially have some sort of HP mechanic, which I don’t use. (Everyone has 1 HP, and if you lose it, you die.)

In your case though, I understand why Protection could be its own class. Though if it were me, then I would’ve put it on Killing’s subclass, as its effect is literally the same as Killing, but then it “removes negative health” (AKA heal), and the health “cannot exceed the original state at night”.

(It’s basically the same logic as to why I put my Curse class as Support’s subclass.)

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