FAM5 - Thread 1 - Day 1

Player & Ability Tags

I. Tags

Tags are mechanical markers of players and abilities. Some tags modify the player or ability they’re on, some are hooks that effects can refer to, and some may just be there for flavor. Players know what tags they have, and what tags their actions have at all times unless otherwise stated.

II. Common Tags

We recommend looking through these at least once!

Most (but not necessarily all) of the following tags are in the game. These will often not be explained in role cards when they appear. Tags may exist that are not on this list, and they will be explained on role cards when they appear.

Player tags:

  • Enigmatic — This player cannot claim or soft any role flavor, role tags, role abilities, or any non-public game actions. If they do, they lose all role abilities and tags (You may know this as Scared), and any ongoing effects are canceled (e.g. if the role created an ongoing event, the event would end immediately). The claimed/softed flavor, tags, abilities do not have to be real. Claiming/softing anything mechanical relating to your role at all violates this restriction. You are able to talk about things that everyone has access to or knowledge of e.g. you have a role (no one is vanilla), you have an ITA shot (everyone does), or that you’ve used an event prize (this has nothing to do with your role). YOU MAY CLAIM THAT YOU’RE ENIGMATIC .
  • Enigmatic About {Something} — Similar to Engimatic , the player cannot claim or soft anything specifically related to X. As long as it does not imply a relation to the thing you’re Engimatic about, it does not violate the restriction. This has the same consequences as violating a normal Engimatic restriction. YOU MAY CLAIM THAT YOU’RE ENGIMATIC ABOUT SOMETHING .
  • Vulnerable — This player cannot be protected from kills (think Macho).

Ability tags:

  • Compulsive — This action must be used at every opportunity. Choices and targets will be selected randomly if the action is not submitted.
  • Hidden — This action cannot be observed e.g. can’t be tracked, watched, etc. (think Ninja).
  • Inactive — The ability’s passive effects do not apply, its triggers do not trigger, and it cannot be used if it’s an action.
  • Loud — The players visited by this action are publicly announced at the beginning of the next Phase or after they resolve if Immediate. Example: “Adora visited Catra during the Night.” (Those names are Chloe’s fault. She knows what she did.)
  • Multitasking — This action can be used in addition to other actions in the same Phase, Cycle, etc. Items are multitasking by default, unless specified otherwise.
  • X-shot — This action can only be used X times per game.
  • Overwhelming — The action ignores effects that protect the targeted player, or diversion effects on their target (i.e. a Bus Driver).
  • Strong-willed — The action cannot be blocked, and ignores redirection targeting the acting player.
  • Unstoppable — The action is both Strong-willed and Overwhelming, and ignores all other effects that would prevent it (e.g. a Commuter).

Player or Ability tags:

  • Sealed (Player) — This player cannot be interacted with while dead (this includes all of their abilities and Items). When a dead player becomes Sealed , it is publicly announced at the beginning of the next Phase that they became Sealed during the previous Phase. If a living player is Sealed, it’s never announced, but instead will be noted when their role is revealed. There is an ability tag of the same name that works the same way, but is limited to only the ability it modifies.
  • Sealed (Ability) — This ability cannot be interacted with while the player who owns it is dead. When an ability owned by a dead player becomes Sealed , it is publicly announced at the beginning of the next Phase that it became Sealed during the previous Phase. If the ability of a living player is Sealed, it’s never announced, but instead will be noted when their role is revealed. There is a player tag of the same name that works the same way.
  • Cycling — The player must use each Cycling ability in their role, or each Cycling mode of a single ability, an even number of times. (For example, if a player must Cycle between abilities A, B, and C, and they have used A and B once but C zero times, they would need to use C before using A or B. If they have used A and B twice, and C once, they would likewise need to use C before using A or B.)

THIS LIST IS NOT EXHAUSTIVE. OTHER TAGS NOT LISTED HERE MAY EXIST .

III. General Details

Click here to read more

Tags may have implicit mechanical effects. Tags may implicitly add other tags, and when it does, effects that care about the tag will resolve as if it had the implicit tags (see Unstoppable).

Tags may have a value. For example, the X-shot tag always has a numerical value that can vary from instance to instance, and X is replaced by whatever the value is e.g. 2-shot and 3-shot are both instances of X-shot, but the former has a value of 2 and the latter has a value of 3. Values are secret by default.

Tags do not stack, and neither players nor abilities can have more than 1 instance of a tag at a time. If an effect would put another instance of a tag on a player, it does nothing instead. If the effect is passive, it is ignored while the player or ability has the same tag. If two or more instances of a tag would be applied to the same player or ability during action resolution with different values, none are applied unless otherwise stated.

Tags of actions only apply to that action. That is, if a player is blocked, all actions would be blocked accept those that are Strong-willed or Unstoppable. If the player has a tag that normally only applies to abilities, like Unstoppable, it is identical to all of their abilities having the tag i.e. effects that care about an action being Unstoppable would see that action as Unstoppable if its player had the Unstoppable tag. For tags that have distinct meaning as both a player tag and an ability tag (e.g. Leader or Sealed), the player tag does not necessarily mean it is the same as all abilities having that tag.

Tags can often be recognized in the construction “becomes [Tag]” e.g. “becomes Overwhelming”. This construction may change to ensure it is proper(ish) English grammar e.g. “becomes a Key ability”. Roles that start with tags will often see it written as “You are [Tag]” e.g. “You are Enigmatic.” Abilities that start with a tag will find them in a space delimited list followed the em dash (“—”) on the tag line (the one that starts with “Day/Night Action”, “Passive” etc.).

IV. Tag-specific Details

Click here to read more

Sealed has a slightly different meaning when on a player instead of an ability in that it does a bit more when on a player than treating all of its abilities as Sealed, but an ability being Sealed is still redundant if its player is Sealed. When a player is Sealed, they cannot be interacted with at all (abilities or otherwise). If an ability is Sealed, it will be ignored by backups even if the rest of the role could be copied. We will update flips if the player or their abilities become Sealed after death (either editing it into the role itself, or making a note somewhere), but we will not make an announcement when this happens.

A Hidden action cannot be observed e.g. can’t be tracked, watched, etc. (think Ninja). The action must be Hidden when it resolves e.g. if an immediate action resolves during the Night and that action later becomes Hidden, observation effects still see the immediate action.

An Overwhelming action ignores effects that protect the targeted player, or diversion effects on their target (i.e. a Bus Driver). However, it can be blocked or redirected by effects targeting the acting player. In other words, it ignores anything that would somehow shield its target (think Strongman but bypasses a few more things). If an effect would cause ITA shots targeting a player to have their damage reduced to 0, Overwhelming would ignore such an effect, but it would not ignore an effect making the player’s shots deal 0 damage.

A Strong-willed action cannot be blocked, and ignores redirection targeting the acting player. However, it would not ignore things such as their target being protected or redirection from a Bus Driver. In other words, it ignores anything that affects the acting player (think Strongwill but bypasses a few more things). If an effect would cause a Strong-willed player’s ITA shots to deal 0 damage, they ignore such an effect. If an effect would cause ITA shots targeting a player to have their damage reduced to 0, it would not ignore that effect, and would deal 0 damage.

While Unstoppable ignores an effect that makes a player un-targetable or otherwise immune, it does not allow the action to ignore its own targeting restrictions. For example, if an action says it can only target members of the Mafia, it cannot ignore that restriction if it becomes Unstoppable. Additionally, anything that references Strong-willed or Overwhelming also applies to Unstoppable e.g. “Assist target player, and copy Key actions they use that are not Strong-willed.” would not copy Unstoppable actions either. Effects may still say things like “Overwhelming or Unstoppable” for the sake of clarity, but simply “Overwhelming” would have sufficed.

V. Charges & X-shot

Click here to read more

Charges are countable mechanical markers. Each Charge has a unique name such as Whatever Charge, and is not interchangeable with Charges of any other name unless otherwise stated.

X-shot is a tag with a positive integer value that replaces X in the name (e.g. 1-shot, 2-shot, etc.). X-shot checks how many times an action has been used, and will prevent a player from using the action further if they’ve used it X or more times. That is, if a 1-shot action has been used one or more times, it cannot be used again.

Click here for a (very) detailed explanation

Abilities may care about how many Charges you have, or require them as a cost to use an action. In this way, they can be similar to the X-shot tag in that the number of times you can use an action is limited (i.e. an action that costs 1 Bullet Charge and you have 3 Bullet Charges with no way to gain more is nearly identical in practice to the same action with a 3-shot tag. However, unlike Charges, X-shot is not a cost. It merely compares the number of times the action has been used that game to its number, and says the action cannot be used if its been used as many or more times than its number. That is, you cannot gain more shots of an X-shot ability. The only way to use an action more times than its X-shot tag says is by removing that tag.

Charge costs and X-shot are checked when the action is submitted, not when the action resolves. For example, you could not steal a Charge and make a player unable to pay a cost for an action they’ve already submitted (the cost was essentially deducted upon submission). Another example would be if an action that has been used on a previous Night, and submitted for the current Night, were to gain a 1-shot tag before resolving, it would resolve normally even though it will now have been used twice. This is similarly true if an action were to somehow gain a cost of Charges; it still resolves if it was already submitted. (An action is “submitted” once the action submission window is closed for that phase. If an Immediate action were to make an action X-shot or have a cost of Charges, this could prevent a non-Immediate action from resolving at the end of the phase.)

Passive abilities with effects based on Charge thresholds are updated as soon as Charges are gained or lost. For example, if a passive made a player Unstoppable if they had 3 or more Bulldoze Charges, and somehow gained a Bulldoze Charge during action resolution before their actions resolved, their actions would be Unstoppable. However, this still cannot fizzle actions that are already submitted. If an action is Inactive unless they have at least 5 Level Charges, it will resolve if it’s already submitted even if that player would dip below the threshold during action resolution (but would still technically be Inactive as it resolved).

If an action with the X-shot tag would be given another instance of the X-shot tag, the tag with the lowest value will be applied and all others are lost (this is not necessarily true of other tags with values).

If an action is copied (the text may say things like “inherit” or “gain”), its state is copied as well, which includes the number of times its been used. That is to say, if a 1-shot action has been used once, it still cannot be used again once copied.

VI. Frequently Asked Questions

Click here for the FAQ

Q. Why did you rename some of these that are in the List of Vanilla Roles?

A. Because notblackorwhite is incredibly opinionated and argumentative and we were tired of arguing with her (this was written by notblackorwhite and does not necessarily reflect the views of other FAM4 hosts). (There actually were not arguments about this.) The real reason is they were changed to have names more evocative of their mechanical effect, and be more flavor neutral/flexible e.g. Macho as an adjective has a lot of implications and doesn’t make sense in all contexts like making someone “macho” doesn’t make as much sense flavor wise as making someone “vulnerable”. Ninja is another example of a modifier that’s overly specific in terms of the flavor it implies, and Hidden evokes a similar meaning without the same flavor connotations.

Q. Aren’t these just modifiers? Why not call them modifiers?

A. They don’t all modify. All modifiers are tags, but not all tags are modifiers. Some have an implicit mechanical effect (they modify), but all of them are useful because they can be cleanly.

There is an example rolecard in the OP.

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In-Thread Attacks

Instead of having accuracy, ITA shots always hit, and deal damage to a player’s HP. However, each shot also has a chance to kill.


To fire an ITA shot, ping @FAMHost with **/ITA [player]**. YOU MUST PING FAMHOST OR YOUR SHOT WILL NOT BE COUNTED.

I. Short Explanation

ITAs are handled via damage and HP, but all you need to know is that at the base rate (10 damage), you have an average ITA accuracy of ~18% over the course of the game if they worked conventionally (just trust us).

In short, your shots always deal damage if they connect, but have a chance to kill via a “direct hit,” and there’s a max number of shots someone can take before being guaranteed to die. Every player in the game starts with 100 HP (unless otherwise specified).

Effects that deal damage do not necessarily roll for direct hits. ITA Shots roll for direct hits because they say they do. If another effect that deals damage would roll for a direct hit, it will say so.


II. Shot Feedback

Read this at least once
  • “The shot connects.” — We have processed the shot, and its damage has been applied (damage may be 0). The target is at a non-zero HP, and the shot was not a Direct Hit. To be extra clear, this shot DID NOT KILL if you see this feedback.

  • “Direct hit! [Player] has died!” — The shot rolled a direct hit.

  • “Hit! [Player] has died from their wounds.” — The target reached 0 HP.

  • “Miss!” — There was an effect that interfered with the shot. This could be something like a “day angel”, a vest, or an effect that makes a player’s shots “miss”. Please note that an effect that reduces another player’s damage 0 would be still be processed as “The shot connects.”


III. HP Feedback

Read this at least once

HP Feedback will not be provided.


IV. Armor Plates

Read this at least once

Armor plates have been slightly modified from last year. 1 Armor Plate negates 1 point of damage against a player, and is then destroyed. However, different armor plates from different users do not stack. For example, if Arete gives you 10 Armor Plates, and then Marshal gives you 15 Armor plates, you have 15 Armor Plates, not 25. (Think Temporary Hit Points in D&D 5e).

If there is damage left over from an ITA after an Armor Plate is destroyed, the remaining damage is processed as a normal ITA.

Armor plates will expire at the end of the Day phase.


V. Longer Explanation (for nerds)

Click here for the longer explanation

Every player in the game starts with 100 HP (unless otherwise noted). ITA shots deal damage, and have a base damage of 10. If a player reaches 0 HP, they die.

Additionally, each shot has a chance of a direct hit which will kill the target regardless of their HP. Direct hits in this sense operate similarly to conventional accuracy based ITAs, but instead of having a (mostly) fixed accuracy, the chance increases as the target’s HP gets lower. The following formula is used to determine the chance of a direct hit:

            Incoming Shot Damage / Target’s Current HP = Direct Hit Chance

The chance is rolled before the damage is dealt. For example, a player at 100 HP is targeted by a shot with 10 damage, the direct hit chance is 10 / 100, or 10%. If a shot isn’t a direct hit, then the target’s health is reduced accordingly to 90. The damage used for the shot is after all effects that would increase and decrease its damage for shooting its target have been applied. In other words, we looked ahead at the damage it’s going to do when rolling for a direct hit.

Only ITA shots have a chance to direct hit unless otherwise noted. Other effects that deal damage, are not ITA shots, and do not explicitly say that have a chance to direct hit, cannot direct hit.

A shot must deal damage to have a chance at a direct hit. If the shot deals 0 damage, or the damage would be otherwise prevented, it cannot be a direct hit.

Health cannot go below 0. If an effect would reduce a player’s health below 0, it goes to 0 instead. A player’s starting HP and max HP is 100 unless otherwise noted. Your HP cannot go above your max HP, and if an effect would, it’ll have it go to your max HP instead.


VI. Frequently Asked Questions

Click here for the FAQ

Q: But isn’t this system super town-sided???

A: Nope! Not significantly more so than conventional accuracy ITAs anyway. We had more than one discussion about it, and designed with the potential differences in mind. It’s not exactly untested either.

Q: What would the feedback of a “day angel” be?

A: The exact feedback would depend on the wording of the effect with the ultimate goal of “preventing death from ITAs during the Day”. In practice, we could do:

Shield target player from ITA shots by reducing shots that target them deal 0 damage during the next Day.

The above would have the feedback of “The shot connects.” because the damage is reduced to 0.

Protect target player from ITA shots during the next Day.

The above would have the feedback of “Miss!” because protection stops the shots from having any effect (they do not deal damage, and cannot direct hit).

5 Likes
Setting up votecounts

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SOD1 FLAVOR

Subject: Welcome to Fortress of Lies University!
Campus Announcement Board <anoungcmitz@folu.edu>
To: Incoming Students 2025 <incomingstudents2025@lists.folu.edu>

Dear Students of Fortress of Lies University,

As many of you are aware, late last night, our student records were vandalized with the message “bye bitches”, rendering them unusable. Given that this comes directly after our announcement that we are shuttering our School of Wolfing for minor accounting errors, such as the embezzlement of our faculty’s pension funds into a giant Ferris Wheel, we are unable to determine which of our students were a part of the former School. We recognize that this is a turbulent time for many students, so we ask that you all please remain calm.

Having said that, we call upon our student body to seek out now-invalid IDs of students from the former School of Wolfing and turn them in through the appropriate channels, like the main office incinerator. This will prevent students from the former School of Wolfing from entering university buildings, expelling them as intended. Additionally, to prevent the creation of fraudulent IDs (as our records at the moment are incomplete), we will be not be manufacturing new IDs at this time, so please keep an eye on your own ID lest you lose access to your classes.

Additionally, the construction of notblackorwhite Hall will be halted immediately after a major donor pulled funding. Please do not do “some urbex shit” in the former construction site.

The Fortress of Lies University President could not be reached for comment, as they are “attending their annual popelarp” this week. Please direct all questions to the secretary, May Fromtheflowers.

Regards,
Campus Announcements Board

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Campus Announcement Board

@Kork is the King!

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EVENT ANNOUNCEMENT

Subject: Elect your Student Council Today!
Fortress of Lies University Event Announcement Team <announcements@folu.edu>
To: Event Announcements List <events@lists.folu.edu>


Dear $STUDENT_NAME$,

The Events Announcement Team at Fortress of Lies University is pleased to invite you to the following event. Please see details below:

Student Council Elections
Players: Unlimited
Chance of Death: None
Mobile-friendly: Yes
Duration: Until the action submission deadline (1 hour before end of Day)
Discord Access: Not Required
Other Notes: N/A


How to play

  • You may submit up to 3 names in a ballot for student council elections. Please specify they are for student council elections.
  • The top 3 vote getters at the end of the day will be added to the student council. The results are not publicly announced. Transparency, schmansparency.
  • Unlike most events, you may discuss this one publicly.

How to Join:

  • Submit a ballot for student council. You do not need to officially run or accept the position. The top 3 vote getters are automatically added to the student council.
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EVENT ANNOUNCEMENT

Subject: Back to School Questionnaire!
Fortress of Lies University Event Announcement Team <announcements@folu.edu>
To: Event Announcements List <events@lists.folu.edu>


Dear $STUDENT_NAME$,

hey you fucking losers. its my last day in this internship sending out these stupid fucking emails. i hate this job and i hate the event announcement team. its not even a team its just one person who calls it a team to sound smarter. either way, i’m supposed to send out a back-to-school survey, but can you all just do me a favor and only send in wrong answers? Thanks

Sheep (Wrong Answers Only)
Players: Unlimited
Chance of Death: None
Mobile-friendly: Yes
Duration: Until EoD1
Discord Access: Not Required
Other Notes: N/A


How to play:

  • It’s sheep. You’re gonna get a list of questions, and for the fun of it, you’ll get the right answers too. Your goal is to send in a wrong answer to the question, with the goal of saying the same thing as as many people as possible.
  • You get a point for each other person that said the same that thing you did. You get NO points if you send in a correct answer.
  • Please submit a list to us in your rolecard with your answers. You don’t have to re-copy paste the questions themselves, just send us the answers. Semantically identical results will be combined.
  • All responses will be revealed at the end of the day. The highest scorers will get a prize!

How to Join:

  • Send a list (should be 8 items) of answers in your PM.

Questionnaire Questions (All answers that would be considered correct are in strikethrough parentheses. Please don’t respond with these. Again, the goal is to mess with the event announcement team.)

  1. What does FoL stand for? (Fortress of Lies)

  2. What is Fortress of Lies University’s Mascot? (Joyson the Joycat)

  3. Name a team sport mentioned in the recently-settled class-action lawsuit against Fortress of Lies University (American Football, Curling, Boatsketball, Tennis)

  4. Name a student at Fortress of Lies University (Anyone on the playerlist)

  5. Name a famous/successful alumni of Fortress of Lies University (there is no correct answer to this question)

  6. Name a faculty member at Fortress of Lies University (Marshal, Zone, Ash, Astand, May, Arete, notblackorwhite)

  7. Name a past or present President of the United States of America (Any past or present president of the USA)

  8. Name an element on the periodic table (Any element on the periodic table)

EVENT ANNOUNCEMENT

Subject: Enter our merch raffle!
Fortress of Lies University Event Announcement Team <announcements@folu.edu>
To: Event Announcements List <events@lists.folu.edu>


Dear $STUDENT_NAME$,

The Events Announcement Team at Fortress of Lies University is pleased to invite you to the following event. Please see details below:

Blaseball Elections
Players: Unlimited
Chance of Death: None
Mobile-friendly: Yes
Duration: Until the action submission deadline (1 hour before end of Day)
Discord Access: Not Required
Other Notes: N/A


How to play

  • Our Blaseball team is Raffling off a Blessing: a pair of Gravity Boots! Submit a vote privately for a player, and they will receive an entry into the raffle. The more entries they get, the better their chances of winning!
  • The prize will be distributed at the start of the Night.
  • You may not vote for yourself.
  • Unlike most events, you may discuss this one publicly.

How to Join:

  • Submit a vote for the raffle in your rolecard. (Please label it as such for ease of processing.)

Day 1 has started and will end in 24 hours at 2024-07-06T21:00:00Z!

The window for day actions will begin 2024-07-05T22:00:00Z and end 2024-07-06T20:00:00Z.

@FAM5Players

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1 Like

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SECOND

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owo bitches

2 Likes

hi

1 Like

Waow!!!

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